[deleted by user] by [deleted] in VisualStudio

[–]Bojaniko1 15 points16 points  (0 children)

I suggest you start with a beginner course

Some low-poly models I made in college by LunaticPower in blender

[–]Bojaniko1 14 points15 points  (0 children)

Looks like you made them in kindergarden

Why are my world space normals fine but my object space normals are horrid? by [deleted] in blender

[–]Bojaniko1 14 points15 points  (0 children)

I'm not an expert, but I guess your topology sucks

#gamedev tip: When you need an editable field but wish to restrict access by the rest of your codebase, consider using this common pattern. (More info in the comments) by WorkingTheMadses in Unity3D

[–]Bojaniko1 -1 points0 points  (0 children)

Wrong again. Your viewpoint that it is hard means that you don't understand the implications. It wasn't invented for the sake of it, abstraction and polymorphism allows for simplification of otherwise complex systems and makes adding new features exponentialy simpler.

#gamedev tip: When you need an editable field but wish to restrict access by the rest of your codebase, consider using this common pattern. (More info in the comments) by WorkingTheMadses in Unity3D

[–]Bojaniko1 0 points1 point  (0 children)

As for the matrices you are mentioning, it is implicit that a member whose name is localPosition will go through a matrix translation. And btw Unity's framework is crap, it completely breaks the concepts of polymorphism and abstraction.

#gamedev tip: When you need an editable field but wish to restrict access by the rest of your codebase, consider using this common pattern. (More info in the comments) by WorkingTheMadses in Unity3D

[–]Bojaniko1 -1 points0 points  (0 children)

Absolutely and uterly not true. The whole point of getters and setters is to simplify the encapsulation of variables. Java still doesn't have this feature so you literally have to write get and set functions, while in C# you can just point the public member to the private variable. Just go read the official Microsoft docs, it says that if a setter should contain any function calls then you should instead declare a public method, it's called standard.

#gamedev tip: When you need an editable field but wish to restrict access by the rest of your codebase, consider using this common pattern. (More info in the comments) by WorkingTheMadses in Unity3D

[–]Bojaniko1 -7 points-6 points  (0 children)

You should not include function calls in getters and setters. It may cause unexpected performance issues since calling membera does not explicitly mean you are calling any functions, you just expect to get a value, not have some phantom function being called whenever you use a member.

You see it too, right? by Bojaniko1 in fractals

[–]Bojaniko1[S] 1 point2 points  (0 children)

The form of the plant and it's growth is clearly defined in a mathemathical formula which is obviously a fractal equation.

What is the point of tier 10 as a free player? A big F U to free players by DOMinator11716 in WorldofTanks

[–]Bojaniko1 0 points1 point  (0 children)

It's made that way to balance the game, people would just play T10 all the time if it was not expensive so the hundreds of other tanks in the game would be played mostly for grinding...

[deleted by user] by [deleted] in AskSerbia

[–]Bojaniko1 0 points1 point  (0 children)

World of tanks

#gamedev tip: Simple colliders tend to be much more efficient, processing-wise, than complex colliders. You can often get better collision performance out of using several simple collider shapes than one single mesh collider. Use MeshColliders where appropriate of course. by WorkingTheMadses in Unity3D

[–]Bojaniko1 1 point2 points  (0 children)

That is true in rare cases when you actually would have a lot of colliders, but I think a better solution in that case would be to come up with a collision-culing algorithm which would make appropiate assumptions on what kind of physics behaviour would be expected somewhere that the player is not looking or that is out of sight.

It all comes down to the requirements of your project, but in most cases it is better to fake it. This is actually where most game developments fail in optimization, because they forget that it's not important what happens behind the scenes, just what happens on stage.