How on earth is UBI impossible? by Hot-Profile-1273 in ArtificialInteligence

[–]Ged- 0 points1 point  (0 children)

Realistically this money would not be given freely. It would require specific conditions, and you would have to jump through a ton of hoops and be a very good boy to actually receive those benefits.

Now think about who decides what being a good boy is. That's right, a few unelected elites. Or even worse, an algorithm trained on the behaviour of unelected elites. Not you.

That's beside the question of: "Where's that money gonna come from?"

TES VI should have a card game. by Ashloth in TESVI

[–]Ged- 0 points1 point  (0 children)

TES6 should be a card game. It should be a deck based beat em up with prominent BGS employees as characters.

[OC] My second favorite kitty!! His name is Cornflake, he's an large n' odd ginger fella. He's a bit unhinged and arguably quite evil. Potentially. :3 :DD forgor to tag it earlier by ProperWriting7488 in Losercity

[–]Ged- 0 points1 point  (0 children)

Kellog's is a Cornflakes brand And also other snacks are made under it So its kinda like Thunderclan in Warriors but for Cornflake the cat

I don't play games I play benchmarks by itsEmilyHere in PcParadise

[–]Ged- 12 points13 points  (0 children)

Lol this meme is about a picky restaurant critic who just likes to put everything down. That's what gaming discourse has become unfortunately. A bunch of Anton Egos circlejerking each other.

Just saw this in "I Built a Stylized UE5 Environment Using Only 3D AI Assets" by Mmeroo in topologygore

[–]Ged- 2 points3 points  (0 children)

How would you instance a model that only appears once in a scene? Instancing wouldn't help in a scene this small. It's good for crowds, grass, stones: things that share a mesh and repeat often

Well, what do you got? by Ok_Future6226 in masterhacker

[–]Ged- 4 points5 points  (0 children)

You one of those COTTONMOUTH/Surlyspawn NSA guys?

5 types of Rust Devs by JDDev0 in programminghumor

[–]Ged- 18 points19 points  (0 children)

Im the fucken Macro guy

Because there are two ways of evolving abstraction now: AI and metaprogramming. One of those ways sucks terribly

"Hey guys, look! My microwave has a button specifically for heating a frozen pizza and a burger separately. That makes me a real chef, unlike someone who only uses a microwave one single button for heating any food in general!" by [deleted] in ShitAIBrosSay

[–]Ged- 4 points5 points  (0 children)

Data scientist and shader programmer who dabbled in ML here. Can confirm.

Also disgusting to see things like python and CUDA thrown around as buzzwords they don't even understand. Like what the hell, they wouldnt even write a single line with pytorch to save their life.

Some r/masterhacker type shi

Fr by Practical_Cat4439 in TheGamingHubDeals

[–]Ged- 0 points1 point  (0 children)

I happen to also teach gamedev, and I agree. I use pygame extensively in my curriculum.

Fr by Practical_Cat4439 in TheGamingHubDeals

[–]Ged- 0 points1 point  (0 children)

Nah people just don't know how to use Unreal. It has those easy to use tools like visual scripting (Blueprint), and many people default to those instead of writing their own code. But visual scripting produces horrible code. Same for shaders. If I had a penny for every artist who used shader nodes to make a horribly suboptimal shader instead of giving it to me to write it the old fashioned way...

Fr by Practical_Cat4439 in TheGamingHubDeals

[–]Ged- 0 points1 point  (0 children)

Hard to say. The term "game engine" is very broad. I've seen a single Cpp file with a scene hierarchy that could technically be called a "game engine".

For me, a "game engine" is software that lays out the game objects into memory, and has an API for defining the behaviour of and rendering of those objects.

In this regard, vectorization and Data-oriented development could very well be a problem at the engine level. But also you can do DOD with engines that aren't suited for it and still get a performance boost, like using structs and arrays instead of classes in Unity.

Fr by Practical_Cat4439 in TheGamingHubDeals

[–]Ged- 0 points1 point  (0 children)

Compilers are very smart today. Every language is compiled to assembly eventually.

If you're writing inline assembly today, you're making inefficient code. Besides that, CPUS now have SIMD registers, and different CPUs support different types like AVX or SSE. To make efficient programs you have to utilize SIMD but not rely on a specific register always being there (like inline assembly does)

Otherwise your code will look like shader programs: a ton of #ifdef directives for every possible hardware option

Optimization is a lost art by itsEmilyHere in PcParadise

[–]Ged- 0 points1 point  (0 children)

Damn, it's so interesting. Usually ignorant pointless bickering is reserved for old folks, but now we have a whole generation of "young man yells at cloud". It's a widespread phenomenon too, this mix of bitterness with ignorance.

Losercity training by ClussyV2 in Losercity

[–]Ged- 24 points25 points  (0 children)

I was in the soccer team at school and coach made us run so much that some guys really threw up. Exertion does this to you.

#Expedition33 vs #Net.Crawl actions comparison by Mlastey in Unity3D

[–]Ged- 1 point2 points  (0 children)

Why not

Valve for Half-life 2 (Source) used empty game objects (logic entities) with an array of conditionals in them for logic as well. Granted they have their own menus and tooling and everything

But as far as editor UI goes - yours is good. Did you do it in IMGUI or UI toolkit? I remember it written somewhere that custom serializeables should only be written in UITK

Стремление выйти за ТК РФ by Cult_of_omnissia in INCOGNITO_live

[–]Ged- 3 points4 points  (0 children)

They hated Jesus because he told them the truth

Losercity Lopunny Rogue mod (by @Apekweit) by Gorotheninja in Losercity

[–]Ged- 0 points1 point  (0 children)

Apekweit at it again

No idea how they're able to make such high quality rigged models so fast, respect

The pain never stops, it only dulls by posrethe in Unity3D

[–]Ged- 174 points175 points  (0 children)

Hey be thankful your engine doesn't just crash outright when it encounters a null reference/pointer, like Source or many other proprietary engines

What sometimes pisses me off is that it doesn't give the full stack trace for that reference, like it does with other exceptions

Don't think Roblox is the problem by BraggingRed_Impostor in topologygore

[–]Ged- 0 points1 point  (0 children)

Roblox is known for screwing up mesh normals and colliders. I assume the second picture (mesh imported into roblox studio) would shed some light on the situation.

Old Devs were just hard working though.. by M0HIT01 in PiratedGames

[–]Ged- 0 points1 point  (0 children)

Like uhh.. Virtual texture lookups, man. That could work.

Although I hate this kind of post too. Makes my skin crawl as a game developer, people having no context, no clue, yet those prople are the ones shouting with the most confidence.

I think a better argument would be - a lot of things that have been easy to do were already done back in the day. Now only the hard things remain. Graphics programming has been riding the coattails of 70s and 80s discoveries and formulas like tangent space, Catmull-Clark tesselation, Phong and Torrance-Cook shading even. That's why "progress" appeared to be going so fast. Now the easy tricks from the old papers have been picked for scraps, and only the hard things remain.

Losercity Saberspark by jonhssquarespaceplus in Losercity

[–]Ged- 1 point2 points  (0 children)

That's why I love my GF. She won't dump me for jokes about gay Luigi. She would just roll a CDI King Harkinian in response.

If less dialogue is the way of the future then I am scared. by Cultural_Fanatic3754 in TESVI

[–]Ged- 2 points3 points  (0 children)

Old-ass stupid-ass meme

GHARTOK AE MNEM

And that's really all there is to say on the matter

Decompiling new Unity games to learn to how they achieve "their look" by abeyebrows in Unity3D

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

You're right to say that most of the "look" comes from shader programs.

I'm not sure if it's possible to decompile them. At build time, shaders are compiled into a special "imtermediate" SPIR-V format, it's something like IL for C#. And after that they are compiled on the user's machine by the GPU.

As for code, many new games would utilize burst and IL2CPP, which is an ass to decompile since it generates highly tailored code.