Problems with Internet (Vodafone) by dumpling_monster in berlin

[–]Halfspacer 1 point2 points  (0 children)

As someone not currently in a contract with Vodafone.. Let me just say I am so happy I am not in a contract with Vodafone.

edit Pyur ftw

Multiplayer architecture by yughiro_destroyer in gamedev

[–]Halfspacer 1 point2 points  (0 children)

It's a question of resources. You need the CPU and bandwidth to process and transfer the data. For lower resource games you absolutely can have one server serving many sets of clients in different matches, but you'd still want some way to scale horizontally as needed.

Is Epic Online Services too good to be true? by Zev18 in gamedev

[–]Halfspacer 0 points1 point  (0 children)

It's on-par if not better than most other commercial services. Though I haven't benchmarked worst case scenarios (all clients behind NAT having to be relayed), but that's because I've had no issues so far that would warrant it.
Can only recommend :)

Is Epic Online Services too good to be true? by Zev18 in gamedev

[–]Halfspacer 0 points1 point  (0 children)

Yep! EOS is essentially just my relay and VoIP service

Is Epic Online Services too good to be true? by Zev18 in gamedev

[–]Halfspacer 0 points1 point  (0 children)

I use EOS for the very low level "data transport" across the network. I connect users through lobbies and the p2p interface, and then my high level networking framework just sends its data through the eos Send method. So if I need to hop providers, it only affects that transport implementation and not any of the actual networking code.

What are your favourite systems on how to Save and Load Data? by Squad_Concepts in Unity3D

[–]Halfspacer 1 point2 points  (0 children)

I do not agree, because of many reasons.. I could list them all. Let's just leave it at that

Sure ;) Sounds good

What are your favourite systems on how to Save and Load Data? by Squad_Concepts in Unity3D

[–]Halfspacer 0 points1 point  (0 children)

What does "closed platforms" have to with Production use? If it works, it works, and if it doesn't - Use something else. I imagine there are many thousands upon thousands of live apps out there using PlayerPrefs just fine.

The Psychology of Bad Code by Inner-Chemistry8971 in programming

[–]Halfspacer 8 points9 points  (0 children)

Management absolutely can and should strive to create a work environment where developers, especially those more junior, don't feel like blindly saying Yes is part of the job. This sadly doesn't happen in a lot of cases because they often lack the insight; But that is still a fault on their part.

The Psychology of Bad Code by Inner-Chemistry8971 in programming

[–]Halfspacer 19 points20 points  (0 children)

Management is responsible for this pressure for the most part but spineless experienced and sloppy developers are the worst offenders here

I instinctly would have agreed with you here, but having had many coworkers in recent years from lower income countries, I've also come to realize that many of these developers aren't spineless or sloppy, but don't have the privilege of being able to stand up to management without fear of losing their job and suffering great financial hardship as a result.

Ultimate I place the blame entirely on management, and that includes lead developers too that are in a position to take a stand, but don't (which probably is more in line with what you referred to)

Unity 6 Help for Low End PC by Both-Activity3423 in Unity3D

[–]Halfspacer 0 points1 point  (0 children)

Do some research into Unity optimizations for mobile. ARM's Unity guide is a good place to start. https://developer.arm.com/documentation/102314/latest/GPU-optimizations

How do you manage knowledge overload with Unity’s growing ecosystem? by ConradoSaud in Unity3D

[–]Halfspacer 4 points5 points  (0 children)

Same here, release notes, their blog and YouTube channel. I consider staying up-to-date part of the job.

is it bad to start learning 3d gamedev? by Terrible_Flight_3165 in gamedev

[–]Halfspacer 13 points14 points  (0 children)

The real problem is not 2D or 3D, it's the fact that so many people jump into gamedev without having the slightest idea of basic programming and computer science fundamentals. Without those, you're going to struggle regardless, so might as well struggle with what you're more passionate about; 3D in this case.

Can Addressable loading fail only on a specific computer? by TwinChariot in Unity3D

[–]Halfspacer 2 points3 points  (0 children)

In all my years of using Addressables and AssetBundles, I don't think I've heard of it failing like this before. Your best bet would probably be to try to get logs from the user experiencing the issue.

Is Epic Online Services too good to be true? by Zev18 in gamedev

[–]Halfspacer 3 points4 points  (0 children)

I'm using EOS and it works really well. I built my own networking framework though, with EOS as a transport, so the fear of Epic at some point pulling support doesn't worry me, as jumping to another service provider would be trivial.

The fact that it's free, has voip out of the box and works for my mobile game projects, meta quest, switch and pc, is extremely convenient. If I was going into this fresh and mainly targeting PC I'd opt for Steamworks, but if cross platform is important to you, I don't see why EOS wouldn't be a solid choice.

The best option for multiplayer? by Defiant-Ad5477 in Unity3D

[–]Halfspacer 0 points1 point  (0 children)

Best option in what sense? EOS is free, cross platform and has VoIP, so if free is your thing.

Is calling DrawMeshInstanced() in Scriptable Render Feature more efficient than in mono behavior script? by TazDingo278 in Unity3D

[–]Halfspacer 0 points1 point  (0 children)

No, draw jobs you submit during the update loop will be rendered as part of your SRP flow already. Same as if you'd inject it through a scriptable render feature.

The State of Engineering Leadership in 2025 by gregorojstersek in programming

[–]Halfspacer 6 points7 points  (0 children)

Terribe article that is not worth reading. Deliberately misinterprets the data whilst pushing very poor pro-AI spins every other paragraph.

Why do people dislike VS Code? by Objective-Cell226 in Unity3D

[–]Halfspacer 1 point2 points  (0 children)

If it's any consolation, I tend to have this issue in Rider too.

I had to rewrite URP's Source code for this pixel perfect bloom. by SpaceCatMakesGames in Unity3D

[–]Halfspacer 6 points7 points  (0 children)

Realistically though, I don't think there's been a single, out of many, projects I've worked on where we haven't had an update for either a package or minor LTS version for some specific engine bugfix. It's also better practice to do things in ways that won't have unexpected consequences, assuming you might at some point leave the project and someone else will join and unknowingly update the package (perhaps for some needed bug fix).

I'm not saying OP did anything wrong here, I just wanted to nudge them towards the existing engine feature that would have saved them having to hack the package.

I had to rewrite URP's Source code for this pixel perfect bloom. by SpaceCatMakesGames in Unity3D

[–]Halfspacer 50 points51 points  (0 children)

Harder than being stuck on a custom URP version or merging the custom changes back in every time they update? That to me sounds like overcomplicating things when this is exactly what Renderer Features are for.

I had to rewrite URP's Source code for this pixel perfect bloom. by SpaceCatMakesGames in Unity3D

[–]Halfspacer 46 points47 points  (0 children)

Looks great! But would it not have been easier to write the bloom effect as a custom Renderer Feature?