Whole-known-network
I understand the dislike for e-mail based patch workflows. I have a soft spot for sending my changes with `git send-email` but I don't think its a _good_ code review or change management process.
But mailing lists... I don't really understand the dislike people have for mailing lists. Some of the best technical collaboration I've ever done has been via mailing lists. Most of them you don't even have to be a subscriber to start conversations on; they'll accept e-mails from anyone. And, unlike with forums, the replies come back to my e-mail inbox, which means its harder to forget about posts I've made.
Of course there is something to be said about how e-mail tooling can be [obnoxiously minimalist](https://lore.kernel.org/linux-fsdevel/20241101135452.19359-1-erin.shepherd@e43.eu/T/#m0489d8e9a46e8ea24a1a1c54b875211d8a9c71df), arcane, or just a thing that people don't have setup any more in the same way as they did in the past.
<p>That times a billion. You can't do anything in the engine without checking 8 different conditions that only happen when you have some other rare item and it's in the right place</p>
<p>Of course you could always just pull a Nethack and make every line of code endless ternary conditions like the very idea of OO is an insult to K&R themselves.</p><p>damage=weapon_damage*strength+(lane>0 && playfield[lane-1]==CARD_OXPECKER)?2:0)</p>
<p>How do you implement that without this becoming a nightmare of endless difficult-to-test specialized code?</p><p>That's the challenge</p>
<p>Like you have<br />* the Rat: 1 damage 1 health<br />* the Wolf: 3 damage 2 health<br />* the Armadillo: only takes damage on even numbered turns<br />* the Oxpecker: the card to the left has +2 health</p>
<p>Do you ever get the urge to program a deckbuilding game?</p><p>Because it'd be such an interesting challenge to architect! A good deckbuilding game is full of cards/item/units that essentially alter the rules for that one card, and that's gonna be very interesting to implement.</p>
<p>Stuck for what to play this weekend? DayZ works really nicely on Linux now <a href="https://www.gamingonlinux.com/2024/11/stuck-for-what-to-play-this-weekend-dayz-works-really-nicely-on-linux-now/" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">gamingonlinux.com/2024/11/stuc</span><span class="invisible">k-for-what-to-play-this-weekend-dayz-works-really-nicely-on-linux-now/</span></a></p><p><a href="https://mastodon.social/tags/DayZ" class="mention hashtag" rel="tag">#<span>DayZ</span></a> <a href="https://mastodon.social/tags/Linux" class="mention hashtag" rel="tag">#<span>Linux</span></a></p>
<p><span class="h-card" translate="no"><a href="https://mastodon.social/@dabeaz" class="u-url mention">@<span>dabeaz</span></a></span> in conjunction with GitHub. I can make changes over the year. Test with PyPI test server, and set up a deployment GH action for yearly releases.</p>
<p>The Thing: Remastered gets Steam Deck Verified ahead of release - check out the new trailer <a href="https://www.gamingonlinux.com/2024/11/the-thing-remastered-gets-steam-deck-verified-ahead-of-release-check-out-the-new-trailer/" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">gamingonlinux.com/2024/11/the-</span><span class="invisible">thing-remastered-gets-steam-deck-verified-ahead-of-release-check-out-the-new-trailer/</span></a></p><p><a href="https://mastodon.social/tags/SteamDeck" class="mention hashtag" rel="tag">#<span>SteamDeck</span></a> <a href="https://mastodon.social/tags/PCGaming" class="mention hashtag" rel="tag">#<span>PCGaming</span></a></p>