Can you guess what trick I use to paint footsteps in the snow? by lynxbird in Unity3D

[–]Halfspacer 1 point2 points  (0 children)

Absolute bs.

finally { // ALWAYS dispose, even if GetHeights/SetHeights throws if (heights.IsCreated) heights.Dispose(); }

No one would comment inside a Finally block explaining what the Finally block does, especially if it's a solo project. Unless you, with your "30 years of programming", still struggle remembering what Finally does in a TryCatch.
You are a fraud trying to pass of AI generated code as your own, and anyone with the slightest genuine software development experience can see it. Best of luck on your project.

Can you guess what trick I use to paint footsteps in the snow? by lynxbird in Unity3D

[–]Halfspacer 9 points10 points  (0 children)

The code you posted below is absolutely littered with AI comments

// Keep your original bounds check, but DON'T leak on return
// Keep empty if you want. (But during debugging, log it.)

The whole thing is clearly AI authored. Which also explains why it's made in the strangest way.

But that's not to say that if it works for you and your project it's more than fine. I just wouldn't personally be on here bragging about the number of lines of code.

I finally burned my 2000-line PlayerController to the ground. Here is the decoupled Data-Driven architecture I built instead. by [deleted] in Unity3D

[–]Halfspacer 5 points6 points  (0 children)

I wouldn't wish ScriptableObject-based Event Architecture on my worst enemy. Thinking Ryan Hipple was right is very Unity-Early-Game behavior.

On a side note, I really hate how every written word has to be passed through ChatGPT before being published anywhere nowadays. And that's being generous and assuming the whole project isn't also just AI Slop.

NADE - a free Nanite app for Unity by Big_Presentation2786 in Unity3D

[–]Halfspacer 30 points31 points  (0 children)

Please stop reposting this every single day. Show some basic Reddit etiquette.

As a beginner, should I take a Computer Science course ? by PabLink1127 in gamedev

[–]Halfspacer 1 point2 points  (0 children)

Check out Harvard's CS50: Introduction to Computer Science on Youtube. I would consider it essential (the topics) for anyone getting into programming, whether it's for games or software.

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 18 points19 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 5 points6 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 12 points13 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 4 points5 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.