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This is frontend development A backend developer can only write CRUD supabase slop

533,430 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля Theo - t3.gg
Theo - t3.gg1 год назад

I still can't believe they built Witcher 3 with React and Bun

Фото профиля zack (in SF)
zack (in SF)1 год назад

I heard they were using Bunreal Engine 5

Фото профиля Christian Esmann
Christian Esmann1 год назад

I just launched an all-in-one template for cross-platform development, based on the stack I use myself everyday. Expo, NextJS, TypeScript, Tailwind, Firebase, AppsFlyer, Authentication, Analytics, In-App Purchases, Stripe and a lot more, setup by default.

Фото профиля ‎Wojak
‎Wojak1 год назад

Game engine developers when they see this post

Фото профиля Michael Timbs
Michael Timbs1 год назад

Wow thats crazy that someone built that with HTML, CSS and JS in a browser

Фото профиля sam
sam1 год назад

Tell that to the game engine developer

Фото профиля zack (in SF)
zack (in SF)1 год назад

You mean the frontend framework developer?

Фото профиля r3333d ⏩ (e/acc) ⏩
r3333d ⏩ (e/acc) ⏩1 год назад

lmfao who wrote the renderer? who wrote networking? who wrote gameobject/actor/whatever stuff? who wrote the game loop? who wrote the physics? who wrote the audio system? etc etc etc... all that stuff is way, way harder

Фото профиля object Object
object Object1 год назад

“CRUD supabase slop” AHHAHAHAHAHAHAHAHAH that’s one of the funniest things I’ve seen today

Фото профиля John Doe
John Doe1 год назад

Backend devs don’t use supabase. They build supabase. Supabase is for frontend devs with backend skill issue. They can’t event roll their own auth. (I didn’t think this was a thing till I met frontend people) In PHP days we used to session_start() on top of the file for auth.

Фото профиля Robert Hoffmann
Robert Hoffmann1 год назад

actually in this example, the 3d engine would be the back, and the editor the front and i'd say the engine is far more complex than the editor part (though making the sounds, interactions, textures, etc) was probably more time-consuming (but not more difficult)

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