You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
During the past days, this great article by Sam Pruden has been
making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the
point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used
it points such as following:
Godot C# support is inefficient
Godot API and binding system is designed around GDScript
Godot is not production ready
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
tl;dr: If you want to just know the method, skip to How to section
Clangd is a state-of-the-art C/C++ LSP that can be used in every popular text editors like Neovim, Emacs or VS Code. Even CLion uses clangd under the hood. Unfortunately, clangd requires compile_commands.json to work, and the easiest way to painlessly generate it is to use CMake.
For simple projects you can try to use Bear - it will capture compile commands and generate compile_commands.json. Although I could never make it work in big projects with custom or complicated build systems.
But what if I tell you you can quickly hack your way around that, and generate compile_commands.json for any project, no matter how compilcated? I have used that way at work for years, originaly because I used CLion which supported only CMake projects - but now I use that method succesfully with clangd and Neovim.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
The simplest possible use of esbuild to import a package and run a function in the browser
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
how to model threaded comments (e.g. reddit comments) in SQL with a simple 'ancestors' column
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters