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aDogCalledSpot

aDogCalledSpot@lemmy.zip
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I was able to stop by teaching myself classical guitar. Suddenly there was a reason to have nails and it was easy to stop. I guess it’s similar to the other guy having nail polish. Find a reason for yourself to have fingernails instead of simply trying to stop biting them.

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But that was the point of the DLCs. Fans complained that there werent any truly challenging parts to the game. So you could opt into Nightmare King Grimm if you wanted a hard boss right. Normal Grimm is pretty easy by comparison.

Still wasnt enough so you got Godseeker mode with pure vessel and true radiance - you cant find these if you aren’t into hard boss fights. Path of Pain was introduced for a hard platform level. Doing these things gives you nothing so it’s completely optional.

I think this is a very fair approach to difficulty. I love hard metroidvanias but wouldnt want to exclude anyone from Hollow Knight (just give me something optional and difficult somewhere).

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What’s interesting is that this problem is largely solved for C and C++: Linux distributions like Debian package such a wide range of libraries that for many things that you want to develop or install, you don’t need any third-party libraries at all.

This person has made some very different experiences to myself. How does C++ handle versioning? How do you compare versions across distros or even OSs? How do you control which features are included? How do you make sure your chosen build tools finds these files?

Projects like conan try to do what crates.io does for Rust and it’s not the greatest experience. The other direction is something like Buck2 that puts the whole dependency in your project so you can have hermetic builds.

I have no idea how any of this can be seen as an advantage in a development workflow.

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If your friends are walking 20 miles in two hours they very well might be gods

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