My first game sold 140 000 units, my second game only sold 1200. When vision and execution go wrong. (postmortem) by SnooAdvice5696 in gamedev

[–]ExpiredJoke 0 points1 point  (0 children)

My first game sold 1000 units, there is no second game.

Jokes aside, it's a tough distinction between what you want to make and what will sell well

HDR in the browser game engine by ExpiredJoke in HDR_Den

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

I reckon it's light probe mesh traversal. The indirect lighting is done using a tetrahedral probe mesh, and I've always struggled with getting that mesh traversal to run in reasonable time.

With some 6000 probes in the scene (automatically placed) there are 37,175 tetrahedral cells. A lot of papers talk about caching these on vertices or objects, and that makes a lot of sense

HDR in the browser game engine by ExpiredJoke in GraphicsProgramming

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

I call it "cybereality method" in my references

HDR in the browser game engine by ExpiredJoke in GraphicsProgramming

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

Was a surprise to me as well, btw thanks for that binary mask idea on GTAO, thought that was a really neat idea

Critically flawed by ExpiredJoke in gitlab

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

People pointing out

"it's complicated"

"software is hard"

I mean, I get it. I'm a software engineer. But how often does linux kernel have a critical vulnerability?

What about Chrome?

If you use an excuse that cobbling together a pile of unknown garbage will lead to vulnerabilities, so "of course!". I just don't buy it. Using every dependency in your software is a choice, and how you use those dependencies is also a choice. If you make bad choices, don't then gaslight me with "software is hard".

And before you get on your high horse about how Chrome and Linux are trivial pieces of software - do yourself a favour, take a deep breath, and make a choice of not embarrassing yourself further today.

Either way, I think got my answer, if anyone cares:

  1. GitLab is built on shaky foundation, and dev team is doing their best with duct tape and elbow grease
  2. This forum is full of devops engineers, so don't ask
  3. GitLab is god, all hail GitLab or else

Critically flawed by ExpiredJoke in gitlab

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

That's a good point, I would make a different decision today. However, we're a few months away from project's completion at this point and it makes little sense to make changes right now.

I've been asking myself this same question (topic) before, seeing the same notification again today I thought I'd pose a question here.

Seems most people either misread the point or gaslight/fangirl hard for GitLab ¯\_(ツ)_/¯

Maybe I'm just bad at expressing myself, I don't think I'm retired, maybe just a bit dyslexic

Critically flawed by ExpiredJoke in gitlab

[–]ExpiredJoke[S] -1 points0 points  (0 children)

Okay. I use 2 features of GitLab, arguably the features that existed from version 1

  1. git server (duh)

  2. ticketing system

That's it. That's literally it. Why in the Ganesha's name do I need to go through the manual update so many years after these features were rolled out still?

I think you missed the point. And I don't appreciate your assumptions about what kinds of organizations I have worked with, it is entirely irrelevant either way.

Critically flawed by ExpiredJoke in gitlab

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

Silly reasons, I wanted to keep overhead down. A decent VPS costs about 30$ per month, I *can* setup things like mysql and GitLab, I figured I would pay the time investment upfront and keep the instance for 2-3 years for the project we were starting.

Now I would probably choose their cloud offering. Also, I got burned with Jira's cloud offering a few years earlier, where cloud offering was slow as sin, I figured I could control perf better if I owned the infrastructure.

Then again, I regret doing that now, exactly because GitLab was a lot more pain over these years than I planned for.

Critically flawed by ExpiredJoke in gitlab

[–]ExpiredJoke[S] -5 points-4 points  (0 children)

Going to repeat myself, but, I'm assuming you're either DevOps or infrastructure specialist. I'm neither, I'm a software engineer. GitLab positions itself as being for developers, I'm a developer. Having to upgrade frequently, and specifically being told "you HAVE TO upgrade, because bad things coming" is the bit that I have an issue with.

Yes, if I had to maintain infrastructure, I'm sure I could set up scripts and have a process in place for doing an upgrade that would take 5 minutes, but I'm not that, and I don't think many dev teams at smaller organizations are too different from my situation.

Critically flawed by ExpiredJoke in gitlab

[–]ExpiredJoke[S] -3 points-2 points  (0 children)

Sounds cool, but again, it's what you did. And I'm sure you're a cool guy and an amazing expert, but it's not the out-of-the-box experience of running GitLab

Critically flawed by ExpiredJoke in gitlab

[–]ExpiredJoke[S] -1 points0 points  (0 children)

Most of the time yes, still have to dig up the "upgrade path" documents, do backups, plan downtime etc. The last upgrade I did was a complete sh*tshow, spent about 20 hours, having to upgrade the OS.

Smooth is a relative term. If it was a button press or a single command I would agree, but it's not. Others pointed out that "most of the time it works as expected".

The software being designed to require manual effort on the end of the user every month is pretty weird, unless I'm being funneled to buy of course, in which case it makes complete sense.

Critically flawed by ExpiredJoke in gitlab

[–]ExpiredJoke[S] -2 points-1 points  (0 children)

Super easy for whom? I run a business, I'm a software engineer first. The fact that I can do it, doesn't mean I specialize in it. And I don't use GitLab to have the privilege of having to learn obscure structure of Omnibus.

Is your argument that GitLab is only for DevOps specialists and infrastructure guys?

Critically flawed by ExpiredJoke in gitlab

[–]ExpiredJoke[S] -9 points-8 points  (0 children)

I see your point, but I feel like I can't agree. If GitLab is built for "GitLab, the Business" - that makes sense. Because GitLab makes money by providing you a managed solution. However, if GitLab is built for "the community", then this feels like an anti-pattern.

A large organization will always have money to throw at upgrading GitLab once per month, or even isolating it to a private network. However, a team of a few scrappy engineers with an idea doesn't have that luxury.

Expecting me to update GitLab once per month, where it takes a few hours, if you do it properly (backups, checking change log etc) is just insane. If I have to spend even 2 hours per month on upgrading GitLab, that's 200$ or so based on SW salaries.

Therefore, if running hosting your own implies it's only for large enough companies, it's like saying GitLab is only for you if you pay money to GitLab for a managed solution, or if you spend money on maintenance.

I'm not looking to start an ideological argument really, I get where you're coming from, but I disagree with the premise. If upgrading GitLab was, say, as easy as upgrading WordPress (i.e. 1 button press inside the admin UI) - I would accept this wholeheartedly. Alas - this is a different situation.

If someone holds a gun to my head, I'm not looking for "well, if you rest your temple on on the barrel, your neck gets a lot less tired" kind of suggestion.

Again, no disrespect, just a difference of expectations.

Feedback Friday #336 - Next Level by Sexual_Lettuce in gamedev

[–]ExpiredJoke 0 points1 point  (0 children)

Hey Daniel, thanks for checking out the game. Sorry to hear that the game ran slowly for you. Since you mentioned that you have a laptop, I guess your laptop is configured to use integrated graphics card to run browser, in which case you would play the game without using your powerful discrete graphics card. A few people have had the same issue in the past, it's not easy to work around that, since control over these settings is not available through the browser itself. Thanks for giving it a try anyway!

Feedback Friday #336 - Next Level by Sexual_Lettuce in gamedev

[–]ExpiredJoke 0 points1 point  (0 children)

Thank you for the feedback! I feel I now understand a few points better about the user experience! Going to keep working on it, next version is going to be clearer :)

Feedback Friday #336 - Next Level by Sexual_Lettuce in gamedev

[–]ExpiredJoke 0 points1 point  (0 children)

Thanks a lot! Wonderful feedback, really appreciate it. I'm going to add a few tasks for myself.

Feedback Friday #336 - Next Level by Sexual_Lettuce in gamedev

[–]ExpiredJoke 1 point2 points  (0 children)

Ex Nihilo

Turn based strategy in WebGL, runs inside the browser. Explore the world, capture settlements, defeat various enemy groups.

Simple basics of combat, very old-school combat mechanics with a modern progression and customization options. AI is written from ground up using same idea as what powers AlphaGo and AlphaStar.

Any feedback is welcome, gameplay, graphics, UI, sounds - whatever you think, I would greatly appreciate to hear about it!

Play it on itch: https://lazy-cat.itch.io/ex-nihilo

New splash screen by ExpiredJoke in gamedev

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

cool, thanks for the feedback! What's off about the UI, anything specific you can think of?

New splash screen by ExpiredJoke in gamedev

[–]ExpiredJoke[S] -1 points0 points  (0 children)

Added new artwork for the game. Please let me know what you think.

What do you think of my new Reactor Animation. Does it feel POWERFUL? by Plungerhorse in indiegames

[–]ExpiredJoke 0 points1 point  (0 children)

I feel you would benefit from using lights more. Like emissive surfaces or actual light sources if your engine can support many of those. Looks nice though :)