To me? No. But its extra characters that I need to scan and process, it's syntax that can't be autocompleted by my LSP/IDE, and it's at least one mental leap away from what I really want to do. I am interested in the even-ness, not the remainder.
The simpler programming can be made to be, the better. I'm not going to die on the anti-modulo hill, I don't care that much about it. But I think it's silly to pretend that it's not overly complicated (even if only a little) for the task most commonly at hand.
It may be annoying, but just the possibility of opting out of some of them is already something against the rising tide of taking control away from the user.
Is it the perfect system? No. Is it better than no system at all. I think so.
Kinda parallel to this, if anyone has any recommendations on a good book about game design, more focusing on design patterns, how to structure code, good practices, etc rather than how to program or use a specific engine I'd be grateful.
It's not really clear what you are asking for. You term your desire 'game design', but that generally means the arrangement of systems (ex rules) for a game . But, your first list sounds more like 'video game architecture'.
I found Chris Deleon's Hands-On Intro to Game Programming in HTML5 a helpful book of graduated exercises that also demonstrates how to reuse components of previous games. [https://gamkedo.gumroad.com/l/hands-on-game-programming] It is, however, somewhat expensive and I only sprung for it as part of a larger bundled deal. I imagine that you could find similar works, or it might not jive with you. His udemy course, using this as the text, has a preview video. [https://www.udemy.com/course/how-to-program-games/#instructo...]
The best book I've read about making games is the two Blood Sweat and Pixels by a games journalist.
Regarding design, Vlambeer (Rami Ismail and JW Nijman) is kind of the template of the contemporary indie game. Watch their talks.
HN frequently links to stuff that could appear on "Awesome X" lists on GitHub but I don't personally find it very useful.
Honestly you will not find good books about these things. Games culture writing almost entirely falls into the wrong side of cultural materialism: since the vast majority of game creators are still living, talking about them is marketing. Marketing is survival. It's very hard to have a negative subjective opinion about anything to do with games, including engineering and design, and participate in the gaming ecosystem. All of the games industry operates, essentially, under the "Banning the Negative Book Review" (https://www.nytimes.com/2013/11/30/opinion/banning-the-negat...) premise, in a Darwinian way.
So like if it's a book by a game creator... At the end of the day, they have to promote their game. If they were dead, and someone else were writing about it, okay, the bad stuff won't be omitted, it will be authentically bad. It won't be mea culpa or here's-what-I-learned badsplaining. But that doesn't happen because everyone is still alive.
This is difficult to express because there isn't a succinct humanities idea for this - it's cultural materialism, but that covers a lot of ground - but it is the reason you can't just like, find a book about game development that is mind-bendingly good. It's why there isn't an idea as succinct as The Hero's Journey for games like there is for books. You have to accommodate any and all ideas for making games, not because there's no objective truth to it (there is), but because you might make someone's thing less marketable.
I would not recommend Blood Sweat and Pixels. While it does have details on publishing decisions and crunch of making games, it has little insight into any actual game development. It's more of a sensation piece on how difficult games are to make. GP seemed to be looking for design and pattern references.
I second Game Programming Patterns! I created a little indie game [1] using the design patterns mentioned in that book. Still not quite complete, (good) games are HARD, but even this small game would've fumbled into a mess of spaghetti if it weren't for what I learned from that book.
I haven't read it, but Tynan Sylvester wrote a book about game design while making Rimworld. I've seen the way he's discussed some of his decisions in public forums and it's always seemed insightful, so his book it probably good.
Out of curiosity, would principles about how to structure code be different in games vs other software?
If you click on the three-dot menu, there's a small caret button you have to click to show more of the pill buttons at the top, and one of them is "Cached".
It feels like every time I need to use that button it's moved somewhere new.
However, this option is hidden for me on every result I’ve checked. Pages posted several years ago, pages posted within the past couple months, Reddit pages, StackOverflow pages, etc. Even pages from Google itself are missing a cached page option for me.
I was actually thinking about that: OT1H, fail2ban would really clean up the list, so it's not monopolized by the one joker, but OTOH given sufficient spans of time it would make the output go quiet, which for this specific case defeats the purpose
I actually much prefer the projects that give the caller a fake shell, and watch what they type after "breaking in." It'd be the Kitboga of ssh attacks :-D
I don't see the point of fail2ban on a server without password login, except to keep the log file tidy. That isn't worth risk of locking out legitimate users due to misconfiguration or user error. CMV.
Keeping the log file tidy isn't just an OCD thing. If you're searching for a needle in a haystack, where needle is "suspicious login", and the haystack is "all of the login attempts from the past the months", your job is made much easier when the haystack is much smaller.
That said, the fail2ban defaults are way too low and I've locked myself out with them. They can be turned way up (ban after way many more attempts) so that there's no risk of locking out legitimate users. (Assuming your users didn't forget their exact password and then generated a small dictionary to try with.) On a server with potential misconfiguration, accepting passwords is one of them.
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