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#Sandbox Clone Development
chrisalipha · 2 years
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Build your own Metaverse Marketplace Like Sandbox-Sandbox clone script
Sandbox clone script is the metaverse 3D NFT Game  Marketplace Script  inherits with all the   Advanced features  and  functionalities. Sandbox clone allows users to build, own and import their virtual assets in NFT Marketplace to monetize their gaming experiences. We SellbitBuy Metaverse Development Company Offers bug free Sandbox Clone Script with you can launch your own Virtual reality Gaming experience  like Sandbox.
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mutalune · 4 days
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my clone culture headcanon is that they have almost no traditional mandalorian ties, they picked up almost nothing culturally/linguistically from the mandalorian trainers, but the one thing they DID get were endearments/affectionate and-or comforting words/etc.
b/c 1) that was the only way the trainers could somewhat express affection for their favorites without getting dinged for being too attached to them since no one there actually spoke mando’a 2) kaminoans would be Unhappy if the clones expressed affection openly so secret language words were the only way to safely verbalize caring and loving, so they picked up on those few kind words VERY quickly
(The way I see it working is that the trainers had favorites, would occasionally say something like “chin up, hang in there, good job kiddo,” and said favorites picked up those terms without actually ever getting Direct Translations of what they mean. So they get the words and some context but have to jumble it together themselves and pronunciation and meaning change the further away it spreads from the original favorites - because all of this is spread in private, quietly, until it grows its own legs in different iterations with different battalions imho
like they know adding -‘ika to a name is affectionate and feels like a diminutive but they don’t know what it means exactly and sometimes plug it into names in grammatically odd ways, so instead of “Trap’ika” you get “Trapper’ika” which sounds more like “Trapperka” when you’re talking fast.)
(i’m just a fan of gentle soft pet names and showing affection quietly and how love finds a way and how the clones can take what little scraps they were given and make it their own)
#starlight fandom#star wars#clone troopers#clone trooper culture#mandalorian culture#the clones didn’t get much of anything they had to take and mold what little they did receive#the few kind words they received would be hoarded and built upon I feel that strongly#and I’m v much a ‘I don’t see them getting much of mandalorian culture even if the trainers had tried to teach them’#which I don’t think they would#but even if they did I think the clones would have enough ‘the galaxy doesn’t care about us we are our own people’ that they#would create so much of their own beliefs and culture based on their circumstances rather than what little they were fed by others#all of the posts about clones picking up Jedi beliefs make me feral tbh because the thought of them choosing Jedi compassion -#after being bred for war is very chef’s kiss to me#(I also hope this doesn’t come across anti-mandalorian that’s not what I’m aiming for at all)#(I just don’t think the clones are mandalorian and I don’t think most of them would want to be)#(I also don’t think the clones would ever be a ‘one size fits all’ in these beliefs like there’s probs at least a dozen of them who do want#mandalorian culture and a handful that would want to be more traditional and a handful that would want to melt beskar down for scrap)#(I just find it unlikely that there would be one overarching clone culture after they left kamino I think there would be a base/foundation#but they’d develop in different directions and different dialects and different beliefs almost immediately due to 1) war 2) separation#3) sped up aging that means their development is fast tracked - a month in war is like aging 10yrs for them I bet)#anyway I’ll shut up now this is my personal headcanon supported not at all by canon I just like playing in the sandbox :)
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jackwyatt134 · 28 days
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Security Features Of The Sandbox Clone Script
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thecartonizer · 13 days
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Reblog this post with three games that you consider obscure, i will start first:
1) cataclysm
Released for open source development in 2011, cataclysm (or as it's most famous fork is better know, cataclysm dark days ahead) is a sandbox roguelike survival game where you play as a custumizable survivor in a multitude of pre-game scenarios to pick from in a post apocalyptic new england, very realistic (food freezes if it gets cold enough, zombie bites need to be treated with rare antibiotics, etc) though if you preffer a more gamey experience i recommend the bright nights fork, the best part about this game? Its free!
2) space station 13
In open source free development since 2003, ss13 is a online...thing.. sorta like the among us before among us, where usual rounds are like this: you play and unlock a myriad of jobs to pick from before the round starts such as clown all the way up to captain, you do your job, talk with the crew, all the while antagonists such as space wizards, nuclear operatives, traitors, paradox clones etc try to ruin your day and force the captain to call the emergency shuttle, very fun! If a bit old
3) caves of qud
A roguelike sandbox where you play as a traveller recently arrived in qud, a ancient land where fresh water is currency, mutants exist and everything is alive one way or the other, you must survive, get stronger and die a lot, only game where you can be a psychic, transfer your mind to a door and then promply die because someone slammed you too hard, currently in early access on steam as i type this post
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david-talks-sw · 1 year
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An argument I hear from time to time is the following:
"I don't care that this novel is considered Legends, if it was canon when George Lucas was in charge of Lucasfilm, it's still canon to me now. Whatever George says is what counts, I don't care what Disney says."
Putting the Expanded Universe's Star Wars and George Lucas' Star Wars in the same basket. And that's, uh... inaccurate.
So without further ado, let's explore:
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George Lucas’ involvement in the Expanded Universe
Early years of the EU...
When the first bit of EU content came out in the form of the novel Splinter of the Mind's Eye, Lucas was too busy working on the films, so Alan Dean Foster wrote it by himself (which explains why Luke and Leia's relationship plays out romantically).
After the movies came out, when new material was going to be created, George told Lucas Licensing and other authors that the Prequel era was off-limits to write about, because he might tell that story one day.
Beyond that, they could go to town and write sequels, for instance. After all, part of why Star Wars was created was to let people's imagination run wild and George was happy to let other artists play in the sandbox he created.
That said, things were very clear from the get-go.
These weren't his stories.
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The Thrawn books, Dark Empire, all this material was explicitly just Tom Veitch and Timothy Zahn and whoever else's creation. Not George's, who was described by Lucas Licensing's Lucy Autrey Wilson as "not very involved".
The most he did was answers "OK/Not OK" questionnaires about what the EU writers could or couldn't write.
Telling Yoda's backstory? Not OK.
Telling Han's backstory, between the Prequel and Ep. 4? OK.
Having someone wear Vader's suit after his death? Not OK.
The Emperor returning in a clone body? OK.
So that's it. That was his involvement in the 90s.
Him saying "don't write something set during this/that period".
"OK/Not OK" questionnaires.
It's also worth mentioning he didn't approve of Mara Jade, Luke's wife in the EU. In his mind, "Jedi don't marry".
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Rather, the character herself wasn't an issue... until she married Luke. When Timothy Zahn asked for Luke and Mara to be married or engaged, back in 1993, Lucasfilm initially vetoed the idea.
According to Brian Jay Jones (author of "A Life", George Lucas' biography), in 1995 George convened a 'Star Wars Summit' wherein he gathered licensees and international agents to Skywalker Ranch to reinforce "the need for him to maintain quality control, especially in the areas of publishing, where some characters—such as Luke Skywalker, who’d been given a love interest in a fiery smuggler named Mara Jade—were living lives far beyond the ones he had written for them in the original trilogy".
Sources:
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During the Prequels...
George Lucas was writing and directing three movies with large themes, shot almost back-to-back, commuting between Australia and California. That's hard enough as it is.
Also, in the 90s, most movies were still shot on film. During the making of Phantom Menace, Lucas shot parts of the film by combining prototype digital Sony cameras and using them in combination with videotapes, rather than shooting on film.
For Attack of the Clones, George worked with Panavision and Sony to develop fully digital cameras, which eventually became the standard.
As if that wasn't enough, by making the Prequels, Lucas and ILM were also creating fully-digitized worlds (Coruscant, Geonosis) and characters (Jar Jar, Yoda) and laying the groundwork for the CGI technology that has now become essential for today's blockbusters.
Having established all this...
Do you really think he had the time or the patience to read through a bunch of novels and guidebooks?!
Simply put: George Lucas was too busy revolutionizing cinema to be involved in the development of the EU.
So if you ask George who Tahl or Vitiate are, or what the Stark Hyperspace War or a vapor manifold are, if you ask him to recite you the Sith Code... he'll grumble and say "heck if I know".
He outright admitted that fans know more Star Wars lore than him.
Because SOMEBODY ELSE wrote that stuff.
And he let them do it because:
It made money. A lot of money, especially after TPM came out. Money that could fund his next films. You don't mess with licensing. Hell, it's why he was so cool with there being all those Star Wars parodies.
He didn't see those stories as canon anyway, so it couldn't hurt. He saw them as a separate universe, an alternate timeline wherein the films happened ALONG with all these other tales.
So associating the EU content with Lucas is unreasonable. He was too busy, so he just let Howard Roffman, Lucy Autrey Wilson, Sue Rostoni and Lucas Licensing do their thing and crank out new stories and transmedia content for the fans.
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It was a one-way relationship. The licensing parallel universe needed to have some internal consistency AND adhere to what Lucas established in the new films movies (which was difficult because they weren't involved in the production process), but he didn't need to be in line or consistent with anything they established.
Now, George did set some guidelines/boundaries and there were obviously do's and don'ts. But once those boundaries were set and the brief was established, the authors had a lot of freedom and, like, 99% of their interaction was with their editors from the respective publishing houses (Scholastic, Del Rey, Dark Horse) and the folks at Lucas Licensing.
George was only really brought in to sign off on, like, some of the major plot points only once in a blue moon. Stuff like:
"Let's make a Maul novel". George would go "fine, just keep him mysterious."
"What species should Plagueis be?" George: "he could be a Muun, here's concept art."
Nothing more than that. Again: the Expanded Universe was other storyteller's interpretation of what Lucas had created.
Sometimes, it was spot on and it aligned with George's vision.
Other times, this additional lore was created by writers who didn't know what he was doing with the Prequels, so they were in the dark regarding certain plot points.
And then you have the authors who absolutely disagreed with George's vision of the Prequels, or of Star Wars, in general, but wanted to engage with the material nonetheless.
Which is why, whilst sometimes the EU fixed some plot-holes, sometimes the EU had inconsistencies.
Inconsistencies such as Ki-Adi Mundi being a Knight on the Council, who is married and has kids (when the Jedi being prohibited from marrying is a major plot point in the Prequels)...
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… or the Jedi being essentially superhuman (when one of the narrative reasons Qui-Gon is killed is to show that the Jedi are mortals, not supermen)…
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... or other stuff like Mace having a blue lightsaber for a period (because who the hell knew purple was an option?!) or some Jedi having red lightsabers, or Sith Lords being able to become ghosts after death, when that's a feat you can only achieve by being selfless.
It's also why you get conflicting definitions of what the Jedi call "attachment" or conflicting narratives trying to reframe midi-chlorians as a cold, intentionally-flawed way of seeing the Force (when they're meant to be a beautiful metaphor for symbiosis and how the Force works).
And it makes sense that some of this stuff wouldn't track, considering how Lucas stated multiple times that he didn't have anything to do with it, that it was a separate universe from his own...
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Safe to say that if George had any involvement in the EU, it was so minimal that he, himself, didn't count it as "involvement".
Additional sources:
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Later years of the EU...
After the Prequels were over and done with, Lucas created The Clone Wars with Dave Filoni. At first, he'd just suggest a few storylines, but he quickly got VERY involved in the whole process. Far more involved than he ever was with EU content.
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And y'know... Dave Filoni is a massive Star Wars fan and an avid EU reader. So, from time to time, Filoni would bring up EU material for Lucas to consider during the story conferences, and they'd look at what was out there together.
But it's important to note that George's stance toward the EU didn't change and became a rule for everyone on the writing staff: the EU content was nothing more than a pool of "fun what-if ideas" that they could draw inspiration from.
If they could, they'd try to not mess with continuity... but if the story called for it, they could retcon anything without batting an eye. Because it wasn't canon to them.
It's why author Karen Traviss quit working with Lucasfilm after the Mandalorians were retconned into pacifists in The Clone Wars.
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The only things that were truly canon were:
George Lucas' own word.
The movies.
Previously established The Clone Wars lore.
And that's it.
Everything else was somebody's else's concern. Not George's.
Sources:
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This way of seeing the EU continued all the way to the time shortly before George sold the company to Disney as his drafts for the Sequels featured:
no Jacen, Jaina or Anakin Solo (Han and Leia's kids from the EU),
a still-alive Chewbacca (who died, later in the EU),
no "New Jedi Order".
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Every version of George's Sequels ignored the EU.
Which would explain why the EU reboot was planned in the summer of 2012 (when Lucas was in charge)!
I'll repeat: the EU reboot was planned months BEFORE George Lucas sold the company to Disney.
Because of course it was! It's a natural result of 30 years' worth of content that's so intermeshed that it would stop future artists - namely George himself - from creating anything else.
Sources:
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Exceptions to the rule:
1. Comics (kinda)
He did read the comics. Or at least, he gave them a glance.
Aside from the fact that he grew up reading comics, understand that George Lucas is a visual artist, first and foremost.
That's what he's about and that's what he loves, that's what speaks to him. There's a reason his upcoming Museum of Narrative Art will feature comic panels and pages of all kind.
During pre-production on Attack of the Clones and Revenge of the Sith, Lucas had the art team draw concept art before a script had ever been written so he'd have ideas for set-pieces.
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Later on, J.W. Rinzler pitched him the idea of adapting his early drafts for Star Wars into comic form. Lucas' initial reaction was going "hell no". Rinzler had concept art made…
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… and George took one look and was on board.
So it's not a stretch to assume that a book telling a story through beautiful drawings would catch his attention more than a novel.
Case in point: He knew who Quinlan Vos was and was enamored with the character. He knew Aayla enough to put her in Attack of the Clones after seeing a cover of Republic by John Forster featuring her (below, left).
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(although, it's worth pointing out that he doesn't call her out by name a single time, in the director's commentary of the Attack of the Clones, she's just the "Twi'Lek Jedi" and her inclusion was done mainly to add more diversity to the Jedi fighting in the arena)
Over a decade later, when the comic Star Wars #7 came out in 2015, Lucasfilm acquired artist Simone Bianchi's original 20 pages and cover art for George, so he could feature it in his the Museum of Narrative Art:
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So at the very least, he looked at the comics and admired the visuals.
Whether he actually read the comics in detail or just skimmed through most of them because he liked the pretty pictures (likelier, imo) is an entirely different matter.
Sources:
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2. Video-Games (kinda)
Lucas would periodically check in on the status of LucasArts games, lending creative input and advice.
Sometimes, his advice ranged from "weird" to "he's gotta be fucking with us, right?"
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Apparently, he advised the team developing Star Wars: The Force Unleashed that they dub Starkiller "Darth Insanius" or "Darth Icky".
And you know what? I have no trouble believing it.
Firstly because if you're going by the idea that he gave no fucks about the EU, then of course he'll come up with "meh" names. But also, this is the same guy who created "Winkie" in 2012/2013, the character who'd go on to be named "Rey".
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He also told the team creating Star Wars: 1313 that he wanted a fresh face as the main character, then only weeks before the game was announced he went "let's make it Boba Fett".
Finally... the cancelled Darth Maul game by Red Fly.
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Codenamed “Damage”, then “Battle of the Sith Lords”. Think Batman: Arkham City meets Star Wars.
Red Fly pitched it as a coming of age story where we see Maul be kidnapped, tortured, eventually joining the Dark Side, and ending in TPM. Then they had interactions with LucasArts and found out Maul survived his fight with Obi-Wan.
The game went through several iterations, partly because the people at Red Fly were kept in the dark about the developments in The Clone Wars (Season 4 wasn't out yet), and even when some tidbits came out and they knew characters like Savage Oppress and Death Watch would be included, they didn't get more details.
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Whatever. They do their best to make something from what they're told. Then they have a meeting with George. As this GameInformer article explains:
“A friendly George Lucas entered the room and was eager to hear the pitch from Red Fly’s creatives. “Before they could finish their spiel, Lucas cut them off, stood up, walked over to [two Sideshow Collectibles statues of Darth Maul and Darth Talon], rotated them to be facing the same direction, pushed them together, and said ‘They’re friends!’” adds the source. “He wanted these characters to be friends, and to play off of each other. […] The problem with the idea of Maul and Talon teaming up for a buddy cop-like experience was that they were separated by over 170 years […] When this vast time divide was brought up to Lucas’ attention, he brushed off the notion of it not working, and said that it could instead be a descendant of Darth Maul or a clone of him.”
So now the game is about a descendant of Maul, guided by his ancestor and fighting a redesigned Darth Krayt, etc?
The game was eventually cancelled when George sold the company.
Worth pointing out that this was circa 2010/2011... around the time that George started working on his Sequels, according to Jett Lucas. And we know that the treatment for the Sequels that Lucas presented to Bob Iger featured old man Maul and Darth Talon as the villains of the trilogy... take from that what you will.
3. The Prequel novelizations (kinda)
They were all given a copy of Lucas' screenplay.
While most of their work was with Sue Rostoni, Lucy Autrey Wilson, and Howard Roffman on the Lucasfilm team (like some of the other authors), Terry Brooks, R.A. Salvatore and Matthew Stover all spent a bit of time with George before writing their respective novels.
George told Terry Brooks to write some additional material for Anakin Skywalker because there wasn't enough of that in the movie. He was shown rushes from the set, they "opened the safe" for him. When Terry had further questions re: midi-chlorians and the history of the Sith, George goes on a 30-minute monologue about all that.
R.A. Salvatore had a 45-minute interview with him that turned into a 3-hour chat. He was able to go back to the Ranch a few times during the writing process, and one of those times George chatted with him and his wife during lunch. He was shown various cuts of the film and concept art.
Matthew Stover and George talked for a whole afternoon (I'm gonna go out on a limb and assume he was also shown the other stuff like some cuts/deleted scenes, concept art, etc etc).
Was there a line-edit of the ROTS novel from Lucas? Regarding the Revenge of the Sith novelization, some people bring up the idea that George Lucas did a line-edit on the book because Stover wrote this statement on theforce.net:
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That said...
Stover, also stated that Lucas told him to write whatever he wanted as long as it was good,
he also said he didn't actually see Lucas type the edits,
an anonymous Del Rey editor stated on theforce.net that the notion that George edited the novel himself is "extremely incorrect".
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There's enough "reasonable doubt" for the argument to be made that the Revenge of the Sith novelization was edited the same way as any other Star Wars novel, rather than by George himself.
The fact remains, though, that it was a novel written by someone who understood the source material, as it was explained to him in detail by George Lucas himself (a luxury many SW authors never got).
Lucas' backstory for the Sith in the TPM novel: If Pablo Hidalgo is to be believed, the backstory of the Sith, as detailed in the Phantom Menace novelization, came from Lucas.
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(Obviously, I'd allow for the very likely possibility that there was some embellishment by Terry Brooks)
20 years later, however, it seems George decided to stick to the idea that there was no war between the Jedi and the Sith.
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Final thought:
A lot of people will insist that George was involved in spite of all the above-posted evidence. Saying stuff like:
"But [X person] said that it was canon..."
Sometimes, they’ll link you to this whole website collecting quotes of other people saying "the EU was canon" (never George Lucas except for, like, one/two quotes where he acknowledges the existence of Sequel books which MUST mean he saw them as canon, right?) and...
On the one hand... of course they'll all vaguely say he's "involved" and tip-toe around the subject; it's technically true and, again, they're trying to make money. It's a business, folks.
On the other... yeah? Duh. Of course it was canon to Lucas Licensing and the authors who wrote for the EU. But it wasn't canon to George. And I just gave you a whole bunch of quotes directly from him and/or the same people quoted on that website, all confirming that he didn't see them as canon and he wasn't involved (or barely was).
Other times, we're straight-up approaching "burying head in the sand/lalalala I'm not listening!" levels of justifications.
Like, we just talked about the Sith's origins, right?
I remember a while ago, this Star Wars YouTuber was reviewing this quote from Lucas, in The Star Wars Archives: 1999-1995:
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The YouTuber's reaction the second after reading the quote is saying:
"And of course, what George is referring to, here, is the Battle of Ruusan and the Brotherhood of Darkness using the Thought Bomb created by Lord Khan to kill the Jedi Lord Hoth and…"
My guy! You read a whole excerpt that started with "there was never a war between the Jedi and the Sith" and the words "Ruusan" or "Thought Bomb" never being mentioned once in the passage (or in the TPM novelization)... and concluded that George was referring to the Jedi/Sith Battle of Ruusan? And all that other EU stuff?
See what I mean, folks?
Now, look, I grew up with these stories (heck, I grew up with these stories in three different languages). So I get it. I know they're awesome.
And, yes, there is a difference between the kind of content we used to get and the content we're getting now (for one, lightsabers used to be lightsabers, in video-games, not baseball bats).
But if you're trying to prop up the EU, the facts show that the "George Lucas signed off on them" authority argument isn't a valid one. Because he clearly wasn't very interested or involved in it.
And why would you want to use this authority argument, anyway?
You shouldn't need to say "this came from Lucas" to like those stories. They don't need to be George Lucas Approved™ to matter and to be validated as "worthy of appreciation". They're valid on their own, they're great stories. And if you like them better than the Sequels, go to town. I know I do.
The only thing you can't do (with a straight face, at least) is hold them up as "the True Lucas-Approved Canon™ as opposed to the Disney Trash" in a rant, because you'd be wrong and/or lying. Neither had Lucas' hand in them in any meaningful way.
Finally... I was devastated when the EU was officially made non-canon, in 2014. And for a few years, I saw the new Star Wars continuity through this lens:
"Any EU content is still canon unless it's directly retconned...!"
Trust me, when I say that only pain lies that way. Because that's not how a lot of Star Wars creators, including the Flanelled One himself, see it. The way they saw/see it is:
"Unless it's been shown in a movie or TCW... it's a legend, it might have happened."
This line of thought seems to be increasingly applied to the new Disney canon too, by the way. "If it's not shown on a screen, then it's probably canon yet also up for grabs to be retconned."
And the sooner you accept that this is how it's being treated, the sooner you accept that the EU was never canon to Lucas or Filoni...
... the less painful it'll be when, I dunno, you watch The Acolyte and it's nothing like the Darth Plagueis novel or Plagueis himself is absent, or he's there, but as an Ithorian instead of a Muun.
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(note how I didn't use the word "painless")
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dankwebofficial · 2 years
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Want to play old flash games and animations? Here are a few ways.
Note: links are underlined, all links are to webpages except for the two purple links where noted. These link to directly to file downloads. This isn't an install guide, just a list of resources and the occasional tip. Please use caution. I cannot stress this enough. Flash was killed as it had a lot of security issues and a lot of work to fix. Some of these solutions are still just as dangerous as ever.
TLDR Quick Links: Red links are not secure. Use caution.
Ruffle // Flashplayer Executable (needed to run most of the red or orange things) // Waterfox Classic // Pale Moon // Basilisk* // Danknet Explorer // Standalone Player // Newgrounds Player // Puffin Browser // Windows 7 ISO (for flash security, see below, but also be careful. ISO's are dangerous) // BlueMaxima's Flashpoint (actually has a player which I missed. See my reblog.)
Ruffle
Ruffle is a flash emulator that seeks to run flash with higher security than old flash player. This is much safer than the other ways listed below but for now it doesn't have an amazing range. Basically nothing developed in 2010s is certain to run and much of it doesn't work. But it's a cool project so if you can consider donating to them as that can seriously help speed the development along. This is the only Linux solution.
Classic Browsers
There are a few browsers that still support the flash plugin. Since these use the original flash program, they are far less secure than before so please know the risks. Flash was a poorly-sandboxed monstrosity and that has not changed in the slightest.
First, you'll need to download and install flash player: (note: these links will start downloading immediately) Win Mac
(courtesy of Gaia Online. I'm sure they're also archived somewhere.)
Waterfox Classic
Waterfox is a really good browser that I use on some of my computers. It has a really clean UI. Classic, however is similar to the two below. It is also the only apple friendly option (y'all have gotta stop buying apple products I swear to god you're killing indie devs). Do not try to update Waterfox classic as that will remove flash support.
Pale Moon / Basilisk
These two are more or less the same and are developed by the same team(Basilisk is now developed by a different team). They are forked from an old Firefox repository and are built up to work with modern systems. There are differences between them but those aren't really relevant. Both have flash support. In cases where Waterfox classic hasn't worked, these browsers have worked (like for me).
Update: Pale Moon, as I have recently discovered, has a flash sandboxing tool that you can install that was apparently integrated into the browser. You can still use the tool, but they state it isn't necessary. This means that flash should be a lot more secure than it used to be! Pale Moon is perhaps the best option, though note that it still depends on the original flash application meaning that while running flash in Pale Moon is secure other applications could still take advantage of the flash software.
*basilisk is no longer being developed so no idea how long it will last.Basilisk is now being maintained by a different team but as I understand no major features have been added.
Danknet Explorer
Those of you who follow me have heard me bring this up a few times now. I'm working on a clone of the Pale Moon browser that revives old IE6/7 aesthetic and features. Of course, as a result of being a Pale Moon clone, using their exact code base, DNE runs flash also! So, really, this is the best browser to play flash on >.> I'm want the browser to bolster the indie web community so if you are a webmaster or a frequenter of the indie web, suggest a feature through this google form or do so as an issue on the github repository and I'll try to make it happen!
Honorable Mention: Puffin Browser
Puffin is a really safe solution to flash. As far as I understand it they basically play the flash animation/game on their servers and return the results to you. This makes it safer for you as none of the flash stuff is ever handled on your computer. So why did I only give this an honorable mention? I haven't used it myself so I can't confirm anything about it really and I've heard that this is only available through a subscription service. There may also be other limitations. I don't know what's true but I wanted to give it a mention. I just don't know enough about it so you will have to look into that yourself. It felt wrong to not include it though.
Standalone Players
Flash Standalone Player
Flash had a standalone player mostly for debugging. If you download the SWF file of a game you can open it with the standalone player. I think you need the flash program installed so see above. Keep in mind this is also original flash player so it is just as unsafe as with the classic Browsers. Use at your own risk.
Newgrounds Player
Another standalone player, this one is a little nicer. Probably recommend it more than the official flash one. No certainty on how sandboxed it is.
Final Note
For future proofing, consider downloading and setting up a Windows 7 virtual box and running through that. Action/timing flash games will suffer a lot but at least many games will be playable via the above methods. If you want to get around action/timing game issues consider dual booting an old system or getting an garbage laptop that runs an old windows version. Here's a Windows 7 iso from internet archive.
Windows 7 also has security issues since it's past end of life so use cautiously. Safest bet is just to have it on a completely different system.
All you have to do now is find things to play
Feel free to reblog with anything I've missed
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merlyn-bane · 7 months
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Fic Writer 20 Questions
Thanks for the tag, @frostbitebakery !!🥰🥰🥰
1.) How many works do you have on ao3
35, but that also includes some of pyro's that I'm listed as co on because I helped with so much of the plotting out and behind the scenes stuff
2.) What's your ao3 word count?
336,631
3.) What fandoms do you write for?
Right now primarily Star Wars bc that's where my brainrot is, but I've been known to play around in a few other sandboxes. There are a few Star Trek fics on my AO3 as well, and there's a multifandom xreader sideblog floating around somewhere that I am not going to tag because I consider it a Different Era and not reflective of the work I'm doing now. Even though I'm STILL getting notes on a Wolverine smut fic I posted all the way back in 2018.
4.) What are your top five fics by kudos?
Foelu
SubObi Week Day Five
SubObi Week Day One
SubObi Week Day Four
SubObi Week Day Six
(Foelu is leading by A Margin in basically everything but hits now, it's insane)
5.) Do you respond to comments? Why or why not?
I try to! And I'm usually pretty good at it. Sometimes I'm really not sure what to say and sometimes I get kind of overwhelmed so not always, but I do try. I'm super behind on Foelu atm bc you all continue to just blow me away with the support on that one, but I promise I'm planning to sit down and try to get caught up soon.
6.) What's the fic you wrote with the angstiest ending?
Angsty endings aren't super my thing, to be honest. Most of the things I've actually finished have happy endings, just because that's my personal preference. Most of my angst is in the middle, and I'd say probably the angstiest fic I have (at least right now) is Traveling Song. Ari has...been through it. It used to be a whole lot worse before the first rewrite happened though.
7.) What's the fic you wrote with the happiest ending?
Idk, maybe the Obi-Wan Omegaverse series I did for SubObi Week?
8.) Do you get hate on fics?
Not yet, here's to hoping that doesn't change anytime soon.
9.) Do you write smut? If so what kind?
Oh, yes. All sorts of it 😈😈
10.) Do you write crossovers? What's the craziest one you've written?
Crossovers have never super been my thing, so no, not really.
11.) Have you ever had a fic stolen?
Not that know of, again, hoping it stays that way.
12.) Have you ever had a fic translated?
Not yet, I think, but I have had one or two podfic'ed!
13.) Have you ever cowritten a fic before?
I'm listed as a co-author on @pyromanicdaydreamer 's The Moments In Between since I helped with so much of the development for it (what can I say, I'm an ideas guy if I'm anything), but I've never really co-written anything, as far as the actual words and stuff.
14.) What's your all time favorite ship?
I'm mentally ill about Codywan in a way I've never really been before or since, to be honest. They're my special little guys. Also, though, Octavious and Jedidiah from Night At The Museum, Obviously.
15.) What's a WIP you'd like to finish, but doubt you ever will?
Oh, so many.
16.) What are your writing strengths?
I think the most consistent feedback I've gotten is that my character work and humor are good, which does just make me feel real nice because characterization is something I worry about.
17.) What are your writing weaknesses?
I am a total slave to the muse, my WIP graveyard is sprawling. I do think I could stand to be a little more descriptive at times, and I'm never going to claim that an English teacher wouldn't cry at some of my grammar. I'm a lot more concerned with how things sound than if they're technically correct.
18.) Thoughts on writing dialogue in another language for a fic?
It's one of those things that's dependent on the characters, but when appropriate I do think it can add more depth. It also just makes sense for some characters--for example, you can be on either side of the clones-being-Mandalorian debate, but picking up another language from the trainers that the Kaminoans and likely their future generals don't know could only be in their best interest strategically.
19.) First fandom you wrote for?
Marvel I think. Pyro and I wrote a bunch of OC stuff in the 2012 era, and I think one of my very first ones was a Thor x OC that might even still be on ff.net.
20.) Favorite fic you've ever written?
Oh fuck. Uh. C'mon, man, this is like asking me to choose a favorite child. Shit. Um. I don't know if it's my favorite, but They Told Me I Couldn't Bag A Jedi was a lot of fucking fun to work on.
I think I'm gonna tag @ferretrade @goddammitjim @shootingstarpilot @bluemaskedkarma @brigittttoo
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autumnwoodsdreamer · 5 months
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Hiya! For the characters ask game, 12 and 21 for Sabine Wren? I love how you write her, she's such a deep character with so much unexplored trauma and it makes my brain very excited. Hope you're having an awesome day!
12. What's a headcanon you have for this character?
I have. So many. So so so many. But here’s one I’ve most recently been turning over in my head…
She has scars from when Saxon attacked her with the Duchess. Like he said, it wasn’t set to kill her, but it still overheated the beskar (the way her armour was smoking? Yeah. Couldn’t be good.)
Her helmet had more padding and she took it off immediately, so I imagine she was spared any burns on her head, but her shoulders, her arms, her chest and back and her legs all sport these burn scars in little bursts and crackles.
(Added to that, I imagine she made them worse because she didn’t get them seen to immediately. They were busy, yes, but when they were all back on the ship and someone was going around asking if anyone was hurt and needed anything, she didn’t put her hand up and rather tried to sort it all out much later by herself because the guilt of seeing her worst creation recreated and used on her own clan had pushed her back to a bad place of hiding her hurts and tackling her troubles alone.)
21. If you're a fic writer and have written for this character, what's your favourite thing to do when you're writing for this character? What's something you don't like?
I love writing her happy. She suffers and sacrifices so much in the course of the Rebels series and yet she remains so kind and resolute despite it all—she deserves some peace and quiet and good times with her loved ones.
I also really love writing her as an aunt to Jacen. We don’t get to see her interact with little kids in the show, but I want to believe she’s got the good-with-kids Mandalorian gene (seen in Din, Paz, Jango, and most clones).
I have so many favourite things when it comes to writing her. Her voice, her backstory, her perspective, her art… I have so much fun writing her.
The thing I don’t like is actually more of a recent development. I find myself second-guessing my characterization of her now because of the conflicting portrayal between Rebels and Ahsoka. I miss having no real hard and fast canon for her after Rebels ended because it was a complete, untouched sandbox then and I crave that unbridled freedom. (Of course, we’re always free to pick and choose what canon we roll with, and I am not altering my stories’ canon; I have come way too far)
Character Ask Game
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satoshi-mochida · 8 months
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House Flipper 2 ‘Sandbox Mode’ trailer, screenshots
Gematsu Source
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Frozen District has released a new trailer and screenshots for House Flipper 2 introducing the new “Sandbox” mode experience.
Here is an overview of the mode, via Frozen District:
About Sandbox Mode
This all-new sandbox experience elevates the home renovation gaming experience to new heights. Players are no longer limited to merely flipping existing homes; the Sandbox mode empowers them to craft houses from the ground up, answering years of dedicated fan feedback from forums and beyond. Prepare to swap your mop for a brick hammer. While Story Mode remains a beloved feature from House Flipper 1, now Sandbox mode promises to give fans what they were missing—and more. Such is the vastness of this sandbox—or perhaps “arena box” would be more apt—that Frozen District’s level designers constructed every house in House Flipper 2‘s Story Mode using the Sandbox Mode. This grants players access to the same sophisticated tools wielded by the game developers, essentially transforming this mode into an advanced level editor.
Key Features of Sandbox Mode
New Sandbox Mode – Build from scratch with unparalleled creative freedom. From a Minecraft-inspired house to a chic urban residence, the sky’s the limit.
Advanced Building Tools – Use grid snapping or free placement for meticulous design control.
Customization and Flexibility – Clone styles, alter wall heights, or even relocate entire houses.
Landscaping Features – Shape and mold the environment, from rolling hills to deep basements.
Material Customization – Dynamic options to change wall patterns, colors, and more.
Floor Plan View – Top-down planning mode for detailed design and layout.
Expanding Furniture Library – Over 1,500 items, and growing, for detailed interior designs.
Undo and Redo at Will – A misstep? Simply undo or redo, offering players unmatched flexibility.
Endless Customization – With adjustable walls and a vast color spectrum for painting, endless design possibilities await.
House Creations and Community Sharing – players will be able to share their custom house creations with the broader community.
Interactive and Immersive – Insert windows without prior cut-outs, construct basements, and dynamically alter landscapes in real time.
House Flipper 2 is due out for PC via Steam on December 14, followed by PlayStation 5 and Xbox Series at a later date.
Watch the trailer below. View the screenshots at the gallery.
Sandbox Mode Trailer
youtube
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trendagon · 9 months
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Starfield Alternatives for PlayStation Plus Subscribers
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The long-awaited game, Starfield, has finally arrived for some lucky players. However, it's worth noting that this epic space adventure is exclusively available on Xbox Series X/S consoles, leaving console-only players without one of Microsoft's latest systems in search of alternatives. Fortunately, Sony's PlayStation Plus Extra and Premium subscription service offers some compelling gaming options.
1. The Elder Scrolls V: Skyrim
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For those craving a choice-driven RPG experience, revisiting Bethesda Game Studios' classic, The Elder Scrolls V: Skyrim, is a timeless choice. With its expansive open world, numerous character classes, rich lore, and captivating stories, Skyrim has cemented its status as one of the finest fantasy RPGs. While many have likely ventured into Skyrim's landscapes already, it remains a go-to game for scratching that Western RPG itch.
2. Prey
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Prey, developed by Arkane Studios (also owned by ZeniMax Media, like Bethesda), offers a different yet immersive experience. As a sci-fi horror game and immersive sim, Prey combines chills with versatile gameplay mechanics. Players must navigate a space-bound horror adventure armed with various tools to overcome challenges, including a roguelike mode for added replayability. If Starfield's sandbox potential appeals to you, Prey's space horror playground might be the perfect fit.
3. Starlink: Battle for Atlas
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Starlink: Battle for Atlas offers an intriguing alternative for those fascinated by space exploration. This game features galaxy-exploring gameplay, allowing players to traverse space and planetary surfaces in customizable spacecraft. Originally a toys-to-life game, it's now available to PlayStation Plus Extra subscribers without the need for physical toys. If you're craving space exploration and don't mind a game primarily set in a customizable spaceship, give Starlink: Battle for Atlas a shot.
4. Star Wars: Bounty Hunter
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For gamers with a penchant for older titles, Star Wars: Bounty Hunter offers a space bounty hunter fantasy reminiscent of Starfield. This LucasArts game, originally released for PS2 and GameCube in 2002 (remastered for PS4 in 2016), stars Jango Fett and provides insight into the bounty hunter's activities before Attack of the Clones. While the game's camera
Read Here Another One
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True Trailblazers - Five Classic Games that Defined Their Genre
   Everything follows a blueprint of some kind, right? Pretty much any modern game you play is part of an existing genre - they might introduce some new unique elements or mechanics, but it’s always on top of a standard style that’s usually been around for a long time…but something must have been the first. Where did these blueprints come from? Which games really set the standard for their genre? They might not necessarily have been the very first of their kind, but some games get the rules so right that everything that comes out afterwards follows their lead in some fashion. I’ve taken a look at some of the most popular and unique gaming genres of today and dug back into their past (some much further than others) to find out just which games truly stand out as the definitive trend-setters of video game history. Enjoy!
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The Legend of Zelda    It’s dangerous to go alone on adventures, but fortunately Nintendo showed us how it’s done back in 1986 with The Legend of Zelda, one of the earliest action-adventure RPGs. It wasn’t technically the very first - that was Adventure (1979) - but Zelda streamlined the idea into what would become the modern RPG. It introduced staple mechanics like more open-ended non-linear gameplay, while getting rid of less relevant features like scoring points. Zelda gave us the genre’s major features by combining the item and upgrade collection and puzzle solving of adventure games with the reflex-based combat of action games - thus, the action-adventure genre. The original game may be simple and archaic by today’s standards, but the mechanics and ideas it introduced have become a mainstay of the entire genre, especially in future Zelda games.
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DOOM    Modern first-person-shooters like Halo or Call of Duty have come a long way as they’ve become the genre’s current leaders, but no matter how far they go, it’s all thanks to good ol’ Doomguy. Back in 1993, id Software took the basic mechanics of their Wolfenstein series (e.g. the “camera” being the POV of the player character with just a gun barrel poking out in front) and added more varied environments, complex weapons, and brought us gaming’s most unstoppable demon-killing machine in DOOM. The game was such a genre-defining hit that for most of the 90’s, until the term “first-person shooter” was invented, similar games were simply called “DOOM Clones!” Even in modern shooters, you’ll find that the usual selection of guns are based on the arsenal used in DOOM - the basic pistol, the close-range shotgun, the bullet-spewing chaingun, the devastating rocket launcher, and so on.
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The Binding of Isaac    Even random generation follows some rules, and a lot of these rules came from one sad little child in a basement. The Binding of Isaac was far from the first roguelite (a modern subgenre of roguelike games, which feature random procedural generation of runs with permadeath mechanics), but in 2011, the developers Edmund McMillen & Florian Himsl brought new twists to the roguelite formula that has stuck around ever since, on top of streamlining the usual mechanics to be more in line with modern RPGs. Isaac introduced a heavier emphasis on “macrogame” progression - certain aspects of a run, such as special currency or newly-unlocked upgrades, will carry over into future runs even if the player lost the initial run. Additionally, the massive collection of varied items and upgrades found in Isaac is now a staple feature of all roguelites. New roguelites like Risk of Rain or Cult of the Lamb may have introduced their own gimmicks, but they were added on top of the overall style of roguelite that Isaac set in stone.
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Grand Theft Auto 3    What happens when you build a huge, open city, and put a hundred different things to steal and shoot at in it? You get Grand Theft Auto 3, the first true open-world sandbox. In 2011, DMA and Rockstar Studios took their old-school top-down GTA games and restructured them with the power of the state-of-the-art hardware of their time, creating the first fully 3-D GTA game and setting it within a huge, densely-packed world the player could explore at their leisure. They massively increased the scale and depth of the series, moving away from the mission-by-mission level selection in favour of the free-roaming map GTA is known for today. With greater player freedom and less restricted gameplay, players were free to go wherever and do whatever in whichever order they felt with no time limit; the plot was there to progress if desired, but there was also plenty of random other activities and collectables to gather in and out of your way if you chose to.
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Resident Evil    You’re hiding from a monster with only one bullet left in your gun. The monster’s getting closer. How will you survive this horror? Look no further than Capcom’s 1996 Resident Evil, the best and original guide to the survival horror genre - it even came up with the genre’s name! You’re welcome to try and fight whatever monster or zombie horde is lurking around, but with the harshly limited resources at your disposal, it’s generally wiser to run and/or hide. Later RE entries introduced more action elements to the series, but the first game is the true survival horror experience with the bleak, oppressive atmosphere and the protagonists being easily overwhelmed instead of just being able to blast their way through anything. For an even spookier vibe, Silent Hill is one of the other best early examples of survival horror, adding elements of psychological horror to RE’s style.
   I hope you enjoyed this look at where a few favourite gaming genres all came from! Of course, there are dozens of other genres with their own classic roots - if you know of any other genre-setting games, let me know!   Reblogs and likes are much appreciated, and thank you for reading!
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this-week-in-rust · 9 months
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This Week in Rust 509
Hello and welcome to another issue of This Week in Rust! Rust is a programming language empowering everyone to build reliable and efficient software. This is a weekly summary of its progress and community. Want something mentioned? Tag us at @ThisWeekInRust on Twitter or @ThisWeekinRust on mastodon.social, or send us a pull request. Want to get involved? We love contributions.
This Week in Rust is openly developed on GitHub and archives can be viewed at this-week-in-rust.org. If you find any errors in this week's issue, please submit a PR.
Updates from Rust Community
Newsletters
This Week in Ars Militaris VII
Project/Tooling Updates
actix-contrib-logger v0.1.0: drop-in replacement for the Actix Web HTTP Logger middleware
Observations/Thoughts
Rust 1.71.1
Exploring the Rust compiler benchmark suite
Pre-RFC: Sandboxed, deterministic, reproducible, efficient Wasm compilation of proc macros
RustShip: a new Rust podcast
Rust Walkthroughs
Delightful command-line utilities with Rust
ESP32 Standard Library Embedded Rust: Analog Temperature Sensing using the ADC
Bare Metal Space Invaders
[series] Distributed Tracing in Rust, Episode 2: tracing basics
Secure database access using Ockam
Research
Fixing Rust Compilation Errors using LLMs
Miscellaneous
Shuttle Launchpad #6: A little CRUD
[video]I failed to build multiplayer pong in Rust
Crate of the Week
This week's crate is document-features, a crate to extract documentation for the feature flags from comments in Cargo.toml.
Thanks to Zicklag for the suggestion!
Please submit your suggestions and votes for next week!
Call for Participation
Always wanted to contribute to open-source projects but did not know where to start? Every week we highlight some tasks from the Rust community for you to pick and get started!
Some of these tasks may also have mentors available, visit the task page for more information.
ZeroCopy - CI step "Set toolchain version" can fail without stopping CI job 1
ZeroCopy - Prevent panics statically 1
RON - Rusty byte strings in RON, deprecate base64 (byte) strings
heed - create guides on ways to use heed
Ockam - Use a user-friendly name for the shared services to show it in the tray menu
Ockam - In the Share a service window, the Port should be renamed to Address and support such format
Ockam - In the Share a service window, the Name attribute should not have the /service/ prefix
Hyperswitch - remove unused function for merchant connector account
If you are a Rust project owner and are looking for contributors, please submit tasks here.
Updates from the Rust Project
342 pull requests were merged in the last week
Restrict the parsing of count (RFC #3086)
custom_mir: change Call() terminator syntax to something more readable
add MIR validation for unwind out from nounwind functions + fixes to make validation pass
add missing Clone/Debug impls to SMIR Trait related tys
add projection obligations when comparing impl too
add the relocation_model to the cfg
avoid side-effects from try_coerce when suggesting borrowing LHS of cast
check projection args before substitution in new solver
const-eval: ensure we never const-execute a function marked rustc_do_not_const_check
couple of global state and driver refactors
deny FnDef in patterns
do not mark shallow_lint_levels_on as eval_always
fix a stack overflow with long else if chains
fix argument removal suggestion around macros
fix bad suggestion when wrong parentheses around a dyn trait
fix suggestion for attempting to define a string with single quotes
improve invalid_reference_casting lint
instantiate response: no unnecessary new universe
interpret/miri: call the panic_nounwind machinery the same way codegen does
match scrutinee need necessary parentheses for structs
normalize before checking if local is freeze in deduced_param_attrs
normalize return type of deduce_future_output_from_obligations
only consider object candidates for object-safe dyn types in new solver
point at return type when it influences non-first match arm
point out expectation even if we have TypeError::RegionsInsufficientlyPolymorphic
probe when assembling upcast candidates so they don't step on eachother's toes in new solver
separate consider_unsize_to_dyn_candidate from other unsize candidates
speed up compilation of type-system-chess
stabilize thread local cell methods
synchronize with all calls to unpark in id-based thread parker
upgrade std to gimli 0.28.0
usage zero as language id for FormatMessageW()
use unstable_target_features when checking inline assembly
warn on inductive cycle in coherence leading to impls being considered not overlapping
we are migrating to askama
miri: C mem function shims: consistently treat "invalid" pointers as UB
miri: avoid unnecessary Vec resize
miri: on out-of-bounds error, show where the allocation was created
miri: pin a version of serde without intransparent unreproducible binary blobs
miri: replace hand-written binary search with Vec::binary_search_by
miri: tree borrows: more comments in foreign_read transition
miri: when reporting a heap use-after-free, say where the allocation was allocated and deallocated
only run MaybeInitializedPlaces dataflow once to elaborate drops
optimize DroplessArena arena allocation
optimizing the rest of bool's Ord implementation
don't panic in ceil_char_boundary
expose core::error::request_value in std
fix UB in std::sys::os::getenv()
cleaner assert_eq! & assert_ne! panic messages
inline strlen_rt in CStr::from_ptr
cargo-credential-gnome-secret: dynamically load libsecret
cargo: crate checksum lookup query should match on semver build metadata
cargo: credential-providers: make 1password no longer built-in
cargo: credential: rename cargo:basic to cargo:token-from-stdout
cargo: fix: change the defaults to always check-in Cargo.lock
cargo: improve error message for when no credential providers are available
cargo: login: allow passing additional args to provider
cargo: make cargo-credential-gnome-secret built-in as cargo:libsecret
cargo: print environment variables for cargo run in extra verbose mode
rustdoc: udd warning block support in rustdoc
rustdoc: add lint redundant_explicit_links
rustdoc: fixes with --test-run-directory and relative paths
rustfmt: prevent ICE when formatting item-only vec!{}
rustfmt: remove newlines in where clauses for v2
rustfmt: use OR operator in Cargo.toml license field
clippy: iter_overeager_cloned: detect .cloned().map() and .cloned().for_each()
clippy: new_without_default: include where clause in suggestions, make applicable
clippy: useless_conversion: only lint on paths to fn items and fix FP in macro
clippy: allow calling to_owned on borrowed value for implicit_clone
clippy: check that the suggested method exists in unwrap_or_default
clippy: correctly handle async blocks for NEEDLESS_PASS_BY_REF_MUT
clippy: new lint: should_panic_without_expect
rust-analyzer: add status bar button to toggle check on save state
rust-analyzer: implement extern crate completion
rust-analyzer: record import aliases in symbol index
rust-analyzer: fix help text for rust-analyzer.check.invocation{Strategy,Location}
rust-analyzer: fix signature help of methods from macros
rust-analyzer: fix auto-import (and completions) importing #[doc(hidden)] items
rust-analyzer: rewrite DeMorgan assist
rust-analyzer: start hovering default values of generic constants
rust-analyzer: increase the buffer size for discover project command
rust-analyzer: suggest type completions for type arguments and constant completions for constant arguments
rust-analyzer: the "add missing members" assists: implemented substitution of default values of const params
rust-analyzer: upgrade lsp server
Rust Compiler Performance Triage
A week with very few real regressions and some good improvements through work done by @cjgillot who found a few spots where the compiler was doing unnecessary work.
Triage done by @rylev. Revision range: e845910..d4a881
Summary:
(instructions:u) mean range count Regressions ❌ (primary) 1.4% [0.5%, 2.6%] 13 Regressions ❌ (secondary) 0.6% [0.3%, 0.8%] 8 Improvements ✅ (primary) -0.7% [-1.4%, -0.3%] 59 Improvements ✅ (secondary) -0.8% [-1.3%, -0.3%] 38 All ❌✅ (primary) -0.3% [-1.4%, 2.6%] 72
3 Regressions, 2 Improvements, 2 Mixed; 2 of them in rollups 28 artifact comparisons made in total
Full report here
Approved RFCs
Changes to Rust follow the Rust RFC (request for comments) process. These are the RFCs that were approved for implementation this week:
No RFCs were approved this week.
Final Comment Period
Every week, the team announces the 'final comment period' for RFCs and key PRs which are reaching a decision. Express your opinions now.
RFCs
No RFCs entered Final Comment Period this week.
Tracking Issues & PRs
[disposition: merge] Tracking Issue for const [u8]::is_ascii (const_slice_is_ascii)
[disposition: merge] Implement From<[T; N]> for Rc<[T]> and Arc<[T]>
[disposition: merge] Tracking Issue for Saturating type
[disposition: merge] Implement From<{&,&mut} [T; N]> for Vec<T> where T: Clone
[disposition: merge] Tracking Issue for os_str_bytes
[disposition: merge] Tracking Issue for io::Error::other
[disposition: merge] impl TryFrom<char> for u16
[disposition: merge] rustdoc: show inner enum and struct in type definition for concrete type
[disposition: merge] Replace old private-in-public diagnostic with type privacy lints
[disposition: merge] Implement PartialOrd and Ord for Discriminant
[disposition: merge] stop adding dropck outlives requirements for [T; 0]
[disposition: merge] make Cell::swap panic if the Cells partially overlap
[disposition: merge] Add note that Vec::as_mut_ptr() does not materialize a reference to the internal buffer
[disposition: merge] Document lack of panic safety guarantees of Clone::clone_from
[disposition: merge] Command: also print removed env vars
[disposition: merge] impl Step for IP addresses
New and Updated RFCs
[new] RFC: expose-fn-type
Call for Testing
An important step for RFC implementation is for people to experiment with the implementation and give feedback, especially before stabilization. The following RFCs would benefit from user testing before moving forward:
No RFCs issued a call for testing this week.
If you are a feature implementer and would like your RFC to appear on the above list, add the new call-for-testing label to your RFC along with a comment providing testing instructions and/or guidance on which aspect(s) of the feature need testing.
Upcoming Events
Rusty Events between 2023-08-23 - 2023-09-20 🦀
Virtual
2023-08-23 | Virtual (Linz, AT) | Rust Linz
Rust Meetup Linz - 32nd Edition
2023-08-24 | Virtual (Charlottesville, NC, US) | Charlottesville Rust Meetup
Crafting Interpreters in Rust Collaboratively
2023-08-24 | Virtual (Ciudad de México, MX) | Rust MX
Macros Procedurales y Metalenguajes en Rust
2023-09-05 | Virtual (Buffalo, NY, US) | Buffalo Rust Meetup
Buffalo Rust User Group, First Tuesdays
2023-09-05 | Virtual (Munich, DE) | Rust Munich
Rust Munich 2023 / 4 - hybrid
2023-09-06 | Virtual (Indianapolis, IN, US) | Indy Rust
Indy.rs - with Social Distancing
2023-09-07 | Virtual (Charlottesville, NC, US) | Charlottesville Rust Meetup
Crafting Interpreters in Rust Collaboratively
2023-09-12 - 2023-09-15 | Virtual (Albuquerque, NM, US) | RustConf
RustConf 2023
2023-09-12 | Virtual (Dallas, TX, US) | Dallas Rust
Second Tuesday
2023-09-13 | Virtual (Boulder, CO, US) | Boulder Elixir and Rust
Monthly Meetup
2023-09-13 | Virtual (Cardiff, UK)| Rust and C++ Cardiff
The unreasonable power of combinator APIs
2023-09-14 | Virtual (Nuremberg, DE) | Rust Nuremberg
Rust Nürnberg online
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2023-09-06 | Tel Aviv, IL | Rust TLV
RustTLV @ Final - September Edition
Europe
2023-08-23 | London, UK | Rust London User Group
LDN Talks Aug 2023: Rust London x RNL (The next Frontier in App Development)
2023-08-24 | Aarhus, DK | Rust Aarhus
Rust Aarhus Hack and Learn at Trifork
2023-08-31 | Augsburg, DE | Rust Meetup Augsburg
Augsburg Rust Meetup #2
2023-09-05 | Munich, DE + Virtual | Rust Munich
Rust Munich 2023 / 4 - hybrid
2023-09-21 | Bern, CH | Rust Bern
Third Rust Bern Meetup
North America
2023-08-23 | Austin, TX, US | Rust ATX
Rust Lunch - Fareground
2023-08-24 | Mountain View, CA, US | Mountain View Rust Meetup
Rust Meetup at Hacker Dojo
2023-08-30 | Copenhagen, DK | Copenhagen Rust Community
Rust metup #39 sponsored by Fermyon
2023-09-06 | Bellevue, WA, US | The Linux Foundation
Rust Global
2023-09-12 - 2023-09-15 | Albuquerque, NM, US + Virtual | RustConf
RustConf 2023
2023-09-19 | San Francisco, CA, US | San Francisco Rust Study Group
Rust Hacking in Person
Oceania
2023-08-24 | Brisbane, QLD, AU | Rust Brisbane
August Meetup
2023-09-13 | Perth, WA, AU | Rust Perth
Rust Meetup 2: Lunch & Learn
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Quote of the Week
[...] there's no benefit to haranguing people.
Unless they use three spaces for indentation. Those people need to be relentlessly mocked and publicly harassed until they see sense and use five spaces like all proper, civilised people do. Damn barbarians...
– Daniel Keep on rust-users
Thanks to Jonas Fassbender for the suggestion!
Please submit quotes and vote for next week!
This Week in Rust is edited by: nellshamrell, llogiq, cdmistman, ericseppanen, extrawurst, andrewpollack, U007D, kolharsam, joelmarcey, mariannegoldin, bennyvasquez.
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dixonschou33 · 1 year
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5 Open Source Alternatives To Minecraft
There's no doubt that Minecraft is a favorite game for millions. The fact that it's written in Java enables it to run on many different platforms such as Linux. There are a lot of Minecraft gamers who would like to have access to the source code of Minecraft and to work on it. Unfortunately the source code is not accessible to the general public.
More excellent content
Online course for RHEL technical overview. Download cheat sheets. Find an Open Source Alternative. Read the most popular Linux content. info Check out open-source resources.
There's good news. Minecraft's popularity has led to a variety of attempts to recreate the game, and others in the same vein as open source software. Are you looking for a free Minecraft alternative? Here's a quick overview of some Minecraft clones and derivatives that you must definitely check out.
These projects are at different stages of completion and meet many different purposes. Some seek to duplicate the Minecraft experience in full or at the very least offer a similar experience. Others are taking the voxel-based game concept in entirely new directions Some are more of a framework to aid you in building your own game or create.
Minetest
The first game we'll be discussing is Minetest. Minetest, a "near infinite-world block sandbox game" and a "game engine" is the most complete alternative to Minecraft. It supports multiplayer and subgames. It also comes with several terrain generators as well as different default biomes. It also offers a user-friendly API to make mods in Lua.
Minetest is an open source software under the LGPL, and is written primarily in C++ so it's fairly fast compared to some others written in scripting languages. Minetest can be used on Windows, OS X and Linux as well as Android, Linux, Android, FreeBSD and possibly other operating systems. The source code at GitHub.
Minetest screenshot, Minetest website, CC-BY-SA 3.0.
Terasology
Terasology could be a contender for the most beautiful rendering engine within the pack. Its shadows are both terrifying and stunning. This game was originally an experiment in procedural terrain creation. It has since evolved into a fully-featured game with multiplayer and a variety of add-on modules that let players to play with different mechanics.
Terasology is written in Java and released under an Apache 2.0 license. It is Java-based and can run on any platform that has sufficient power.
Terasology screenshot, Terasology Code repository, Apache 2.0.
Voxel.js
The odd one out in this list is Voxel.js as, unlike the other it's not a game in any way and doesn't claim to be. Voxel.js instead is an JavaScript library that allows users to create their own Minecraft-style games, renderings, and other interactive widgets using JavaScript or HTML. It can be embedded into any website without the need for special plugins.
Voxel.js is put together as a number of related projects, so you can utilize as much or as little of the code as you wish when creating your perfect game. Although the core library, voxel engine, is a base engine that renders boxy scenes well There are more than 200 add-ons. Check out the gallery for some ideas of what others have built with the engine. The engine itself is released under a BSD-style licence; other add-ons might be licensed differently and it's a good idea to check before making assumptions.
Screenshot of voxel forests made with Voxel.js by Jason Baker
TrueCraft
TrueCraft is designed to be very similar to the original game. It is described as a Minecraft implementation, and not an exact copy. It is compatible with official Minecraft server releases. TrueCraft's creator is looking to implement beta version 1.7.3 that he considers to be "nearly perfect" during the development of Minecraft. TrueCraft is a snapshot that was intentionally frozen in time. He seeks feature-parity to Minecraft.
Because it is so close to the original, TrueCraft has taken great care to avoid copyright issues by accepting developers to contribute only if they haven't decompiled or had access to the source code, although those who have had access are welcome to contribute in different ways. TrueCraft is written in C# and is open source under an MIT license.
TrueCraft screenshot, TrueCraft code repository, MIT license.
Craft
Craft is another open source Voxel engine that has the look of Minecraft. While development appears to have slowed or stopped however, there are over 200 forks, some of which (such as the school project Not2bad-craft) are able to provide major improvements. Craft's simplicity might appeal to you if looking to build an alternative to Minecraft but don't know where to begin: the game engine resides in just a few thousand lines of C code and utilizes OpenGL for rendering. It makes use of simple algorithms to create terrain and perform other tasks. Everything is stored in an SQLite3 databank. There's also a Python-based multiplayer server that's worth the chance.
Craft is available under an MIT licence
Craft screenshot, Craft code repository, MIT license.
Other great options
You can also look at these other notable mentions:
Freeminer Another sandbox-based title is a game inspired by Minecraft and based upon Minetest. The creators aim to make the game fun while retaining some of the best elements. It has installers for Linux and Android. ClassiCube is a Minecraft Classic clone written in C#. It is open source under the OpenTK license, and installs on Linux, BSD, Solaris, Windows, Mac OS, and in browsers.
Here you go. This list is far from exhaustive; there are plenty of other options waiting for you to explore and over time, we'll likely see more options emerge as enthusiasts play these games in a variety of ways or even strike out on their own. Which one do you prefer? And which one did we leave out that you would have liked to be included more of?
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chrisalipha · 2 years
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Launch your own Metaverse NFT Marketplace like Sandbox - Sandbox CloneScript
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christopher7707 · 5 months
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Transform your metaverse game development ideas into reality with our Sandbox Clone Script. Create a stunning metaverse game like Sandbox and provide players with a unique experience they won't find anywhere else. Our Dedicated team of experts will help you every step of the way. 
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metaversedeveloper · 6 months
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