maxim,
@maxim@mastodon.gamedev.place avatar

Hello programmers from

⭐ What development tools do you use more often, or better to say, what is yours IDE?

video/mp4

ArcusM,
@ArcusM@mastodon.online avatar

@maxim mostly using Neovim (with various plugins) in the Warp terminal, to program C++ and Rust. Occasionally I work with my friend on some of his Minecraft mods and it’s just a lot easier to use IntelliJ for that.

LunarBeing,

@maxim CLion, Emacs on Linux, Sublime Text 4 on macOS/Windows

CaughtInDeed,

@maxim
Using Rider and WebStorm as my daily drivers
(so long I have the student's license xD don't know what I'll do come February)

Both with GitHub Copilot
(treated as Excel autofill so only for mundane work)

Love the design, error reporting and speed.
Can't imagine myself coming back to visual studio

Another tool I use - Gitkraken for supercharged git management

luix,

@maxim Xcode for iOS/Mac development. Rider for C++ coding in Unreal.

radiofreelunch,
@radiofreelunch@mastodon.gamedev.place avatar

@maxim Primarily Xcode.

FriendOfFalcons,

@maxim In my day job, programming Java and Kotlin I'm using intelliJ.

For spare time projects I use VSCode, as I like to sometimes code in less used programming languages.

Occasionally I use Vim (even though that's not an IDE). But I'm still looking at NeoVim, Helix, Kakoune to eventually replace my Vim usage.

kyuuzouchuu,

@maxim Neovim mostly but do some git operations in VSCode

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@maxim Rider, ILSpy, Sublime Merge.
micro as light syntax highlighted text editing.

Extra points for the HCF gif.

SlateGamesLtd,

@maxim I use Visual Studio and Android Studio. Npp for JSON or if I want to prototype a piece of c# quickly. It's funny to think but discovering npp in the mid 2000's might be one of the main reasons I'm a programmer. I used to use it exclusively to write/edit scripts for game mods I made.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@maxim CLion w/ cmake and standard makefile mostly (depending on project type), subversion for source control, PHPStorm for any web stuff, and wxformbuilder for any (non-in-game) UI stuff

for quick edits if it's not worth opening an IDE I tend to just use nano.

DanielaKEngert,
@DanielaKEngert@hachyderm.io avatar

@maxim Most of the time VisualStudio (latest) with lots of plugins like e.g. ReSharper++, and additionally VS Code on both the Windows desktop and wsl.

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@maxim On Windows, when working on gamedev stuff, typically VisualStudio 2022. Although I'll often use notepad++ for editing JSON files and flat text.

On linux when I'm doing dev work I basically live in emacs. I've been using it for 30 years or so, and have a lot of packages and customisations to make it work how I like.

akz,

@maxim VS Code and Helix.

I prefer VS Code more because I'm used to the bindings and extensions. But it can get slow. Helix's LSP management and file fzf is fast but making a file is not as convenient.
Now thinking of Neovim distributions but last I checked, Nerd-tree is not so responsive.

yuart,

@maxim Intellij Idea for V, Rider for C#, Neovim for everything else

pbinderup,

@maxim Pycharm and Datagrip here. Have tried vscode, but my fingers remember shortcuts in the jetbrains tools

mode13h,
@mode13h@mastodon.gamedev.place avatar

@maxim VSCode predominantly. Then PyCharm and Android Studio. CLion occasionally.

dimixar,

@maxim Right now I’m using Rider IDE with Vim plugin with a personal configuration for easy navigation around. That’s for Unity and Unreal. (This is the only tool that works with decent performance in big code bases)

And for everything else I use vscode with another Vim extension.

And different little basic tools every indie game dev would have, like Krita, ffmpeg, etc.

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