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12 votes
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Exploring the tech and design of 'Noita'
6 votes -
How scrolling textures gave Super Mario Galaxy 2 its charm
12 votes -
Telltale Games' assets have been purchased and some developers re-hired, with the goal of re-releasing select games from Telltale's back catalog and developing new games
8 votes -
Director's Cut Part 1 - Destiny 2's game director on where the game has been over the last few months and where it's heading next
3 votes -
Dolphin Emulator dev diary: fixing the most curious Wii game
16 votes -
GitHub restricts developer accounts based in Iran, Crimea, and other countries under US sanctions
6 votes -
Deploying containerized Docker instances in production?
Hello! After spending many development hours in my past years running on Virtualbox/Vagrant-style setups, I've decided to take the plunge into learning Docker, and after getting a few containers...
Hello! After spending many development hours in my past years running on Virtualbox/Vagrant-style setups, I've decided to take the plunge into learning Docker, and after getting a few containers working, I'm now looking to figure out how to deploy this to production. I'm not a DevOps or infrastructure guy, my bread and butter is software, and although I've become significantly better at deploying & provisioning Linux VPS's, I'm still not entirely confident in my ability to deploy & manage such systems at scale and in production. But, I am now close to running my own business, so these requirements are suddenly going from "nice to have" to "critical".
As I mentioned, in the past when I've previously developed applications that have been pushed onto the web, I've tended to develop on my local machine, often with no specific configuration environment. If I did use an environment, it'd often be a Vagrant VM instance. From here, I'd push to GitHub, then from my VPS, pull down the changes, run any deployment scripts (recompile, restart nginx, etc), and I'm done.
I guess what I'm after with Docker is something that's more consistent between dev, testing, & prod, and is also more hands off in the deployment process. Yet, what I'm currently developing still does have differing configuration needs between dev and prod. For example, I'd like to use a hosted DB solution such as DigitalOcean Managed Databases in production, yet I'm totally fine using a Docker container for MySQL for local development. Is something like this possible? Does anyone have any recommendations around how to accomplish this, any do's and dont's, or any catches that are worth mentioning?
How about automating deployment from GitHub to production? I've never touched any CI/CD tools in my life, yet I know it's a hugely important part of the process when dealing with software in production, especially software that has clients dependent on it to function. Does anything specifically work well with Docker? Or GitHub? Ideally I want to be avoiding manual processes where I have to ssh in, and pull down the latest changes, half-remembering the commands I need to write to recompile and run the application again.
10 votes -
Former Microsoft software engineer charged with mail fraud for using test Microsoft Store accounts to steal more than $10 million in digital currency
10 votes -
MDN (beta) is now built with React
6 votes -
Microsoft admitted to private Linux developer security list
13 votes -
How To Build An App: Everything You Didn't Know You Needed To Know | Tom Scott
8 votes -
The Digital Antiquarian: Sam & Max: Hit the Road
8 votes -
Software Architect as a Developer Pension Plan
11 votes -
The Digital Antiquarian: Day of the Tentacle
7 votes -
Apple WWDC 2019 livestream
18 votes -
Apple's audacity, and what yesterday's WWDC announcements demonstrate about their future plans
12 votes -
Apple to reveal glimpses of its next era of apps and services at WWDC
7 votes -
Oregon restricts solar development on prime farmland
5 votes -
Why Precompiled Headers do (not) Improve C++ Compile Times
4 votes -
The Digital Antiquarian: Return to Zork
5 votes -
After the rain: The lasting effects of storms in the Caribbean
3 votes -
Experimental Gameplay Workshop 2019
9 votes -
Feature request: Use "/t/" in alternative to "~" in the url of a tilde.
My title sucks, couldn't word it better. So, I hate having to use the tilde char. Doing tildes.net~tildes is much harder for me than tildes.net/t/tildes. It would be cool if tildes also supported...
My title sucks, couldn't word it better.
So, I hate having to use the tilde char. Doing tildes.net~tildes is much harder for me than tildes.net/t/tildes. It would be cool if tildes also supported using "/t/". I am not suggesting to remove the "~", but make one redirect to the other.
22 votes -
Sean Murray at GDC
15 votes -
"Making video games is not a dream job": "The workers behind hits like Fortnite and Call of Duty need unions to protect them from exploitation"
10 votes -
Tildes Docker Image
Looking at the development setup page, the suggested setup is to use vagrant to create and provision a VM. Out of curiosity, is there a reason for this preference over setting up a Tildes Docker...
Looking at the development setup page, the suggested setup is to use vagrant to create and provision a VM. Out of curiosity, is there a reason for this preference over setting up a Tildes Docker image inside the repo? Tildes seems like a pretty simple and straightforward web app, it shouldn't be difficult to create. Is it just a developer preference of Deimos/Tildes devs? Or is there a logistical reason?
9 votes -
How much testing do you guys do?
Pretty straight forward question, but basically I was watching a discussion panel the other day talking about the ethics of Self-Driving cars. A topic came up about people writing crappy code, and...
Pretty straight forward question, but basically I was watching a discussion panel the other day talking about the ethics of Self-Driving cars. A topic came up about people writing crappy code, and more than that, people not testing their code. And if they do, they do point testing. I am in my last semester of uni and I am working with some companies where we are doing pretty extensive testing, happy flows and a lot of alternate flows, as well as UI/UX testing. I wanted to extend this question to you, do you guys do testing, what type? How much do you focus on it? And if u love it/hate it?
12 votes -
The Digital Antiquarian: Darklands - The first CRPG ever released by MicroProse Software
5 votes -
Two devs automated the process of generating and publishing "garbage" mobile slot machine games on Google Play, and made over $50,000
28 votes -
Nvidia announces Jetson Nano Dev Kit and board: X1 for $99
5 votes -
Tildes mobile app
I wasn’t able to find a discussion on this, though I’m sure there has been, and for that, I apologize. Is there any kind of timeframe on the release of a mobile app for tildes? I would guess that...
I wasn’t able to find a discussion on this, though I’m sure there has been, and for that, I apologize.
Is there any kind of timeframe on the release of a mobile app for tildes?
I would guess that on Reddit most of their traffic comes from people accessing the site on their phones at this point, but I could be wrong. In any case, it certainly is a large portion of the users that access the site in this way.
With that in mind, it would be nice to be able to access tildes from a mobile app to do away with the clunkiness that comes with using the site through a mobile browser. I don’t mean to sound like it’s terrible. The site functions well enough through a mobile browser, but it would certainly have me using tildes a lot more if the convenience of a mobile app was available.
I’m sure the developers are very busy, and I don’t want to sound demanding, I’m just curious.
And once again, I apologize if this has been discussed recently.
21 votes -
Guild Wars 2 developer ArenaNet plans for mass layoffs
7 votes -
To Create An Evolvable API, Stop Thinking About URLs
5 votes -
The Digital Antiquarian: Ultima VII
6 votes -
The internet was built on the free labor of open source developers. Is that sustainable?
14 votes -
The fall of Starbreeze Studios
8 votes -
Our Software Dependency Problem
9 votes -
GoDaddy is sneakily injecting JavaScript into your website and how to stop it
44 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
Start with a website, not a mobile app
20 votes -
A tester walks into a bar: Reviewing test techniques
4 votes -
How a book binds the Return of the Obra Dinn
7 votes -
Rainwater harvesting eases daily struggle in Argentina’s Chaco region
2 votes -
"Like a TripAdvisor for migrant workers”
4 votes -
The next big blue-collar job is coding
11 votes -
Do you restrict your game purchases to avoid Early Access?
A couple of years ago I had the itch for a 3D platformer and didn't feel like replaying Super Mario 64 for the nth time. I saw that there was a game called Poi and it was clearly inspired by SM64....
A couple of years ago I had the itch for a 3D platformer and didn't feel like replaying Super Mario 64 for the nth time. I saw that there was a game called Poi and it was clearly inspired by SM64. I picked it up and played it while it was in early access.
I enjoyed my time with it, but because the game wasn't content and feature complete, I ended up making my way through an unfinished, buggy version. This is not a complaint, as I knew well that it was still in development, but I can't deny that it hampered my enjoyment of the final product. When I finally sat down to play through the game for the "first" time after its release, my previous experience soured my current one because I was retreading familiar, albeit improved, levels.
Distance, another early access game I purchased, released in full this past month. Unlike with Poi, I actually stopped myself from playing Distance in early access (after trying it out briefly), so that I wouldn't ruin the game for myself. As such, my enjoyment of it has been far greater. Those two games, plus a handful of others, have made it such that I pretty much will no longer buy a game if it's in early access, simply because I'd rather wait for the full thing.
With that in mind, I'm curious if other people do the same thing, or if some people actually like the behind the scenes experience of playing a game as it gets built? Also, what are some early access success stories that have had solid, full releases? What are some that would be considered successes in spite of the fact that they haven't fully released yet?
12 votes -
The tragic end of Telltale Games - how an award-winning studio abruptly shuttered, as told by the people who were there
14 votes -
This dumb industry: Telltale autopsy
12 votes -
Telltale employees left stunned by company closure, no severance
27 votes