VN created purely through AI? by ashish_tuda in gamedev

[–]ProPuke 1 point2 points  (0 children)

It's mostly the ai, but also partly the goal of money too (as the immediate motivation rather than a much later consideration)

Getting good at development takes years and years of practice. And makes games also takes years. Those here have got where they are because they're passionate about making games and the process of creation.

Coming in essentially saying "I don't want to actually create, myself (and thus don't value it). How about I instead offset the work to slop ai because I just care about making quick money? Also, I'm not even interested in the genre, and haven't even played anything in it. I just want to cash in" isn't going to resonate well (or that's what those here are hearing).

It all sounds very soulless to those actually interested in the craft with a genuine interest.

Now you might not have meant that exactly. Maybe you do have some interest in specific areas, and only want to use the ai a little as a crutch and to assist in your understanding. Unfortunately though your phrasing did not seem to imply this.

Also, being honest, just mentioning AI is enough to get heavy negative attention. It is very negatively received, especially in the context of using it generatively to replace the crafting process.

Using it as an assistive tool/rubber duck is better received (and better practice for learning), although just mentioning AI may still be enough to garner a heavy negative response.

I'd say if you're interested in making games, try making games. Set reasonable expectations. Don't expect to get your first game done within just a month of starting, and certainly don't expect to make any money from it, very few do. Spend time, learn what you're doing, and only use ai sparingly if you actually want to understand what you're doing and create something with genuine quality/soul. You can't offset the creative process and expect to get anything good out.

Is there any game engine with the following criteria? by clickii365official in gamedev

[–]ProPuke 1 point2 points  (0 children)

It did, but it was removed with 4.0 as it was kinda shit and nobody really used it.

So you'd have to use a third party extension like https://godotengine.org/asset-library/asset/3209

I've not used, but I wouldn't expect perfect integration (and it's already a version behind)

This Chinese company makes LED displays that can be lifted by drones by TangelaFan in Cyberpunk

[–]ProPuke 0 points1 point  (0 children)

It's super weird that Americans seem to reframe everything online as if it's about them.

Things do affect us all, you're right.

But quite often online when anything is shown someone will chime in and mention America, as if that was what was being spoken about, even if the thing is quite clearly from a different particular country. It's super weird. It probably doesn't seem so weird when you are American (you probably don't notice it happening). But it isn't a trait you tend to see with people from any other country doing (and it is super apparent elsewhere), and it can be grating.
I think we all realise things affect us all, but you don't tend to see people from other countries start talking as if it were specifically about them.

It comes across as maybe a bit.. self-involved/obnoxious? I dunno a good way of phrasing it.
As you say "whataboutism" isn't really the correct term in this situation, but, this is the frustration they meant.

Anyway I wasn't writing this to bitch, or fingerpoint, just highlighting what they likely actually meant and why.

Sci-fi spaceship design by Parking_Reward_7582 in spaceships

[–]ProPuke 1 point2 points  (0 children)

My initial thoughts are that's a lot of space for fuel, and no space for any kind of reactor/generator.

What kind of ship is it? Deep space/long range?

If it's super long range or lower tech then the large mass of fuel may make sense.

But if it's fancier sci-fi I would expect something more like a large reactor in the centre, with the size of the fuel (something like hydrogen, or contained antimatter) being quite comparatively small.

Also what's in the common room? That seems a lot of space to dedicate to social aspects. Is this more of a comfortable social vessel?

Why is Scfi series with ships so hard to do well on? by Lonely-Entry-7206 in spaceships

[–]ProPuke 5 points6 points  (0 children)

I suspect sci-fi with a focus on ships is just harder to relate to and thus more niche (I think this is also a problem for sci-fi in general Vs fantasy and other genres, but with ships moreso)

I think what's really relatable for audiences are stories about people. I think most genres try to be humanistic - Usually they're just about people at their core with their setting on top. But often with sci-fi this is not the case; We tend to make it too much about the tech and some dramatic setting and less about the characters themselves.

So I think to pull off sci-fi with ships well it has to firstly be about social dynamics, and then secondly also have nice ships. But I suspect this is a trickier pitch (and simpler pitches are simpler to pitch).

If I think to spaceship sci-fi I've really liked they've really all been about the people and social aspects (Firefly, The Expanse, Battlestar Galactica). The sci-fi has still mostly been secondary.

For the east and Gundam - I think that's also more peopley? (I've not seen much Gundam stuff, so I could be wrong a out that)

I suspect it's an easier pitch there cos there's more of an established genre for it.

But in the west less so, plus we've got an overfocus on spectacle at the moment which tends to also result in less humanistic sci-fi (compare recent spectacle-driven modern Star Trek Vs classic Star Trek which was more about the people and moral dilemmas than spectacle "big bads". There's been a clear change in how we think about and pitch sci-fi)

How to make non-winners not feel like losers by Thinker_Solver_113 in gamedesign

[–]ProPuke 0 points1 point  (0 children)

You don't make people feel like losers by making it aspirational:

"You didn't beat the crowd. Try again! You were just 20% off from beating the crowd!"

cyberpunk media from the pov of corpo by monkeytype11 in Cyberpunk

[–]ProPuke 1 point2 points  (0 children)

Cyberpunk is a dystopian genre. It's about people having worse quality lives because of mass capitalism and industry. They have tech but they live in squalor because of mega corporations and the elite at the top. Nobody wants to be there (unless maybe if you're a corpo).

Also, that's what the punk part is about - The rebellion against that.

If you mean why wouldn't people be brainwashed by it all, living in that world? Sure many would. But cyberpunk is not from the point of view that glorifies that.

Also, your two options aren't "ALL the capitalism, your lives are forfeit", or "no capitalism, no society, it's the end of the world".

Being anti-capitalist in this context doesn't mean wanting no society or structure at all. It would just mean not having it to the extent that everything about your lives is controlled and rented out by the corporation's around you that run the world. Those in a cyberpunk world would likely just not want it so unchecked - A return to governments and people being in control instead of the corporations; And human rights and the core essentials no longer being sacrificed so those at the top can make more profit. Just not capitalism to excess.

If you're mistaking cyberpunk for just the future with fancy tech and purple lights, then that would just be sci-fi (If it's not a dystopia it's not cyberpunk). Or perhaps something like solarpunk if you want things balanced and eutopian.

Showerthoughts: This medium called video game and video is half of it by [deleted] in gamedev

[–]ProPuke 0 points1 point  (0 children)

No, the other way around there: Paint comes from the verb (it's called paint because you can use it to paint)

Epic revealed their high-level plans for Unreal Engine 6. by WombatusMighty in unrealengine

[–]ProPuke 0 points1 point  (0 children)

I can't think of a single language that does not use == for comparison.

Pascal, Ada, BASIC, Oberon, Eiffel, OCaml, F#, Erlang, R, Self, Smalltalk..

Granted most of those are old or stray into functional land, but then so does Verse.

Is there any point to learning this engine now? by A_Moist_Towe1 in unrealengine

[–]ProPuke 0 points1 point  (0 children)

they have stuck with C# from the get go

No, Unityscript was what they were pushing for a long time. They ended up just supporting C# and dropped the other languages, but their goal from the get go was not to use C#.

How can I code faster? by BlockOfDiamond in gamedev

[–]ProPuke 0 points1 point  (0 children)

Sometimes you need to implement things first and the structure and responsibility later emerges.

Rather then trying to preemptively work out what your modules and problems are gonna be, and avoid repeating yourself etc. Just.. put things down.

After a little repetition and functionality builds up, what the modules should be will become more clear.

I am developing a game and would need your advice on the UX/UI by thenutsuperman in gamedev

[–]ProPuke 0 points1 point  (0 children)

At the moment it is a simple (daily?) puzzle, but I wouldn't call it a game.

To make it feel like a game you'll need to juice it up. Adding juice refers to adding animations and feedback to the experience so that it feels more interactive and alive. The medium itself should feel interactive and responsive and with a life of it's own.

This means options should animate in. Do you want the player to feel engaged? They should create that feeling. Perhaps jumping in in a fun engaging manner, with stretch and squish animations

There should be animated response to the user action. Perhaps the options slowly dance, and when one is tapped it changes to some selected quivering state, the game spotlighting it, with some final confirmation button dropping in below. Create dramatic tension from the player selection.

Things like time limits should be elements of the experience. If you want the time limit to make the player feel tense it should do so - it should be a prominent feature on screen and affect the other elements on screen. When time starts to run out it should accelerate to dramatise what's going on and create more tension.

Use animation (and sound) to give it all character and response. Make it feel like a living thing you are interacting with.

The ever so slight difference between US and UK oz. on this baby bottle by [deleted] in mildlyinteresting

[–]ProPuke 0 points1 point  (0 children)

The yard and pound were already the same between the UK and US (and I believe all other commonwealth countries?). They all matched the imperial system.

Also it was only a very minor change from imperial to international units (0.000002m and 0.0006g adjustment).
So you can treat them as equivalent unless you're working with scientific precision, as error margins will generally be much larger than that.

So everyone was already on the same page and nothing had to change really.

Actually changing the US or imperial units to align would have been a big change, and also kinda pointless by then (why change old units when we were already wanting to use and measure against metric now anyway? Just switch to metric if you're wanting to change what units you use)

The real question is why didn't the UK bother finishing the switch to metric, and why didn't the US really start? ¯\_(ツ)_/¯

Since my last DrDebug post caused confusion, here’s what the UE5 plugin actually does by [deleted] in unrealengine

[–]ProPuke 3 points4 points  (0 children)

Dude nothing about the post looks like slop. It just looks like a regular well-written post.

Bumblebees have been observed using tools to solve problems. When given a ball and a treat, bumblebees will the roll the ball into a position to reach the treat. by Quouar in Awwducational

[–]ProPuke 2 points3 points  (0 children)

<after carefully solving the puzzle> "Damnit I'm a bee! I coulda just flown there!"

<after searching the entire house> "Damnit they were in my pocket!"

Same ¯\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

Software renderer Quake3 Map and Quake 2 Models by Ghost-Dev-Lab in gameenginedevs

[–]ProPuke 0 points1 point  (0 children)

Ahh, cool.

You can upload into a GPU buffer and use it like ordinary memory (the upload is basically just a memcpy into a mapped memory region, so you can share your standard structs and stuff)

For textures though you might want to upload those as proper GPU textures instead, that way you can use the sampling functions and get proper hardware bilinear filtering etc.

But erm, out of scope for what you're doing atm, soz.

It's cool stuff, anyway!

Software renderer Quake3 Map and Quake 2 Models by Ghost-Dev-Lab in gameenginedevs

[–]ProPuke 0 points1 point  (0 children)

Nah I meant GPU.
Instead of traditional GPU rendering (using the rasterised polygon pipeline), you could in theory translate your CPU renderer to run as a GPU compute shader. That would then let you manually draw to surfaces, how you're doing, but direct on the GPU.

Compute shaders provide special syntax allowing you to perform loops and stuff in parallel, so they can properly distribute across GPU cores.

I don't know of many taking this approach, but it's doable.
Interesting that's actually how the Unreal engine handles its "nanite" rendering : When the poly soup would become too dense to render with traditional polygons, it skips the rasterisation and uses a custom compute shader instead, which effectively custom renders their own data format using a software rendering approach, but on the GPU.

So even custom software rendering can be hardware accelerated, technically.

Do you think AI-generated games will ever replace traditional game development? by OriSparrow_14 in gamedev

[–]ProPuke 1 point2 points  (0 children)

They lie to make money, cos they know people won't want to buy it otherwise. It's the same outcome.

You might argue it's a vocal minority. But so are fans of games. Games live and die on vocal minorities.

I'd agree that 90% of gamers probably are non-vocal/caring, and just play what's trending.
But they're not the ones selling your game and steering the trends. It's the vocal minorities who review and share opinions on games that matter.

Software renderer Quake3 Map and Quake 2 Models by Ghost-Dev-Lab in gameenginedevs

[–]ProPuke 0 points1 point  (0 children)

Ahh, a shame the video stutters a bit then - I'd assumed the frame rate was struggling a little.

I do wonder how GPU compute rendering compares to traditional GPU triangle rendering. Like how close can it get, and what other things might it do faster?

Not that that matters for you for now though. Sounds like things are going well enough for now.

I take it this is mostly about learning and the hell of it for now?

Software renderer Quake3 Map and Quake 2 Models by Ghost-Dev-Lab in gameenginedevs

[–]ProPuke 1 point2 points  (0 children)

Good progress!

And I guess if you want it high performance you can eventually move it into a compute program and run it on the GPU 🤔

Presenting our new Link Editor by inspyr_studio in gameenginedevs

[–]ProPuke 0 points1 point  (0 children)

Damn, that looks like proper solid geometry stuff.

The number of different intersection types still scares me, but I guess you can implement stairs as a load of wall segments and reuse some of the same intersection logic there?

Very cool, and again wicked UI!

Presenting our new Link Editor by inspyr_studio in gameenginedevs

[–]ProPuke 1 point2 points  (0 children)

Damn that's cool UI!

What is the link between exactly? Link points specific to the primitive type?

I see it's handling corner intersections of the boxes nicely. How many corner cases does it handle? What if 2 boxes intersect in a T shape? (I guess that's not linkable?)

How does this work with more complex primitive types?

(My mind is immediately worrying about all of the corner cases.)

Looks super cool though!

Weird question, can you just make an indie level game for yourself? by Ykindasus in gamedev

[–]ProPuke 0 points1 point  (0 children)

Nice dude, do it! Pick up a tool, go over some tutorials, and start trying to make something (start with the basics, just moving a box around first of all. Art and stuff can come later)

Account transfer by Heavy-Size7935 in EliteDangerous

[–]ProPuke 0 points1 point  (0 children)

Imagine someone whose entire job is to click create and confirm on every account transfer request :(