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Comment: Re:So greedy, they want money but don't want users (Score 1) 687

by goruka (#46748899) Attached to: The GNOME Foundation Is Running Out of Money
I'm sorry but that argument is past it's due date. Gnome 3 has been out for years and the hate didn't stop.
In comparison, It did in great measure for Ubuntu+Unity, which has now much wider acceptance than when it was released.
Gnome 3 was simply not able to revert the hate and is heading directly to irrelevance.

Comment: So greedy, they want money but don't want users. (Score 4, Insightful) 687

by goruka (#46741259) Attached to: The GNOME Foundation Is Running Out of Money
Being honest, they only seem to be developing Gnome 3 for themselves and the few loyal users that remain with them. They are not interested in the rest of the community using Gnome anymore, they sent that message clearly several times, and we the past users understood. Yet, they ask for money with the excuse that some of the components are being used by other environments and/or applications.

I don't personally mind at this point if gnome dies, they should have seen what happened to KDE 4 and take note. They should have see what happened with Windows 8 and read the writing on the wall. Even Microsoft has changed course by now while Gnome is still heading to irrelevance.

If I were in their shoes, I'd simply change course, post a public apology, announce Gnome 4 and bring back everything that users are missing. That should give them enough support to stay alive. I'm sure there is still time for them. But as I said before, I don't think they even care so let them die.

Comment: Been at GDC, and F2P is dying. (Score 1) 181

by goruka (#46709717) Attached to: Do Free-To-Play Games Get a Fair Shake?
Once large F2P publishers, advertisers and developers such as Gree, 6waves, Tapjoy, Zynga, King, etc. were all but gone. I'm not saying there aren't companies still milking the model, but they are more into niches and whales in a shrinking market. Investment for these kind of games is disappearing rapidly.

Met with many publishers and can tell you for sure that the huge success of Steam and high amount of sales of the PS4 is making them reconsider where to invest. The new trend now seems to be something called "Premium", where you basically pay upfront for a game. Something never heard of that It's going to change the world.

Comment: Re:Homeopathy Works (Score 1, Interesting) 408

by goruka (#46704419) Attached to: Australia Declares Homeopathy Nonsense, Urges Doctors to Inform Patients

And how is that an improvement over giving them a medicine that beside a placebo effect of identical magnitude additionally causes direct pharmaceutical effects? Since when do these two effects clash?

Your answer makes sense, but you lack the whole picture. Homeopathy doesn't work like that.
Homeopathy is not just the "fake medicine", as most articles you read on the internet work. There is a whole theatrical performance. It works like this:

1) The "doctor" asks for a few questions about your problems, your dreams, your social life, family, etc.
2) He has a book where each of the things you mention (or the closest one) have an homeopathic ingredient listed
3) He correlates and finds an ingredient that appears the most in the issues that you mentioned. He will show it to you.
4) He will ask you to buy a medicine with that ingredient.
5) However, before leaving, he will warn you that it's possible that he might have given you something that is too strong, and will explain you that you have to dilute it a little (or do something like that, I don't remember) to mitigate the effects of an overdose.

So, the reason why it works as a placebo is because it's designed to be convincing, not because you are drinking water.

Comment: Homeopathy Works (Score 1, Interesting) 408

by goruka (#46704075) Attached to: Australia Declares Homeopathy Nonsense, Urges Doctors to Inform Patients
And is a scam at the same time. I've met homeopaths who were certain that It didn't really work, but have seen a great deal of patients recover from terrible illnesses only because it helped them not give up, or worked very efficiently as a placebo. Where I live, to work as homeopath, you need am university degree in medicine so It's not really that the practitioners don't know what they are doing, and will often send patients to a real doctor when they see imminent danger or can't see results.

By the same logic, Astrology should be banned, as it probably affects human relationships in an even more negative way.

Comment: Re:Lets define our own string, vector, list classe (Score 1) 73

by goruka (#46219755) Attached to: Godot Game Engine Released Under MIT License
Thanks for the preaching, but I don't know what an "experienced C++ programmer" is. There are several different ways people programs C++, including different styles and different purposes.

Clean code is useless when it doesn't perform as expected, and performant code is useless when it's more difficult to write. C++ is meant to mix both things, so by definition it will never be entirely clean or performant. It's a language that strikes the right balance for this specific purpose.

In other words, the reason for the lack of a virtual destructor is performance. This way, the class will not need for a vtable and vpointer, and will be destructed inline. Containment will make it more difficult to write and debug, you would need to replicate operators such [], mehods such as size, etc.

So, I hope I could make my point of why the current choice is the right choice in that context.

Comment: Re:Is this like CrystalSpace? (Score 1) 73

by goruka (#46214699) Attached to: Godot Game Engine Released Under MIT License
None of those are nearly as complex or featured as Godot. Also, they were designed for hardware architectures not relevant any more today.
Godot tries to avoid the same mistake by abstracting the graphics part as higher level, so changes in hardware trends don't affect the rest of the engine as much.

Comment: Re:Lets define our own string, vector, list classe (Score 3, Insightful) 73

by goruka (#46214667) Attached to: Godot Game Engine Released Under MIT License
This is an easy answer, STL is good but often not as good, specially for projects this size and requirements because:

1- It generates huge debugging symbols.
2- It generates a lot of code because most compilers inline it by default.
3- It's so complex that compile time increases by a few times.
4- Errors are huge and uncomprehensible.
5- Support for custom allocators is limited to alloc/dealloc functions.
6- Support across compilers is not as good (specially console compilers).
7- Lack of support for COW with atomic ops for thread safety

Some of these probably improved significantly since the time work on the engine started, but I'm sure most issues still stand.

As for why not std::string or std::wstring, have you actually used those? They suck, the amount of operations you can do is really little, check core/ustring.h in Godot to std::string and you'll easily see why everyone rewrites the string class.

+ - Godot Game Engine Released Under MIT License-> 1

Submitted by goruka
goruka (1721094) writes "Godot is a fully featured, open source, MIT licensed, game engine. It focuses on having great tools, and a visual oriented workflow that can deploy to PC, Mobile and Web platforms with no hassle. The editor, language and APIs are feature rich, yet simple to learn. Godot was born as an in-house engine, and was used to publish several work-for-hire commercial titles.

With more than half a million lines of code, Godot is one of the most complex Open Source game engines at the moment, and one of the largest commitments to open source software in recent years. It allows developers to make games under Linux (and other unix variants), Windows and OSX."

Link to Original Source

Comment: In part it's lies, here's a true story (Score 4, Interesting) 303

by goruka (#46153695) Attached to: Will Microsoft IIS Overtake Apache?
Someone I know runs a hosting provider in Latin America, they sell virtualization, dedicated servers and housing. I don't remember exactly how the deal was (this was about 2 years ago). Microsoft talks to everyone here to route their traffic through Window Server devices and IIS or fake server agents in exchange of money, hardware and licenses. I don't have proof and can't obviously point to specific providers, but i've seen the devices myself.

Comment: Re:Never gonna happen, because of how OSS works. (Score 1) 299

by goruka (#46090027) Attached to: Ask Slashdot: An Open Source PC Music Studio?

Why on earth would you want to mix your professionally sounding audio with every freaking app that goes "ding" or "boing" or "you've got mail"?

Because you might want to take a break and watch a youtube video your friend sent you, or listen to reference material while you work, etc? You can do that in Windows and OSX, and DAWs take a long time to start up due to the huge amount of memory they use so it's not convenient to close it and start it again for that simple task.

Comment: Never gonna happen, because of how OSS works. (Score 4, Insightful) 299

by goruka (#46088321) Attached to: Ask Slashdot: An Open Source PC Music Studio?
I've been following this for more than a decade, even wrote a lot of audio software for Linux, and all my music is made under it, with my own apps. Yet I recognize the situation will never improve. Here's why:

1) While the Linux kernel is perfectly capable of low latency, even on the shittiest of hardware, it does not provide the concept of primary and secondary buffers. If you want to use pro audio, you want to be able to mix the low latency, high sampling rate stream together with the regular OS/Desktop audio. Windows and OSX do this by setting the hardware for the realtime client, then also mixing the secondary audio over it, which comes from userland (or already mixed in userland). As a result, when using realtime audio in Linux, desktop audio dies or is hacked to route pulseaudio to jack and other stuff that does not really work well.

2) It's impossible to write plugins similar to VST, because of the different way tookits connect to X11 (they won't share the connection). You can't mix and match toolkits so a host DAW will use different plugns. The only way is to use separate processes, but that makes programming complexity much higher and very few people bothered. Wayland seemed like it could fix this in the future, but other distros such as Ubuntu refuse to use it, so it doesn't seem good.

3) Good programmers are not necesarily good composers. This is something that is much more important than it seems. Commercial companies are forced to listen to their users, but OSS developers mostly care about doing something good enough for themselves. Given the chance that a good programmer is a good producer/composer is super slim for the practical world, most audio software kind of sucks and feels incomplete. Ardour took more than a decade to implement MIDI and it still is horrible, because the main developers care more about live session recording. If they really had to use it everyday to make professional music, it wouldn't be as bare bones as it is now. At the same time, stuff that looks like a good idea (jack daemon) are terrible in practice because making music with a bunch of applications open is akin or worse to a live set of devices with cables connected.

4) Finally, the biggest problem of Linux is that, unlike other software such as 3D or imaging, there is plenty of cheap and good Windows/OSX audio alternatives, so even if OSS software were to run properly on Windows/Mac, the incentive is still slow. It's not like Blender or Gimp, that it's commercial counterparts are in the thousands $.