Hi, I’m sbird! I like programming and am interested in Physics. I also have a hobby of photography.

previous scheep on lemmy.world: https://lemmy.world/u/scheep

  • 17 Posts
  • 111 Comments
Joined 2 months ago
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Cake day: June 12th, 2025

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  • I’ve been running the developer beta for about a month or so now, the updates have made the phone run cooler (good) and things have become more readable. Good that Apple is working on it, but there’s still a bunch of issues. In the clock app, when there’s the bubble in the swipe menu, the text and icons switch between yellow and orange and there’s also VERY small slivers of orange whenever you hover the bubble over the alarms and stopwatch icon that drive me crazy. The bubble effect is a bit overdone in my opinion and could be toned down a bit. The lockscreen swiping still has issues, as when you swipe down the lockscreen background doesn’t appear, but notifications are still adjusted to the colour of it so if you have a darker lock screen background and on a lighter/white web page and you swipe to see you notifications, it looks unreadable until you swipe all the way down where the lockscreen background reappears.


  • Godot is better than roblox for making games because:

    • you’re not restricted to one platform (in gd you can export as web app, linux, windows, macos, mobile, etc.)
    • Roblox requires an internet connection and a Roblox account, both of which are not necessities for a game developed in godot (or any other game engine, like unity or unreal)
    • Roblox has some very shady business practices that are not very nice to game developers. Godot, meanwhile, gives you the control of where you want to distribute the game with no strings attached
    • GDScript is super easy to learn, very similar to Python and I really like that it’s integrated into the engine (you can, of course, use a separate code editor if you want. You could even use C# if you’re more comfortable with that)

    If you do go for Godot (and you should), I would check out channels like GDQuest and HeartBeast as well as the Godot documentation for tutorials and help, as well as browsing the forums for advice.






  • I bought my first camera a few years ago, so I can give you the advice others have told me. The lens is more important than the camera, and it’s good to get into a decent lens ecosystem. I personally use a ZVE-10 (even though I mainly do photo, as it was significantly cheaper than the A6400 in my region. Lack of EVF sucks though, so I wouldn’t recommend it to anyone that only wants to do photo)

    If you want to go for the Sony ecosystem, the a6400 is a good pick. Lots of people also like the a6300 (older version of a6400), a6100 (older entry-level camera), and the a6000 (another older camera).

    For E-mount lenses, good general-pirpose zooms would be the Sigma 18-50mm f2.8 and the Tamron 17-70mm f2.8. The Sigma primes are very sharp, but lots of people also like the more affordable TTArtisans and Viltrox lenses that are almost, if not equally, as sharp.

    If you prefer the Canon ecosystem, you could either go with a DLSR (bigger and heavier, but usually cheaper) or mirrorless (lighter, but a bit more expensive). I don’t know much about it though, so I can’t tell you anything more than that.

    There’s also Nikon, Fujifilm, and the L-mount alliance, but I don’t know much about any of them all too much.

    I remember someone told me that Sony has great AF, Canon and Nikon both have good colours, Fujifilm has film simulations + more retro control dials/design, and L-mount is a shared mount between Panasonic, Olympus/OM System, and Leica (so you can mix and match lenses and cameras between those three) and also give you M43 (sensor is smaller than APS-C, but more compact lenses). If you go with any of those ecosystems you’ll be fine, they all make good cameras.




  • If there was a “key” for every dialogue, that table would get ridiculously long. All the dialogue text is only being used once anyways, so it’s just making it more complicated for, in my opinion, little to no reason.

    Using a lookup table for the emotions and character could be interesting though. I prefer my solution of just having all those dialogue objects since it’s simple and works for my use case. In Godot with the “quick load” feature you can find the different sprites very fast. Also, not changing the dialogue system means I can keep using the same one for all my games, so less work to do :D


  • It means that you can use more secure passwords rather than using easy to guess passwords/one password for everything. Using cloud based ones like Bitwarden means you have to trust the company hosting your passwords to not screw up and suffer from a data leak. I think Bitwarden is pretty trustworthy, but I might be wrong on that one.

    Alternatively, you could selfhost (with something like Vaultwarden) or just use something local like KeePass. For the latter, you can choose to sync with SyncThing if you want.

    I personally use KeePass, but don’t use SyncThing.


  • How my dialogue box works is by having a “Dialogue” object that has three parameters: the text, the avatar, and the duration (longer dialogues wait for 5s, shorter could be 3s). And in each “conversation”, it’s pretty much looping through an array of these dialogue objects. So for every conversation there is in the game, I would have to change the dialogue objects of each one.

    And I don’t think I can map it to specific textures since I have multiple textures for different expressions (happy, shocked, angry, etc.) and am likely going to add more in the future so I can’t really hard code that in.

    It’s quite a bit of work for something that I find mostly unnecessary as all the characters introduce themselves when you meet them and there is a clear visual distinction (different shapes, colours, etc.) between all of them.









  • To be fair, Samsung’s new Fold 7 does seem to be very thin (and surprisingly keeps the same battery capacity with the Fold 6), and Apple Silicon has always been very good.

    But things like larger camera sensors, ridiculously large SiC batteries, superfast charging speeds (Samsung does have 45W, which is probably enough for most people, but Apple unfortunately does not have fast charging…), and high-value budget to midrange phones (e.g. Nothing’s latest ones are awesome with clean software, and of course all the Chinese ones like Redmi, Oppo, Poco, etc. that usually have bloaty software) the big brands don’t really have anything that competes with the other smaller brands.

    One comment already pointed out that Samsung would rather use their own sensor and are probably developing their own 1" sensor (as well has better sensors for the ultrawide and telephotos). A whole bunch say that the big brands usually play the long game and see how the latest tech develops before implementing it in their own smartphones. Another says that Apple and Samsung produce way more phones than the smaller brands so they have to wait for the tech to scale. So Apple and Samsung certainly have legitimate reasons to wait.

    A bit off-topic, but I think it’s kind of crazy that Huawei and Xiaomi were able to develop their own cars. Pretty wild.