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alessandro to PC GamingEnglish · 4 days ago

Godot natively supports coding in Sumero-Akkadian Cuneiform, if you needed another reason to switch game engines

www.pcgamer.com

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Godot natively supports coding in Sumero-Akkadian Cuneiform, if you needed another reason to switch game engines

www.pcgamer.com

alessandro to PC GamingEnglish · 4 days ago
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Take cognizance that (from now on) I will not accept here any code that is not of fine quality.
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  • frongt@lemmy.zip
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    4 days ago

    Because it supports Unicode, like every modern program should.

    • Quetzalcutlass@lemmy.world
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      3 days ago

      Unicode support in your coding language is great right up until someone accidentally inserts a lookalike character or closing quotation mark somewhere (phone keyboards and accessibility tools do this a lot). The code will look correct but fail to compile, and it can be a nightmare to debug if you don’t know to look for it.

      • Miaou@jlai.lu
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        3 days ago

        Any half decent compiler can find this

        • Ghoelian@piefed.social
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          3 days ago

          And any half decent ide will highlight these characters as well

  • rockSlayer@lemmy.blahaj.zone
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    4 days ago

    Ea-Nāsir about to start a shovelware game studio

    • cecilkorik@piefed.ca
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      4 days ago

      Copper smelting simulator 2026-BCE

      • FilthyHands@sh.itjust.works
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        3 days ago

        I would so play this. Most sim games don’t track quality of produced goods.

        • bigbangdangler@reddthat.com
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          3 days ago

          Same. I like my sims to be about half spreadsheet. There really aren’t many options for a trading sim with extreme detail.

    • captain_oni@lemmy.blahaj.zone
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      3 days ago

      Can’t wait to read all those steam reviews

  • Railcar8095@lemmy.world
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    3 days ago

    The didn’t yet have the concept of 0, so it’s not historically accurate

    • 🍉 DrRedOctopus 🐙🍉@lemmy.world
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      3 days ago

      we can include it, itncounts as zero loanwords in their number system

  • _‌_反いじめ戦隊@ani.social
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    3 days ago

    Why was this written‽ All game engines support unicode.

    • Midnitte@beehaw.org
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      3 days ago

      Because pcgamer has discovered they can rewrite social media posts into articles that drive ad revenue.

      • _‌_反いじめ戦隊@ani.social
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        3 days ago

        🎯

    • Quetzalcutlass@lemmy.world
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      3 days ago

      Not necessarily. They might internally encode strings as Unicode, but that doesn’t mean the engine will include full support for multi-grapheme glyphs, right-to-left (or top-to-bottom) text order, combination characters, or a host of other features that aren’t needed when rendering English text.

      It took a lot of work to make Godot compliant.

      • _‌_反いじめ戦隊@ani.social
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        3 days ago

        o i c, ðy wr incompliant b4, & ð news was ðy finally achievd unicode orienta ʃ compliance. 🙇‍♀️ 4 explaiŋ.

        A lot of code aint, even lemmy & pylova

        I prefer vertical langs myself.

        lmk if u need an index of the abbreviations used above

        • Quetzalcutlass@lemmy.world
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          3 days ago

          They’ve technically been compliant since Godot 4 came out in 2023, but they’ve continued to update their i8n and l10n (internationalization and localization) support with every subsequent release. And since the Godot editor runs on the Godot game engine, developers benefit from these changes too.

          From what I hear they’re one of the nicer engines to work with when it comes to translations now - Godot has added lots of usability and testing tools, including in the UI design layer so developers can verify the localized versions are working and look right from the earliest stages of development onward.

          I prefer vertical langs myself.

          I wonder if users of vertical languages prefer portrait screen orientation to landscape?

          • _‌_反いじめ戦隊@ani.social
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            3 days ago

            I wonder if users of vertical languages prefer portrait screen orientation to landscape?

            Legit don’t matter.
            But I hope u read ð rest of 🧵, ’cʌ exactly usŋ multiple langs ʃn’t break orientaʃs. Evn if must, it ʃ gracefully fallback t ð dominant skirpt, if not, v orientaʃ marks as u type. I’m still angry Unicode took out VTM.

            • Quetzalcutlass@lemmy.world
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              3 days ago

              I read it! I know most of the characters you use, and the remainder were easy enough to figure out through context. :)

              What was VTM? Search is not being helpful today.

              • _‌_反いじめ戦隊@ani.social
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                3 days ago

                Prior to 2014, Unicode had a «Vertical Text Mark», ðt let ð text renderer know ↓ skript needs t b vert… Ðy removd completly, lettŋ us standardless. I preferrd keepŋ it, as ðy hypocritically allowd horizontal BiDi marks.

  • GalacticSushi@piefed.blahaj.zone
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    4 days ago

    Finally!

    • zod000@lemmy.dbzer0.com
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      4 days ago

      Gozer the Gozerian’s form has been chosen.

  • CyberneticRage@lemmy.zip
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    3 days ago

    Finally, the KKKaskians are repelled from the digital gamedev front!

  • melsaskca
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    4 days ago

    I’ve been waiting for this!

  • kipparikalle161@lemmy.dbzer0.com
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    4 days ago

    the ultimate killer feature

  • peterplatter
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    3 days ago

    Ah yes, that’s the only thing that was stopping me so far 🤣

  • CardboardDecoy@lemmy.world
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    3 days ago

    How much of this is a Snowcrash reference?

    • glitchy_nobody@leminal.space
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      3 days ago

      This Godot thing–is it a game engine, a drug, or a religion?

      • CardboardDecoy@lemmy.world
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        3 days ago

        It’s actually a type of HPV.

  • thingsiplay@lemmy.ml
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    4 days ago

    It’s happening!

  • Dæmon S.@catodon.rocks
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    3 days ago

    Oh, that’s something really interesting. Blender (through which I’ve been doing esoteric artistic scenes and short animations) doesn’t seem to support me using non-Latin script to name Blender things, including the Antonia Polygon character I heavily modified and transformed into a very specific figure meant as an actual spiritual entity. At least I’d be able to properly name Her as 𒀭𒊩𒆤𒇲 should I start making games or physically-capable demoscenes/simulations out of my Blender scenes. When (if) I get to afford a more capable PC, I’ll certainly start doing this.

    I just have to discover a typographic font family in which the “Lil” (“CUNEIFORM SIGN KID”, Sumerian for “air / wind / ghost / spirit / nothingness”) cuneiform is more accurate, because the original cuneiform seemingly has two horizontal arrows to the left side of three side-by-side vertical arrows, while the typically-rendered character has four stacked horizontal arrows overlapped by four side-by-side vertical arrows to the left of a bigger vertical arrow, so both Cuneiform symbols seem to be depicting different things. Dingir, Munus and La seem to be correct in the default typographic font I have installed, though.

    (This also means Egyptian hieroglyphs can be used too, so one of my scenes could revolve around 𓌂𓐍𓏏𓁐, or I could also use 𓅓 as the name for my sculpted Megascops kennicottii character)

    !pcgaming@lemmy.ca

  • WhoIzDisIz@lemmy.today
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    3 days ago

    For code obfuscation purposes, I presume?

    EDIT: Sorry - guess I should have included the /s, but I thought the joke was obvious.

    • Quetzalcutlass@lemmy.world
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      3 days ago

      No, for that you’d use Cherokee.

    • Axolotl@feddit.it
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      3 days ago

      BS, you can just open the files on a editor that doesn’t support every unicode feature/disables unicode and it will look like (almost) normal text so the purpose is not obfuscation, which, Godot, an open source engine has no interest in doing that anyway

      • WhoIzDisIz@lemmy.today
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        3 days ago

        It was a joke, but my bad for not making that clear.

        • Axolotl@feddit.it
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          3 days ago

          Fair, it’s just that lately on lemmy- everywhere in general tbh, i see people saying stuff like that unironically

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