If you try to learn french, you will find out! Or how learning french caused a weird bug in Vybe.
Well, I'm studying french because it's a very pretty language IMHO (and it can also help me with the Canadian immigration process), so I've switched my preferred lang to it in OSX and moved on. After a few weeks, I was testing my sample "game" and some objects (not all of them!) were in black, despite no changes on my Blender model.
To debug it, luckily, I have the game available every time I do a commit into main, powered by GA (https://github.com/pfeodrippe/vybe-games/actions), I've downloaded it and things were working fine... but only when you run it from Finder, if you try to run the application from the terminal, you have the same issue! Also, "luckily", I use Clojure and the application was not AOT-compiled, so I opened the main .clj file inside the jar from the .app package, modified it to spit the JVM env and properties (Emacs does it transparently, but maybe others do it as well) and compared/bisected one version with the other until I had the trigger.
The env var that was causing the issue was an LANG=fr_CA.UTF-8, maybe the GLSL shaders were being compiled weirdly or maybe I was suffering from some isspace locale issue in Raylib (https://www.evanjones.ca/isspace_locale.html).
So yeah, our systems are more broken than we think and Apple won't stop me learning french haeuaehuaeuh à bientôt \o
Huh. Just out of curiosity - why would the shaders be compiled differently under a different locale?
No idea if it was this or if it was something during the loading or in Raylib itself, I've used a "it seems", but let me change it to "maybe" to make it more clear... it was just weird ehuhuaheu
It was just very unexpected, this is why people say making games is hard heuehuehueuh holy moly, everything seems so brittle
Yeah, "brittle" is the name of the game, so to speak. :)
Not sure if related but I do remember facing a similar issue when trying to use a stale godot-clojure port. C has its locale settings and Java has those as well and it looks like one of those languages picked up my native locale and the other one picked US. Long story short, in my country floating numbers are separated with comma whereas in US a dot is used and some program emitted a float with a comma and Godot couldn't read that.
Were all the source file saved in UTF-8? If not, that would explain the difference.
Yeah, not sure, my project has c, Clojure and glsl files ahaha but it’s fine, didn’t want to spend time on it as I had other priorities, maybe in the future I can revisit it o/