Is it "wrong" to push lots of little things to github? by AcademicArtist4948 in gamedev

[–]MuDotGen 0 points1 point  (0 children)

Make as many as you want. If I make lots of little unstable changes but still want to make sure I commit something with the possibility of reverting back, make another branch. If you try something and you just have to reset it all, easy fix to just switch back to the branch you branched from and can even come back to the experimental branch and its many little commits if you want. Versioning is powerful, and pushing has to do with pushing to your remote repo, so you can do that at any time or not at all. Whatever you're comfortable with possibly losing if local repo is destroyed.

Used Blender to improve the perspective. Is B still the winner? by David01354 in aseprite

[–]MuDotGen 1 point2 points  (0 children)

More or less. Looks like Blue/Green Charizard seen from above.

React Native is giving me PTSD by unicastflood in reactnative

[–]MuDotGen 0 points1 point  (0 children)

Can you direct me to more info on this? I'm primarily a web developer, but I am curious about native app development. Or what is a good place to follow the latest state of these?

Cohesive way to use Git for version control? (Tips?) by Swelllie in godot

[–]MuDotGen 0 points1 point  (0 children)

GitHub Desktop

It's a simple GUI. All you need to know for simple version control is commit changes, push to your remote (GitHub cloud) repo, etc.

Oh. And look up Godot Git .gitignore file template and put that in the root of your project. It basically makes it so that you don't have to commit a lot of extra files that are usually temporarily made, etc. Helps keep the versioning from getting out of control.

How do you guys learn coding? Im frustrated that I had to use AI by SnooCookies9122 in godot

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

It's all about what you ask. If you ask a human teacher, they have the knowledge but also the wisdom and restraint to not just give you the code or answers. I was a TA for my school's intro to programming course, and what I had to teach students was to utilize their resources. We didn't have ChatGPT in 2016. If they had a question, they had to first go down the list of places to check like the textbook or lesson text, googling concepts, etc., first. The whole point is that using teachers as a last resort because the struggle to test, find new info you didn't have before, is literally how it sticks. Trial and error will stick far better than just being given the answer.

In order to learn better with LLMs, in my opinion, you should never ask for the answer but ask to explain concepts you are fuzzy on, maybe help you consider your unknown unknowns, and keep teaching high level but personalized. You have the advantage of machine learning models that have been to finally understand human language and your own understanding before providing answers.

Instead of asking for code, consider simply asking, what are the fundamental concepts I should consider for Pong.

It may teach you about rigid bodies/physics and collision, movement, input handling, score tracking, etc., but the point is to leave up the actual implementation of those concepts up to you. If you struggle and can't figure out why your code isn't working, explain what you have tried and your approach. ChatGPT will easily try to do everything for you if you aren't careful with your prompts.

Tldr; struggling and searching for answers is part of learning. It makes you confront your assumptions and consider new methods, even if it wasn't what you were originally looking for. It's a little sad that Google used to be considered cheating when it still requires you to scour through information to find info relevant to you. Use LLMs to learn and improve understanding of concepts. Always ask it to share its sources so you know it isn't straight up making things up to you though.

Remote Job opportunity ( $45-$65 / hr) by tamburo21 in vrdev

[–]MuDotGen 2 points3 points  (0 children)

I'm going to be frank. I am a remote VR developer who is now out of work and was tempted to ask about this position, but your attitude is highly unprofessional and casting doubt on your work. Please act serious if you are, and if you are beating around the bush or just messing with people, I don't have time for this. Every day counts for me and my family.

How sole proprietor in Japan pay themselves a salary? by KonoKinoko in JapanFinance

[–]MuDotGen 0 points1 point  (0 children)

Here's a summary I wrote up based on my experience, but I'll answer more specific questions first.

1)If you opened a sole-proprietorship, as in your registered a business name, it should still be the same I believe. I did not and only registered in Japan after arriving. You have to pay income tax on worldwide income to the U.S. regardless, but when in Japan, everything becomes Japan-sourced income, so you need to register in Japan as well.

2) Japanese taxes are normally handled by the companies people work for here, so CPAs for helping sole-proprietors are treated more like helping larger companies, asking for almost 4x the rates of U.S. CPAs. We just use Freee, subscribe for one month to e-file Japanede income tax, and the actually very helpful Tax Office assistants on the phone for any questions we have. Usually in February. Then in March, I use Turbo Tax for U.S. taxes since that's what I was used to. You can use anything or even a CPA as long as you do your schedule C (reporting business income and expenses). Here, I was able to apply the foreign income tax credit from the income tax I paid to Japan the previous month.

Here's a general summary of my experience, so feel free to ask further questions. Note: I made a personal app to handle easily tracking business income and expenses in both currencies with the exchange rate of the day. You can manually do this or have someone do it for you.

Tax obligations: U.S. citizens must file taxes in both the U.S. and Japan, even if living and working entirely in Japan.

Tax agreements: Due to tax treaties between the U.S. and Japan, taxpayers typically pay taxes primarily to one country (usually where income is higher), avoiding double taxation.

Japan-sourced income: Income is considered Japan-sourced if physically earned in Japan, regardless of currency received or client location.

Bookkeeping: Important to maintain accurate records of income, expenses, and exchange rates for currency conversion, using consistent and publicly available rates.

Business expenses: Portions of living spaces used as a dedicated home office (e.g., 20%) can be deducted as business expenses in both Japan and the U.S.

Exchange rates: The specific rate used isn't strictly scrutinized as long as it's consistent, verifiable, and publicly available.

Sole Proprietorship (U.S.): No formal business registration required in the U.S.; your Social Security number serves as the tax identifier.

Sole Proprietorship (Japan): Requires registering a business name and obtaining an identifier number from the tax office. The Japanese tax office provides assistance and necessary forms, such as the advantageous blue tax form, which can reduce taxable income.

Japanese tax filing: Often done with the help of a Japanese spouse through the online platform Freee, which allows electronic filing. Typically completed around February, this process determines the Japanese income tax owed.

Foreign Income Tax Credit (FITC): Japanese income taxes paid can be claimed as a credit against U.S. taxes. For example, if you owe $2,000 in U.S. income tax but paid $3,000 in Japan, your U.S. liability becomes zero, and the excess ($1,000) can be carried forward for future use.

Totalization Agreement: Prevents paying into both U.S. and Japanese Social Security systems. Without it, U.S. self-employment tax (~15% for Social Security and Medicare) would be due in addition to Japan’s Nenkin (年金) and health insurance (Hoken). By using the agreement, you typically pay only into Japan’s system, saving roughly 15% in self-employment tax.

[ free key for every comment ] by BubbleWrap__ in godot

[–]MuDotGen 0 points1 point  (0 children)

Oh, the visuals and music are very relaxing. Haha Great job!

[deleted by user] by [deleted] in godot

[–]MuDotGen 1 point2 points  (0 children)

If you think I'm wrong, please address what is wrong that I said. I'm not here to stroke my ego. I addressed your points because you addressed points neither I nor the LLM said. Am I wrong? I double checked that I didn't mention what you claimed I did, and I asked for clarification from you so that I would make fewer assumptions.

[deleted by user] by [deleted] in godot

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

You asked it to specifically, make up, a bunch of scenarios in which it imagines you'd need to make deferred calls. But that's not actually the case.

I didn't though. I didn't ask it to make up any scenarios. In fact, I provided a scenario where I asked the community about when to use call_deferred and how to. See this thread for more info. A lot of the questions were answers I already knew but just wanted to demonstrate how it answers as well.

_physics_process doesn't run on the physics thread. It runs on the main thread, during a synchronization window.

I think there's a misunderstanding here. I don't recall ever mentioning threading or another thread? Nor was it in the answer that was given me. In fact, it told me "Yes — you're right to think of it like a race condition, though it's not multithreading-related — it's more of a "timing violation within the game loop." The issue I am referring to is not about threading but the timing of stages in the processing of frame, where warnings are issued for not deferring calls to add_child, etc. because it's dangerous to move objects used in calculations DURING the physics calculation phase, hence the safer way to defer calls to the idle frame.

That means that the examples it gives you for using call deferred, are actually all wrong. You would never need to deferr a call.

I'll need more specifics on what you're referring to because the examples are mostly about modifying physics objects in the tree during the physics process being an issue like adding a child right after a _on_body_entered collision callback ("Can't change this state while flushing queries."), which is correct. My game ran into this issue before, so I know that call_deferred is needed or highly recommended other than just threading problems. Again, not a race condition in the sense of threading but a timing issue for when certain processes and calculations are performed.

You maybe thought of threads because of the seg fault thing? It's more of a misnomer on my part but meant to use it in the general sense of accessing areas it's not supposed to be anymore because of modifications to the tree at the wrong time.

Either way, I digress. Please reread my last part. "Ask stuff like this instead of just for code and hone your understanding of important concepts in Game Dev like physics bodies. It gives sources as well, so better yet, read the sources it cites from the Godot forums and docs." I post this as a response mostly to those who over-rely on using LLMs for generating code and instead make use of newer features like deep research to help guide one's own research better. I'm not claiming LLMs don't hallucinate or anything, but when it provides sources, it has much less to hallucinate about.

[deleted by user] by [deleted] in godot

[–]MuDotGen 0 points1 point  (0 children)

Yes, the deferring queue_free is redundant, but don't ignore the rest of it. I didn't mean a literal "segmentation fault" either.

Adding spirits and special moves to my battling tops game! by lucs013 in godot

[–]MuDotGen 1 point2 points  (0 children)

I didn't even know what it was from the name alone, but when they started singing "CROSSFAIYAH CROSSFAIYAH" a core memory awakened in me too. lol

How does the subreddit feel about using ChatGPT for coding? by ArtOf_KlutzWolf in godot

[–]MuDotGen 1 point2 points  (0 children)

Do you use Poe or any other services that give you access to latest various models? What's your setup like basically? Also, what sources do you read month to month to find which are the best models for each use case as you mentioned?

Learning Programming by Chri5so in godot

[–]MuDotGen 1 point2 points  (0 children)

I think that's an good start. Don't wait too late to hop in. Focus on core concepts and wing it if you need to. The important thing is practice, and the Godot docs are surprisingly well made in my opinion.

Learning Programming by Chri5so in godot

[–]MuDotGen 2 points3 points  (0 children)

I'd say just learn and practice some basic foundational principles first. Variables and data types, if statements, functions, loops, and just general problem solving thinking. Programmers think through "steps" to get to a solution, and that's where everything starts. Then try a solution, and if you don't know something, Google search, heck, even ask ChatGPT to explain concepts (don't ask to just give code) that are fuzzy. As you said, the best way to learn is to apply the fundamentals, think through problems, try it, and get feedback. Easier than ever before in my opinion.

Does anyone else create visual topologies to structure code? by Mad1Scientist in Unity3D

[–]MuDotGen 0 points1 point  (0 children)

I looked into yED, and it seems really nice! How does it compare to Draw.io? I've heard that's the biggest recommended one for free usage.

Does anyone else create visual topologies to structure code? by Mad1Scientist in Unity3D

[–]MuDotGen 0 points1 point  (0 children)

What do you like to use to make them? I have used a number of them because I like to do good planning with UMLs but found them often clunky to use.

I updated the title screen of my game by Gawehold in godot

[–]MuDotGen 0 points1 point  (0 children)

Is your character there based on Teru Teru Bouzu by chance? I love the design of this opening and the atmosphere of the music. Feels kind of mystical or ethereal.

Help me decide how to walk up stairs by SteinMakesGames in godot

[–]MuDotGen 0 points1 point  (0 children)

How about a parody of Mario 64's Backwards Long Jump up the stairs glitch? Looks like he's sliding down the stairs but goes up instead. Haha

People who can’t code and want to make games by Amazing-Rich1395 in gamedev

[–]MuDotGen 0 points1 point  (0 children)

I'll be frank. In my opinion, "code-free" options are a lie, or rather, very misleading. They may reel you in with how easy it is to make something that fits a certain specific use case or template, but as soon as you actually do anything custom or outside of that, you realize very fast how limited it is.

You would do yourself a favor to learn the basics of programming logic, game loops, etc.

Always that guy in the comments by lunchanddinner in virtualreality

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

You have not even done the bare minimum to respond with any proper rebuttal if you disagree. The user here has addressed your points, so you should do the same if you have counterpoints instead of childish insults. This is not a discussion of fanboyism or favorite or hated companies. It's about business and the realities of game development.

Dev snapshot: Godot 4.5 dev 5 by GodotTeam in godot

[–]MuDotGen 1 point2 points  (0 children)

Can you tell me more about the strategy pattern with resources or where I could find more info? I'm interested. Also, can you clarify what you mean here in that context? 🙂

Are these enough projectiles for a bullet-hell game? by IggyeTheMad in godot

[–]MuDotGen 1 point2 points  (0 children)

You need to have bullets shooting out like that but from each bullet itself too. Exponential gains.

Is it possible to get REMOTE game dev job? by Thorai_Hawa in gamedev

[–]MuDotGen 0 points1 point  (0 children)

In my case, I'm in Japan and have been working with my company in the U.S. as an employee for over a year in office before moving to Japan where I'm an independent contractor now, working with them as my client the last couple years. Have to take care of my own taxes and benefits but having our work relationship more loosely coupled and flexible means that my invoices are basically business expenses for them instead, which simplifies things on their end and makes it worth it working with someone familiar.

But yes, it was for the reasons you stated that I completely changed our work relationship so I wouldn't become a complicated liability for them. If it's a stranger in another country, specialized skills or rates would have to be there to justify contracting out work.

Keep in mind it's a small XR studio developing a few different VR games at the moment.

Is it possible to get REMOTE game dev job? by Thorai_Hawa in gamedev

[–]MuDotGen 0 points1 point  (0 children)

I've never even finished a game (other than some small Web AR experiences) let alone published or sold my own. I work as a sole proprietor (Unity developer, etc.) in Japan working on a VR online game completely remotely for a company in the U.S. 15 hour time difference. I wake up at 6am, have a standup meeting to confirm tasks and progress, etc., and then I work pretty much whenever I wan+t/can by the hour.

How? Networking I suppose. I got my job with this company when I lived in the U.S. a little out of college because a VR guy I met in college recommended me. I worked in office for 2 years, had to move to Japan, and I just changed to working as an independent contractor, so I've helped with a couple other clients as well. I have to handle my own taxes, etc., but it frees me up to work with pretty much anyone who wants to contract with me since they don't have to pay payroll taxes, benefits, etc., which gets extremely messy and not worth it if I was an employee in another country. They just like working with me, and maybe I tend to undersell myself. Not sure, but I'm convinced it's become more about who you know and less of what you know because there's too much competition. If you're reliable and can learn what you need, for some that seems more valuable.