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

533,430 görüntüleme • 1 yıl önce •via X (Twitter)

11 Yorum

Theo - t3.gg profil fotoğrafı
Theo - t3.gg1 yıl önce

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

zack (in SF) profil fotoğrafı
zack (in SF)1 yıl önce

I heard they were using Bunreal Engine 5

Christian Esmann profil fotoğrafı
Christian Esmann1 yıl önce

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.

‎Wojak profil fotoğrafı
‎Wojak1 yıl önce

Game engine developers when they see this post

Michael Timbs profil fotoğrafı
Michael Timbs1 yıl önce

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

sam profil fotoğrafı
sam1 yıl önce

Tell that to the game engine developer

zack (in SF) profil fotoğrafı
zack (in SF)1 yıl önce

You mean the frontend framework developer?

r3333d ⏩ (e/acc) ⏩ profil fotoğrafı
r3333d ⏩ (e/acc) ⏩1 yıl önce

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

object Object profil fotoğrafı
object Object1 yıl önce

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

John Doe profil fotoğrafı
John Doe1 yıl önce

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.

Robert Hoffmann profil fotoğrafı
Robert Hoffmann1 yıl önce

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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