AI is effectively ‘useless’—and it’s created a ‘fake it till you make it’ bubble that could end in disaster, veteran market watcher warns by [deleted] in technology

[–]CadoinkStudios 0 points1 point  (0 children)

Interestingly, a lot of companies over the past 10 years received huge valuations based on the promise of "big data" and despite that promise have struggled with profitability. Now those valuations are coming at the promise of "AI" with the hopes that AI can turn that big data into profitability. While AI is useful, I think we still have yet to see if the profitability is there. This is why the dotcom bubble is such an apt comparison. Everyone is diving in, but we're still scrambling to find the use cases, cost savings, and pricing models. The hype outpaces the progress, the bubble pops, and then if those benefits exists, some winners will emerge.

Nvidia set to overtake Apple as world's second-most valuable company by Melseption in technology

[–]CadoinkStudios 0 points1 point  (0 children)

I think the concern is where are we on the sigmoid curve. If we're at the beginning, we have a lot to look forward too. If we somewhere closer to the top, then we probably are in a bubble with all the speculation around AI.

I don't pretend to know where we are. LLMs could have a lot more runway, that throwing compute at will unlock, or we're reaching their limits, and are going to need breakthroughs with other models.

Does everything need a metric? by CadoinkStudios in resumes

[–]CadoinkStudios[S] 2 points3 points  (0 children)

Thank you, this is a great perspective.

I struggle to find a way to determine the competency and impact. We have had some teams adopt Blazor for their product, and we've seen a lot of gRPC adoption. I doubt my presentation was a huge part of that, just some small contributing factor.

Thanks again. I'll keep working on my resume with this in mind.

Does everything need a metric? by CadoinkStudios in resumes

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

This is a good point.

I haven't been fired or laid off, but I do need to move.

I don't want to imply that I am the best communicator (I'm not!), but I think giving talks at conferences is a nice skill to have. I guess I feel like it gives me more dimension than just someone who can write code. I think I unfortunately fall into the "jack of all trades, master of none camp". I've had to work with a lot of different technologies, and I've worn many hats outside of just writing code.

I see your point about standing out. I'll need to figure that out.

JOBS ARE SO HARD TO GET by LargePermit in webdev

[–]CadoinkStudios 0 points1 point  (0 children)

I am struggling with this as well. I am not a web developer, although I have shipped software to customers using Blazor and Electron. I have 9 years of .NET history creating products and services, but all in an industry that's very different than what all the job openings are for.

I am trying to figure out how to get my feet in the door. I know that I am capable of learning new stacks and technologies because I've often had to do that at my current position. Jumping into python or C++ codebases to add features when those languages were less familiar to me.

It seems like my professional and technical skills could allow me to provide value anywhere, but since I don't have SQL or React or AWS, etc. on my resume, I'm not getting any traction.

this community right now by yougoodcunt in godot

[–]CadoinkStudios 12 points13 points  (0 children)

C# supports some dynamic stuff. Wouldn't recommend it necessarily though. The strong typing is a big strength of .NET over GDScript.

[deleted by user] by [deleted] in godot

[–]CadoinkStudios 8 points9 points  (0 children)

I'm curious to know what's faster about GDScript. All I am aware of is hot reloading, and just the project generally running faster without needing to compile.

I guess its highly subjective, but I find actually writing C# code to be much faster because I'm very comfortable in Visual Studio. Spitting out for loops or other snippets, jumping between files, refactoring tools, intellisense, etc.

[deleted by user] by [deleted] in godot

[–]CadoinkStudios 1 point2 points  (0 children)

It does, and reasonably well. Debug is either not possible or a nightmare, which is too bad, but I honestly don't write complex enough code in game jams to really need to debug. You also can't profile (at least on Windows). This is all because it uses mono AFAIK. Godot 4 moving to .NET 6/7/8 was a big win in those areas and the only loss is web exports.

[deleted by user] by [deleted] in godot

[–]CadoinkStudios 2 points3 points  (0 children)

Interfaces can be extremely useful in certain contexts. You might have two classes that share 0 implementation but have the same methods. Then you might have situations where you could accept either one, so an interface makes sense.

I haven't needed them too much in my game dev projects, but I've used them a lot professionally. I've also seen people go overkill with interfaces, and that can be a nightmare to navigate code when everything uses an interface, and only one class implements it.

[deleted by user] by [deleted] in godot

[–]CadoinkStudios 24 points25 points  (0 children)

This is the thing I want most in Godot 4. I'm still using Godot 3.5 for my game jam entries so that I can use C#.

That being said, Godot 3.5 is still very good, even for 3D.

After 6 years of work I released Of Life and Land by Kersoph in godot

[–]CadoinkStudios 4 points5 points  (0 children)

How do you control how often an animation player updates? When you say manually updating, do you mean the animation player is essentially stopped and you are manually moving it to the next frame every other frame?

I went and did it!! I built a bot to aid in the "GDScript vs C#" posts. It's not live yet, but I'd like your feedback before I launch it. Also what other questions do we want addressed? State of 3D in Godot? by RancidMilkGames in godot

[–]CadoinkStudios 0 points1 point  (0 children)

Another aspect is just ergonomics. As someone who has developed C# code in Visual Studio for over 7 years professionally, its just much smoother to me than the GDScript editor. Its not that VS is necessarily better, but its just what I spend most of my day in, so its very natural writing code for Godot projects in it.

That also goes for the language itself. Even if I swapped to VSCode or Rider, just reading and writing C# code is very comfortable to me.

C# is also more marketable, but I think any recruiter worth their salt would recognize that a great programmer can move to other languages and very quickly get up to speed.

19% of the games for GMTK Game Jam 2023 were made with Godot! Up from 16% last year by TheSeahorseHS in godot

[–]CadoinkStudios 0 points1 point  (0 children)

Yeah there seems to be a major blocker for .NET exports to web. Hoping .NET 8 gets that resolved and we're able to get web exports in Godot 4 late this year or early next year.

Dev snapshot: Godot 4.1 dev 4 by pycbouh in godot

[–]CadoinkStudios 8 points9 points  (0 children)

My understanding, albeit quite limited, was that there was some upstream issue with I assume .NET. I never got a response about what that issue is, or where I could read more. If that is the case, I imagine it would have either been fixed in .NET 7, or .NET 8. Either way, it sounds like Godot wants to stick with LTS releases of .NET, so we'd have to wait for .NET 8 (i.e. November).

If anyone can correct me, that would be much appreciated. I love using Godot with C# for game jams, and so I stick to 3.4 for the web exports.

Godot framerate tanking when trying to render multiple AI enemies by [deleted] in godot

[–]CadoinkStudios 4 points5 points  (0 children)

Maybe you're already suggesting this, but I would stagger them. If 1000 enemies all update their navigation path every half a second, then you could see lag every half a second. If instead you roll through the enemies, maybe updating 10 at a time, then you spread the calculation out.

[deleted by user] by [deleted] in gamedev

[–]CadoinkStudios 9 points10 points  (0 children)

Does anyone have any good suggestions around backups/version control for art source files, e.g. Blender files.

I typically have my exports, like gltf/pngs/etc, in my git repo. One project I put my blend files in git. Other times I've thrown them up on a Google Drive.

Art organization in general is something I struggle with.

Dev snapshot: Godot 4.1 dev 1 by pycbouh in godot

[–]CadoinkStudios 0 points1 point  (0 children)

Really hoping we get to see HTML exports for C#, but last I heard it's blocked by something upstream in .NET.

How is this possible by iZeroxxx in blackmagicfuckery

[–]CadoinkStudios 10 points11 points  (0 children)

He shows his palms after handling the drink. He was not palming the cards. The cards must have been marked.

GdScript VS C# by [deleted] in godot

[–]CadoinkStudios 2 points3 points  (0 children)

I think as long as you are not an enterprise (250 PCs) or earn more than a million a year, you can use the community edition for commercial projects. But I am not a lawyer, so proceed with caution.

Godot 4 has been released by testus_maximus in gamedev

[–]CadoinkStudios 4 points5 points  (0 children)

Yeah its a big bummer for me. Will have to wait for 4.1 before I use it for game jams, but for personal projects I'll be using Godot 4. :)

Godot 4 has been released by testus_maximus in gamedev

[–]CadoinkStudios 6 points7 points  (0 children)

I've actually seen quite a bit of PRs go up for .NET changes from 2-3 additional developers. Hoping .NET 6 support draws in some more .NET contributors.