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Cake day: August 22nd, 2023

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  • Interesting.

    I used to do it the way you’re recommending (before I had podman compose), but I got tired of installing docker compose, and haven’t suffered enough for just using Podman compose, lately.

    I do think more things are more likely to work the way you’re saying. Compose doesn’t seem to be standardized yet? And the original dev was probably using Docker compose - for any randomly selected project.

    But when I can get away with podman compose, I do, as I recall it being much easier to setup.


  • Podman is the RedHat implementation of the Open Container Initiative (OCI).

    A Dockerfile and a Containerfile are both OCI. Docker and Podman can generally both use either.

    Contrasted with Docker, Podman has better security defaults, and installers and licenses that are both actually open source. (Parts of Docker are open source. Parts are not.)

    Docker used to lead with additional features beyond OCI such as Docker Compose, but Podman Compose has been a thing for a while, now.

    The more mature a product is, the more likely it works perfectly with any OCI compliant tool.

    For rookie work, I feel like there’s still fair odds the developer only uses Docker and may rely on some anti-pattern that requires setting “bad security=ok” settings before their project will work in Podman.

    Your mileage may vary.



  • Docker desktop is not. (open source)

    Which can be a pretty big deal.

    This works out to: The product is unencumbered, but the only reliable installer is encumbered as fuck.

    That’s a “no thanks”, from me.

    I don’t need the sword of “Docker fucking with my colleague’s ability to collaborate” hanging over each of my projects.

    I’m not mad at folks using Docker for backwards compatibility. I just don’t need to make the problem worse.







  • I think “Rise of the Tomb Raider” did a particularly good job of this.

    It’s much more “on rails” than other games in this thread - but the mechanics, abilties and puzzles arrive at a comfortable enjoyable pace.

    A great tutorial anf learning curve is what set the first Tomb Raider game apart from competitors, and I think the franchise has done well to maintain that across the many entries. Almost any entry in the Tomb Raider is a solid choice for this.

    But “Rise” really stands out as an enjoyable experience with the right amount of challenge that feels really good to play, particularly late game when routinely pulling off epic movie heroic moves.

    Edit: Rise of the Tomb Raider is sometimes just the “Dragon’s Lair” formula perfected, but it works.


  • Saints Row 3 does a very good job of introducing game mechanics.

    It sometimes falters by dropping an overly hard optional mini-game in the player’s path too early without clarifying that it is optitonal.

    Otherwise, nearly a perfect game to play through and unlock interesting mechanics in a relatively smooth progression.

    The “crew” mechanic does a very good job as an optional any-time challenege slider. When I’m having trouble, I can “phone a friend”. (also works with actual friends - the multiplayer is great and drops into the same mechanical gameplay slots).

    Saints Row IV also does this really well - but… it’s really different. It jumps the shark early and then keeps jumping back over the shark, over and over again. If that sounds fun, you’ll love it. But it’s not everyone’s cup of tea - and the game mechanics can come in uncomfortably fast if the player gets lucky in finding some unlocks before being prompted to seek them out.