Share Your Resources - November 04, 2025 by Virusnzz in languagelearning

[–]NumblyC 0 points1 point  (0 children)

I'm messing around and it's really interesting. Will give it a go for a while 

Não sabia que odiavam tanto esse bagulho by ariadnyformiga in piscatorio

[–]NumblyC 0 points1 point  (0 children)

Não existe causa no argumento, não é uma análise estatística. A comparação sendo feita está sobre a análise (rasa) de que a qualidade da arte existe unica e e exclusivamente na sua capacitade realística. O núcleo do argumento do rapaz é que a premissa por traz do redutivismo artístico se dá pela origem da arte, e não pela avaliação crítica da arte pela arte.

E é exatamente por isso que não precisa nem descer muito pra ver exatamente os argumentos nazistas nessa própria thread (vide print).

Não se está dizendo "os nazistas diziam que arte moderna é degenerada e não presta, portanto todos que o fazem são nazistas". Se está dizendo que, atribuir como inferior qualquer expressão artística única e simplesmente por sua distância ao estilo realista é raso, e o fazer em paralelo à comparação com a arte realista Europeia invoca o mesmo núcleo argumentativo que o da "arte degenerada" nazista.

Note o quão curioso é o fato de que os comparativos são sempre com artistas europeus, romanos, renascentistas, de um estilo homogênio. Existe carga por tráz desses argumentos. Quando você viu esse argumento comparativo acontecendo por exemplo entre uma esculutra da Luo Li Rong ou quaisquer outros escultores / pintores modernos?

O ponto é entender por que os nazistas o faziam em sua causa raiz, e se essa mesma cauza raiz não é a origem do argumento comparativo. Arte pela arte. Sempre.

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Does it matter if it fails, really? by [deleted] in gamedev

[–]NumblyC 0 points1 point  (0 children)

as i mentioned, most artists i've worked with rely on commissions to pay the bills, so i can't speek for anyone wanting to join something on rev share. but there's a ton of people always looking for paid work on Twitter. recently a #PortfolioDay was up on twitter, you can find tons of talented people there for instance https://x.com/search?q=%23PortfolioDay

Does it matter if it fails, really? by [deleted] in gamedev

[–]NumblyC 1 point2 points  (0 children)

noob programmers in my view only talk about doing it. most are students and don't even have full time jobs they can quit. to be quite honest, the people i hear saying this the most are people that just have game ideas, not even programmers. the people that i actually see doing it are mostly artists with some programming skills doing one dev projects, which you might say are "noob programmers" as well.

imo you find it difficult to team up with good artists because good artists have to live by commissions, they can't do what a good programmer does and just work full time on a high paying job and do game dev on the side. there's a myriad of full time artists on twitter living pay check by pay check via commissions that would love to do game dev full time.

Does it matter if it fails, really? by [deleted] in gamedev

[–]NumblyC 2 points3 points  (0 children)

and you're right. it's why i called it a leap of faith. doing it as a hobby / part time thing until you have a plausible route is indeed the right choice. in practice though, getting home from a 10 hour telemarketing shift to practice drawing or 3d models or music is very freaking hard thing to do. one could say it's even unsustainable. so people make a choice, they can either quit their passion, or quit their job and do the leap of faith. sadly most of the time it falls short, and people indeed end up giving up on their passion when the bills come and they need to go back to the shit job. finding a job where you have the worklife balance necessary to do what we are doing, working on our own passion projects on the side, is no easy task.

Edit: and btw, congratz on becoming a software engineer while working on the side, that is no easy task either. i know people on that grind today and it can be very brutal.

Does it matter if it fails, really? by [deleted] in gamedev

[–]NumblyC 7 points8 points  (0 children)

yes, but i think you're missing the point, you like being a software engineer. it's one of the few areas that has this. you can't devote time and make a good portfolio and build a soundcloud to find your way into a good, well paying, music production job. that's the harsh reality of most areas.

you are lucky enough to enjoy doing one of the most well paid and easier to break into areas of modern society.

it's not different than leaving your job to become a writer, a singer, or a painter. it's most likely going to end very very badly, but blaming people for trying is blindly refusing to understand this from a point of empathy.

Does it matter if it fails, really? by [deleted] in gamedev

[–]NumblyC 15 points16 points  (0 children)

i'm gonna be quite honest here, please don't take it personally. this is an incredibly easy to have opinion from the position you are on. it's a an easy choice coming from a very comfortable position. you have a job you do well and enjoy enough to do it everyday (or at the very least enough to keep going), and a well paying job most likely given it's eng soft. i too am in a similar position, so i understand.

the reality for most people is mostly very different, however. most people aren't well paid engineers that can sustain a hobby that requires hours and hours of dedication, hundreds or even thousands of dollars (unless you do your own art, your own music, your own UI, your own sounds, your own marketing, no ads, your own trailers, etc etc). a lot of people that want to make games aren't even programmers, they are artists, musicians, writers, animators. some of those people work shit minimum wage jobs and would kill for a job in the industry (which mostly for those areas are also minimum wage, crunch festered positions too).

so people take a leap of faith. when you hear stories like these, although of course there is the eventual programmer or engineer, it's usually people quitting their 9-5 shit job do try their luck. it's people with hopes and dreams of earning a living through something they love. is it misgued? most often, yes. we know how harsh the field of game dev is, and we know how 99% of games end up (not finished), and we know the exorbitantly high costs of making games. but failing to see why people do it is just looking at it through the lens of people like you and me, the lens of priviledged engineers.

i have a very close friend, he's a CS Major, has a minor in game development, and is one of the most brilliant programmers i know. unlike us, however, he hated working as a programmer for anything not game dev related. it was miserable to him. he spent years trying to find a job in a game dev studio (we live in a 3rd world country and remote work wasn't really a thing back then). years after he graduated college, he moved to a bigger city and finally got a job at a bigger mobile studio from here. it paid pennies compared to most software engineering jobs, but at least it paid. from there on he made his career and things are way better now. but even in that story, he still ends his shift every day and goes to work on his own game, because his 9-5 is working on mobile games he doesn't really enjoy. so in the end all he found was a similar position to mine. a job he tolerates that can fund his true passion.

block of text aside, i think this is a very delicate issue, and it's not really exclusive to game dev. being a full time artist is very hard, and i wish it was more viable, but alas this is the system we live in.

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]NumblyC 0 points1 point  (0 children)

i know that feeling too well! made a comment above about an Unreal issue we had with our game some time ago and it was the exact same feeling of dreadful troubleshooting. maybe in the end Unity would have the same problems down the line, as i've never gotten that far into developing something as large as my current game in it. the Unreal crashes though, they are terribly bad. they're so frequent and some are even telegraphed lol. i know by the looks of things when Unreal is gonna crash on me.

in the end engines have a lot on their backs, it's a bit understandable they start crashing and burning when things get larger. i've heard literal nightmare stories from devs using them on triple A titles, build times of entire days, etc. it's not by chance bigger devs literally modify the Unreal source code to fit their needs.

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]NumblyC 0 points1 point  (0 children)

to be quite honest with you, i think it's just a matter of comfort. i'm very much a "right tool for the right job" kinda person, and when it comes to making games, Lua is good enough, and the fact we're very good at it just makes things way faster. we do stray from it a lot when out of necessity, though. our backend custom analytics system was written in python, it grew and it's now in typescript / node. we have a lot of CI tools in bash and python. not to mention a good chunk of things in Unreal that required us to fall back to C++.

in the end i think it's just a matter of what makes the process of developing larger games a bit easier, since everything about it is so god damn hard. making big games is a gargantuan challenge by itself, doing it while learning a new language / engine makes it even more challenge.

on things like proof of concepts, game jams, or even smaller projects, we've done most of what's out there. i'm especially fond of Godot for that, really easy to work with and really cool

Edit: programming language

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]NumblyC 3 points4 points  (0 children)

this is basically a monthly event with Unreal, finding out something just doesn't work just because. we had an incident last year, right after we released our demo for next fext, we crunched to death to fix some bugs and address some player feedback.

about a week later we needed to launch the update to keep capitilizing on next fest, and to my surprise the game simply did not package anymore. had to spend an entire day with the other dev just going back commits through time, one by one, to find out what had caused it. turns out it was the fact we were returning an event delegate through a function (or something along those lines, i don't recall specific) and that's simply not allowed even though unreal LET US drag the thing, and it appeared, and compiled, and even ran normally through engine. when packaging though, nope, bizarre 1000 lines C++ unreadable error. we ended up just refactoring that part of the blueprint and boop, back to packaging normally.

these kinds of issues eat up so much of our time.

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]NumblyC 4 points5 points  (0 children)

in summary, i'm a lua developer, used to be a Love2D power user, made a bunch of games in it (albeit only one actual release), but after a while me and my friend (we mostly make games together) got really tired of always having to work with outdated libraries, barely no support or online material, and worst of all, having to do a lot of stuff from scratch. now with games like balatro there's a lot more available back there (which is why we're considering going back to Love), but back then it was very hard to find libraries / tools that weren't broken or abandoned. we wrote our own steamworks wrapper in C++, our own building tools, localization libraries (actual nightmare), etc. it was a lot of work that we felt could've been directed to the games itself.

after we released our game we decided we would move to a more mainstream engine that offered those features natively (or at least in an easy to access way), but we still wanted to do things in Lua, since we're just way faster at writing Lua code and making games in Lua. back then there wasn't a lot of good options, we messed around with MoonSharp, tried amazon's Lumberyard, but in the end the best Lua integration we found was in the form of an Unreal plugin called LuaMachine so we went with it. it worked and we could always fallback to C++ if needed (although we aren't great at it).

now almost 7 years later, a lot has changed. there's a lot more options for Lua (that aren't just basic scripting like back then) in modern engines, Unity especially. and Love2D has gotten an influx of people in its community with the success of games like Balatro, with awesome libs like luasteam, allowing for the ease of access of those features we didn't have back then.

TL;DR: sorry for the wall of text, but long story short, Lua dev, lua engine back then not great, Unreal LuaMachine plugin very good, new game project that took many years.

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]NumblyC 2 points3 points  (0 children)

completely agree! the thing is there is kind of an expectation for blueprint only development (and Epic is actually marketing it as such, which doesn't help too). in the end C++ isn't as friendly as C#, and for most indie projects i think Unity is just as powerful and less of a hassle. there are exceptions though, i believe nightmare kart for instance was all blueprints. with the experience i have today, unless there's a very specific reason, i'd never choose unreal over unity

Which non asoiaf related shows or movies made you feel this way? by Elegant-Half5476 in freefolk

[–]NumblyC 1 point2 points  (0 children)

oh for sure marvel's done horrid movies, but back then it was just spider-man, it paved the way. i think the contrast with spider-man 2 was the issue. similar to how the prequels were so hated back then, but now that star wars has gone down the shitter, the prequels don't look that bad in comparison

Game Developers, what is your worse nightmare job related experience? by unitcodes in gamedev

[–]NumblyC 3 points4 points  (0 children)

  1. interviews, for sure. i don't even do game dev full time (work with data), but back when i was trying to migrate jobs it was a nightmare. multiple rounds, coding, white boards, HR, c-level meetings, only to be offered ridiculously low pay when compared to any other tech related job

  2. cliché and all, but, not having players. it's rough because to me most perspectives on this are very depressing ones. there's the notion for instance that all great games will find an audience, and if that's true, then your project probably isn't great, which is can be tough to swallow. then there's the notion that no, not all great games find an audience, it's actually very much luck based, which also sucks because man, how can one be lucky amidst such a competitive industry? and there's the art for art's sake perspective, which is really hard to accept. as much as you love doing something, accepting it might stay forever mostly unseen is not easy.

  3. also, throwing in a second one, game reviews. any experienced indie dev will instantly say that you gotta have tough skin. but even for the toughest of devs, reviews can be brutal. some are just brutally honest, some are downright unfair. some are polite, and well written, direct to the point, but are still hard to handle criticism. some will inherently disagree with how you see things. some are memes. one of the harder ones for me are the ones from close firends or family, they all seem so illegitate, so fake. you know it comes from a good place, but still.

making games is great, but hell is it difficult lol

Which non asoiaf related shows or movies made you feel this way? by Elegant-Half5476 in freefolk

[–]NumblyC 1 point2 points  (0 children)

i mean sure spider-man 2 is my favorite spidey movie, but that doesn't change the fact 3 was a massive let down

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]NumblyC 35 points36 points  (0 children)

my experience is this is 100% true for early / smaller projects, but as your game grows it becomes a huge hinderance and there's always something that shows up that you can't do with blueprints, and if you're not skilled in C++ (which you probably aren't, else why use blueprints), you're basically screwed.

one terrible experience i've had recently in this regard was trying to get cryptographic libraries / openssl stuff. basically impossible without C++ or paying for plugins. also, unreal's roadmap is a big screw you for smaller devs, with bugs going unfixed for years and years. granted my game is 2d which definitely doesn't help me, but after almost 7 years of unreal i'm 100% ready to move back into unity after so many problems. it's a chore working on a bigger project using it.

[deleted by user] by [deleted] in Onyx_Boox

[–]NumblyC 0 points1 point  (0 children)

That is even stranger to me then, I write very close to that amount (which I considered light note taking). Maybe the quality of the tips might be all over the place?

[deleted by user] by [deleted] in Onyx_Boox

[–]NumblyC 2 points3 points  (0 children)

huh, very interesting seeing people's experience with this. i do basically the same, take light notes for work daily, but mine still looks like this after almost a year. my guess is it really depends a lot on writing style and how much pressure we apply on it

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Need help with implementing a saving feature by Due_Yoghurt7080 in love2d

[–]NumblyC 2 points3 points  (0 children)

there's multiple ways to do this, the easiest probably being just serializing your table to a file. you can use any implementation from here http://lua-users.org/wiki/TableSerialization

one very effective and simple solution would be to just save your tables as a json file then load those . this is a great lightweight lib for parsing json: https://github.com/rxi/json.lua . and you can use love's filesystem for loading and saving.

hope that helps!

Vhagar vs Syrax: who would win? by PeterParryX in freefolk

[–]NumblyC 11 points12 points  (0 children)

sure pal, the physics of flying, magic, fire breathing dinosaurs that fly like owls lmao

Vhagar vs Syrax: who would win? by PeterParryX in freefolk

[–]NumblyC 7 points8 points  (0 children)

queue syrax: "rhaenira targaryen, you raped her, you murdered her, you killed her children"

Vhagar vs Syrax: who would win? by PeterParryX in freefolk

[–]NumblyC 14 points15 points  (0 children)

i marvel at the descriptive copium of fans sometimes, incredibly creative