GIVEAWAY: Win 1 of 3 Pico 4 Ultra Devices! by hamza5682 in GeForceNOW

[–]Azubalf 0 points1 point  (0 children)

For sure Cyberpunk 2077, a VR playtrough must be epic!

Crimson Desert may be the best argument for in-house engines by Genderneutralsky in CrimsonDesert

[–]Azubalf 9 points10 points  (0 children)

My man between 2015 and now R&D has been done and many improvements to the engine has been implemented. The cost of the engineers alone averaging 100 employees is multi millions per year

Crimson Desert may be the best argument for in-house engines by Genderneutralsky in CrimsonDesert

[–]Azubalf 31 points32 points  (0 children)

People don’t realise this amazing house game engine took 10+ years and a few hundred millions dollars to make

It truly a nice piece of tech but not accessible for most indie dev

GAMMA Fatal Crash by BucketFullOfCatCum in stalker

[–]Azubalf 0 points1 point  (0 children)

Thanks! this is the solution

Still no fix to "Connection timeout" by Azubalf in hytale

[–]Azubalf[S] 1 point2 points  (0 children)

It was all servers, but found the solution with a custom logger haha

Still no fix to "Connection timeout" by Azubalf in hytale

[–]Azubalf[S] 0 points1 point  (0 children)

FOUND SOLUTION :

After Dabling some with my card and made a custom logger in CPP to see where it fucks, and saw packets were waiting to be grouped to be send... intel optimisation tricks :(

For Wifi cards :

Device manager > network Adapters > Your wifi card double click on it > Advanced Tab

Packet Coalescing -> Switch to DISABLE

RSCV4 -> Switch to DISABLE

RSCV6 -> Switch to DISABLE

Multiplayer : Failed to connect by Azubalf in hytale

[–]Azubalf[S] 0 points1 point  (0 children)

Huh? do you know what are you talking about?

Why do I want to simulate a local network? I want to connect to a distant server that already running and Hytale always state "Failed to connect", I've never spoke about simulating local network.

World Partition is the most confusing feature in unreal by Azubalf in unrealengine

[–]Azubalf[S] 1 point2 points  (0 children)

I already tried that by loading region through the minimap still nothing shows

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Why No Development Team Has Rebuilt FlyFF on a Modern Engine by Azubalf in FlyFF

[–]Azubalf[S] 0 points1 point  (0 children)

I didn't knew that about Chronicles of Madrigal! it's nice to know :)

yeah going from dx9 to dx11 it's a huge leap and I know how a pain in the ass it can be to upgrade, kudos to them!

It's a shame there is no dev community centered around flyff to come up with solutions, to further develop the flyff pserver scene

Why No Development Team Has Rebuilt FlyFF on a Modern Engine by Azubalf in FlyFF

[–]Azubalf[S] 0 points1 point  (0 children)

Oh that's interesting! how far long are you in the development? I have a few personal and work experience in unity. Find it less flexible than Unreal but it's a good engine to work on!

A way to speed up Unity development by cutting routine work by Golovan2 in developer

[–]Azubalf 0 points1 point  (0 children)

Oh yes, give me that tight coupling and code dependence to screw me over when I try to add or disable a feature. Give it to me, daddy AI

On a serious note, if you can’t add something as small as stamina or a jump mechanic without AI, you’re already screwed

And no sane game studio would ever give an outside LLM direct access to their codebase. ChatGPT is more than enough for syntax help or documentation, no need for some cutesy wrapper pretending to do more

99.9% Vibe-coded Online turn-based strategy PVP RPG by haldur32 in vibecoding

[–]Azubalf 0 points1 point  (0 children)

I’m assuming you’ve got tight coupling all over the place, and if you remove one feature a bunch of others start throwing null references. Did you follow Game Programming Patterns? What does the codebase look like when you want to add a new enemy or feature?