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  • Oct 6, 2026, 4:58 PM

    with that being said, there's _some_ completely different mindset that "teenage game modders" seem to be using to get "cool shit" done so quickly

    i really think i need to figure out how to put this into words, since despite not being able to explain it i can see associations between this and certain types of toxicity in tech spaces

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  • Oct 6, 2026, 5:16 PM
    @r not the same scenario, but i ran into a specific situation where when trying to learn Atmosphere modding, the ex-maintainer was basically on my case for trying to learn how the MITM frameworks worked to know how to use them

    and saying that other people just copy-and-pasted the sample code

    which I tried and failed to get to work, none of the parameters made sense
    idk how much was "they didn't care about learning the details" and how much was that they *installed* code that *didn't do what they wanted* and played with it (whereas I didn't want to test code I knew touched the wrong subsystems from what I wanted)
    which might be related to live coding

    (unrelated, i rarely found a use for Visual C++ "edit and continue" in famitracker development, it would break the moment you changed a class layout or added new methods, which I'd usually be doing during feature development... maybe it works better for tuning behavior in a game engine)
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  • Oct 6, 2026, 5:48 PM

    @nyanpasu64 this type of modding is very much exactly the context i have in mind. i've.... been around

    and yeah, *implementing* edit-and-continue is hard, especially in native code

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