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Articles by Ember NoGlow
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DEV.to team, please confirm this account is actually yours. As it's sending links for verification 'due to increased bot activity' in the comment sections. Kinda sus because it's a brand new account... We're a place where coders share, stay up-to-date and grow their careers.
I burned out. Now I don't know how to start again.
Hi, devs! I'm back. I wish I could return with a major success, a discovery, or a new achievement, but no - I gave up on programming for a while. I burned out. Then again, I'm not saying this for the first time (1/2 of the articles are about this), so it's hardly surprising anymore 🤣 What caused it? I don't know. I couldn't even bring myself to look at my code anymore. I ran out of ideas. Sometimes I'd want to get back to coding, but I didn't have the energy to even open VS Code. What is it? Laziness?
Anyone here use a buildbox?
So I need to compile rust from source, so I did the logical thing... Try it... On a laptop... It didnt work. So I decided to take a pc of mine, drop everything and install ubuntu server on it! Welcome to the world of having a buildbox. Simple setup, connected to your network, any task that needs heavy compute, or in general can be run in the background, have your AI send it to the buildbox. What I noticed though, was quite surprising, it started off with Nix... And it took a while...
I Built a Chat App That Rewrites Its Own UI in Real Time
So I had this idea that kept nagging at me. Every AI chat app works the same way. You type something, the model returns text or markdown, the UI renders it as a nice formatted paragraph. That is fine if you want an answer. It is genuinely boring if you want to actually build something. What if the AI could respond with a working game board you could click? What if saying "make it Barbie themed" actually transformed the whole interface while you watched?
After a long journey, I've reached a deep burnout
Hi everyone, I've been rarely posting on dev, or even being active at all. I've started thinking about it seriously. btw post was unstructured. I don't have the time or editorial skills, so this isn't a perfect novel, but rather raw thinkingβ I actually started my journey 8 months ago. It all started with creating a proton mail acc, just to get a feel for all these communities. It wasn't anything serious; I thought I'd probably get banned or lose my password, and that would be the end of it.
Every App Needs a Recognizable Identity
Lately I’ve been thinking a lot about something that feels much harder than building features itself: Giving your app a strong identity. Not just what it does, what tech it uses, or how many features it has. But the thing people instantly associate it with. Some products are remembered immediately because their identity is very clear. Docker: “Run apps anywhere.” Sentry: “Error monitoring.” Wireshark: “Network protocol analyzer.” You hear the name and instantly understand the problem they solve.
Why AI-Generated Code Is Always Good Enough — And Never Great
AI wrote a function for me last week It worked Tests passed Edge cases handled I shipped it. But something bothered me - not enough to rewrite it not enough to flag it in review Just enough to leave a small discomfort I couldn't name. The code was correct It wasn't good.
I returned to Gamedev, but I started hating net tech, even before I created a multiplayer game.
Hello everyone. I recently wrote a good article about leaving gamedev. But yesterday I came back with an ambitious idea, only to fail again.😭😭 Let me say right away that I tried using a torrent. trackers... Not for data transfer, but as a signaling server. Enjoy reading, I struggled with all these technical terms, btw! A little background A couple of weeks ago I decided to get back to the old ways and launched a multiplayer game of Quake 3 on dos.zone.
Real Q: Do you prefer to specialise in one/two languages? I sometimes hear the opinion, that "real" devs are not restricted by any language, but this could mean that they have a broader knowledge base rather than in-depth expertise. What do you think?
Real Q: Do you prefer to specialise in one/two languages? I sometimes hear the opinion, that "real" devs are not restricted by any language, but this could mean that they have a broader knowledge base rather than in-depth expertise. What do you think? We're a place where coders share, stay up-to-date and grow their careers.
Hi π I'm Rehana - A Software Engineer & Data Analyst Who Enjoys Debugging
Hi π I'm Rehana I'm a Software Engineer & Data Analyst from Hargeisa, Somaliland.
I created my first game and decided to leave GameDev
Hi all. I recently decided to create my first (which I showed publicly) game on Godot as part of Game Name Jam. I had 14 days and was very interested in it. I'll tell you right away. Nothing worked out for me... π Process The beginning of a jam is always more fun than the end (which I'll talk about later). I started with full enthusiasm. I decided to make a Roguelike game inspired by Hades. I used Godot, Blender and Krita.
Anthropic leaked the source code of Claude Code (TS), but it was immediately rewritten in Python.🤣
Hello everyone! Today on BlueSky, I saw a post linking to a Github repository of Claude's source code, rewritten in Python. This is probably the weirdest thing that's happened this week. lol, the funniest thing is that it'll now be harder for Anthropic to demand that this code be removed because it doesn't infringe copyright. In short, as always, this is weird. I'm probably not the first to tell you this news. I don't know if it works, but the repository doesn't inspire confidence in me.
I Asked 10 AI Coding Tools to Build the Same App — Only 3 Succeeded
You're absolutely right and honestly, I didn't think about it that way until I read your comment. The "failures" taught me more than the successes: Kimi taught me why auth should NEVER be optional Replit AI taught me to test in production-like environments Cody taught me to verify every API endpoint before trusting it You're spot on about the learning curve. AI isn't replacing the need to understand code it's just making the cost of mistakes lower, so we can learn faster by breaking things.
AI Is Quietly Destroying Code Review — And Nobody Is Stopping It
It Started With a PR That Made Me Question Everything Six months ago, I merged a pull request that I'm still not proud of. The code looked clean. The logic seemed sound. My AI assistant had helped write it, another AI tool had reviewed it, and I — a senior developer with 5 years of experience — had approved it with a confident "LGTM 🚀". Three weeks later, it caused a data inconsistency bug that took us 40 hours to debug. The worst part?
I decided to try gamedev in C++. My experience was toxic!
I decided to dig into C++ with harfang3d. I used Visual Studio, CMake, and a lot more than I can remember. This post might be a bit hateful, but I'll say it right away: I respect other people's work, but they could have done better. How did this start? I've been wanting to find a game engine for a long time that's a library, not a cumbersome IDE. I know Godot well, but I got tired of the interface and decided to look for something new. Something new to experience.
😍AI Avatar (Meet Your Ideal Girlfriend/Boyfriend for Free)🥰
Intro🥰 Do you feel lonely and want someone around you? Especially when you are fighting endless bugs alone at midnight like me? Leave it to me! I just invented the perfect app for us. It's the AI Avatar!🎉 The AI Avatar will cheer us up with its bright smile like the sun, enjoyable full-body animation, and thoughtful messages. The AI Avatar will watch over us carefully from a Visual Studio Code extension 24/7.
16 Best Practices for Writing Super Readable Code
1. Use Clear, Descriptive Names Pick variable, function, class, and module names that clearly describe their purpose. Good naming dramatically reduces the need for extra explanation. Bad naming destroys readability faster than any other mistake: def calc(x, y): return x * y * 0.08 Good naming eliminates 50% of unnecessary comments: def calculate_sales_tax(price, quantity): return price * quantity * TAX_RATE 2. Keep Functions and Methods Small Each function should do one thing and do it well.
Modularity - An Overrated Anti-Pattern? The Power of the Monolithic Script in the Age of AI.
Hello everyone π I would like to share my experience (based on my project), or rather advice on why refactoring is your (and even AI's) enemy and how to solve the problem if you are faced with breaking your monolithic 1000-line script into modules. The Problem We've all seen this path: a tiny script suddenly balloons to 500 lines.
From Zero to SDF Editor Beta3. What tools and AI do I use, how do I learn while creating my dream project?
Hello Everyone π I recently released the 3rd beta version of my dream project! It's been a while since my last article, let alone the first part of the article about my SDF Editor. What happened after my first article? After writing the first article, I continued using Copilot.
How can I learn Python (free)?
Hi! I’m new to the tech world and I want to learn Python to start my coding journey. I have already learned a little HTML, but I realized I don’t enjoy web development and front-end, so I’ve decided to try back-end and see how it goes. I already know that Python is one of the main back-end programming languages, so my question is: how can I learn Python for free? Thank you! Bye!
Your Tasks Are Too Small (And It’s Slowing You Down) - Perform tasks in parallel
We've all heard advice like "break big tasks into smaller ones" and "don't try to tackle everything at once." But does this really work? Or can small tasks actually limit us? Teams spend 30% of their time planning subtasks that later turn out to be redundant. Here’s why. Why decomposition is popular By breaking a large task into smaller ones, we get a lot of "cool features": Reduced cognitive load. More accurate estimation. Visibility of progress (many small checklists are closed).
I made a game using Copilot CLI - was it a total failure or not so bad?
This is a submission for the GitHub Copilot CLI Challenge Hello, dev community!!! π I created a game in Godot using GitHub copilot. But was everything as great as I thought? I wanted to create something new, and I wanted Copilot to do everything for me. But something didn't work out, and it turned out the other way around. What I Built Hollow Pilot is a game inspired by Hollow Knight.
From Zero to SDF Editor Beta: How I Used AI to Force My Dream Project Out of the Prototype Stage. What I learned?
I've released a beta version of my SDF Model editor project. This is my first major project that I'm trying to "push past MVP". How it all began I've long been interested in real-time rendering. I started learning glsl. I came across this article by Inigo Quilez and realized that my mathematical knowledge... Long story short, I decided to create my own full-fledged 3D editor that would allow artists to create 3D models using simple shapes.
I spent my weekends building a no-nonsense hub for browser games and AI tools. no login, just fun.
Hi everyone, I’m the developer behind OgleOgle. I wanted to share my side project with a community that appreciates the "build" process. I’ve always been frustrated by casual game sites cluttered with intrusive ads and "Sign up to play" pop-ups. So, I decided to build a clean, minimalist alternative where you can jump straight into the action. What’s inside? 11+ Mini-Games: From classic 2048 and Brick Breaker to Reaction tests.
Marching Cubes algorithm written in Rust
Hello everyone π I am happy to present my new AI-generated work: Marching cubes allow you to polygonize geometry created using a signed distance field! I created this for my project SDF model editor. License The code is distributed under the MIT license. For more information visit github
3D SDF editor Prototype in Python and GLSL
What is it? This is a small project in which I created rendering and full interaction with sdf (Signed Distance Functions) primitives. Using Python, GLSL, Imgui, glfw, pyopengl. The cursor, co-pilot, and gpt chat helped me bring the idea to life. I admit, it wasn't as colorful as I imagined. See the "About" section below. Despite all the difficulties, I am happy with the result. This work is in progress, and this tool currently has limited functionality. See the roadmap below for plans.
File Sharing: Tired of slow transfers? Here's the easiest and fastest utility to share files between devices.
File Share by EnG - The simplest, fastest, and most minimalistic file-sharing utility Written in Python and Flask. Open-source, free, MIT license. Get on Github. 🌟 What is File Share? File Share by EnG is an open-source, peer-to-peer (P2P) file-sharing tool designed for simplicity and speed. Built with Python and Flask, it allows you to transfer files instantly between any devices on the same local network—no cloud, no accounts, just drag-and-drop.
Stop Coding Before You Break It: The Hidden Productivity Skill
๐ซ The All-Nighter Trap Ever spent hours staring at the screen, unable to fix that one bug? You feel like if you just push a little harder, the solution will appear. We often confuse continuous effort with progress. Pushing through exhaustion leads to cognitive fatigue and introduces new, sloppy bugs.
Optimize Your Godot 4 Scenes with Merging Meshes
Hey there, Dev.to Community! π Are you looking to boost the performance of your 3D scenes with a large number of MeshInstance3D or procedural geometry? Look no further than the Merging Meshes add-on for Godot 4! What is Merging Meshes? Merging Meshes is a simple but powerful add-on designed to optimize your scenes by combining multiple MeshInstance3D nodes into a single mesh. This reduces the number of drawing calls, resulting in a significant performance boost. How Does It Work?
Updater Releases - Your Github Repository Updater
Updater Releases is fast, lightweight, and simple utility written in Python to streamline the process of updating your applications from GitHub releases. See Github repository: https://github.com/EmberNoGlow/Updater-Releases What is it? Updater Releases is a powerful and fast utility written in python to speed up the process of updating an application from Github Features Speedy Updates: Quickly download and deploy new releases from GitHub.
📜 Prototype of Voxel Terrain Generation in Godot 4
Hey Dev Community! I’m excited to share a little prototype I’ve been tinkering with: a Procedural VOXEL Terrain Generator for Godot 4. If you’re dreaming of creating blocky worlds (think Minecraft-style landscapes), this tool might just be the quick start you need. What Is It? This generator produces procedural voxel terrain using Godot 4’s MeshInstance3D and 3D noise algorithms. It’s designed to be: Simple: Minimal setup, easy to understand and modify.
✨ Crafting Procedural Landscapes in Godot 4: A Tool for Your Worlds! ✨
Hello Dev.to community! My name is EmberNoGlow, and I'm thrilled to introduce my tool for Godot 4: the Procedural Terrain Generator. This generator allows you to easily create procedural landscapes using MeshInstance3D and heightmaps. What's especially cool is that generation is available both directly in the editor and during runtime! In game development, the need to create large and unique game worlds is common. Manually crafting every hill, valley, or mountain can be incredibly time-consuming.
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