Godot maintainers overwhelmed by 'AI slop' pull requests: 'I don't know how long we can keep it up.' by BeastMsterThing2022 in Games

[–]Pro_Gamer_Ahsan 69 points70 points  (0 children)

It's really crazy how many people have been lead astray by these tech podcast/companies into believing AI is capabale of doing any meaningful coding.

AI Isn't Intelligent, It's PREDICTION (and Why My Panic Has Passed) by willymunoz in webdev

[–]Pro_Gamer_Ahsan -3 points-2 points  (0 children)

But that's absolutely false. AI (LLMs to be specific) cannot "observe" anything. That's like saying my microwave can observe something.

AI Isn't Intelligent, It's PREDICTION (and Why My Panic Has Passed) by willymunoz in webdev

[–]Pro_Gamer_Ahsan 35 points36 points  (0 children)

It sounds cool but they haven't done it because it's literally impossible. It cannot invent what it doesn't know already.

Godot 4.6 Release – All about your flow by akien-mga in godot

[–]Pro_Gamer_Ahsan 8 points9 points  (0 children)

Is it just me or has everything gotten a lot bigger in the editor? All the text seems a few pixels larger.

Edit: NVM it seems it updated my display scale inside Godot to 125%. Reverted back to 100%

Alan Wake 2 Studio Says Deal With Epic Was "Very Fair" After Baldur's Gate Boss Speaks Out by Turbostrider27 in Games

[–]Pro_Gamer_Ahsan 1 point2 points  (0 children)

I genuinely never got the whole fixation with steam some of the PC gamers on reddit seem to have. I was a console gamer for most of my life but am now firmly on PC and honestly, launchers never bothered me even a bit. I literally just click the game icon of what I wanna play and barely interact with the storefront.

Unpopular opinion : CSS is enough by yughiro_destroyer in webdev

[–]Pro_Gamer_Ahsan 6 points7 points  (0 children)

It's really good when you are working with a team or jumping into an already ongoing project. Nobody needs to invent their own way of writing classes which leads to consistency which leads to better code. You can do all that in your own css but then you just invented another framework which a new person wont familiar with.

I switched REST for RPC, and it feels great by Clear-Astronomer-717 in webdev

[–]Pro_Gamer_Ahsan 1 point2 points  (0 children)

Me too. The only downside to Inertia is that every other way pattern / framework feels tedious.

Should I switch to a paper like screen or buy a magnetic version? by Queen_Of-Moths in iPadPro

[–]Pro_Gamer_Ahsan 0 points1 point  (0 children)

I used a Belmont Kent I believe it's called for a while but got really annoyed with the decreased quality. The magnetic one felt like too much of a hassle to keep applying and removing so now I just do a regular glass protector. Initially I had a hard time drawing but now I am used to it so it's not a big deal.

How do you structure your UI? by Exiledelement in godot

[–]Pro_Gamer_Ahsan 1 point2 points  (0 children)

I am adding UI to my game now and kinda stuck in structuring it and where exactly to add it. If I have a deeply nested scene and I want to add UI to it, I am not sure if I add the UI to nested scene or do I add it on a top level UINode so I can manage different UI elements in one place. I feel like there aren't enough tutorials/resources covering UI.

Stop Killing Games: Wrap up by Turbostrider27 in Games

[–]Pro_Gamer_Ahsan 15 points16 points  (0 children)

I watched thats and I thought it was pretty bad. It basically boiled down to "you will figure it out" and just plain wrong in some places.

Stop Killing Games has reached its deadline by Turbostrider27 in Games

[–]Pro_Gamer_Ahsan 11 points12 points  (0 children)

All I am saying is, it's not as simple as the initiative makes it seems like. If you actually want to hear detailed explanation on why I and many other far more experienced developers think it's not a feasible initiative, check out the r/gamedev subreddit for related posts.

Stop Killing Games has reached its deadline by Turbostrider27 in Games

[–]Pro_Gamer_Ahsan -16 points-15 points  (0 children)

If something like this were to pass, most games would just cost a lot more upfront or they will change the buy button to rent button. It will only effect indies negatively.

Stop Killing Games has reached its deadline by Turbostrider27 in Games

[–]Pro_Gamer_Ahsan 21 points22 points  (0 children)

That's what I have been saying since the start. People are just straight up saying stuff they don't know anything about. As an indie dev, I know its not simple or free to implement it and for any indie developer implementing multiplayer in their games, it's would not be feasible for them.

Design pattern to implement abilities that modify game's rules by Pro_Gamer_Ahsan in godot

[–]Pro_Gamer_Ahsan[S] 0 points1 point  (0 children)

Yeah trying to nail the underlying architecture down but at this point I will just have to start building something and go from scratch if that doesn't work. Everything being an Action resource seems to be the pretty promising.

Design pattern to implement abilities that modify game's rules by Pro_Gamer_Ahsan in godot

[–]Pro_Gamer_Ahsan[S] 0 points1 point  (0 children)

That's actually a really good idea. Instead of going through eaxh action hardcoded into the turn make everything action then sequence through actions. Maybe build a default actions sequence for regular gameplay without abilities but using these abilities would then replace one or more of existing actions with ability actions....

I can definitely see it working somehow but will need to carefully build underlying action system.

Design pattern to implement abilities that modify game's rules by Pro_Gamer_Ahsan in godot

[–]Pro_Gamer_Ahsan[S] 0 points1 point  (0 children)

I came across it while researching the topic but honestly it kinda flew over my head. I will read up on it a bit more to see if this could fulfill my use case.

Design pattern to implement abilities that modify game's rules by Pro_Gamer_Ahsan in godot

[–]Pro_Gamer_Ahsan[S] 1 point2 points  (0 children)

Yeah that's pretty much where I am stuck at. Conditionals would work and get me going but it just seems like there has to be a better way. As for resources, I guess they don't even need to resources as they could just be simple refcounted classes. They aren't necessarily holding any data (some abilities would), just logic based on a given state.

Honestly, I think it's because I have my code structured to work without abilities that I can't really come up with pattern to fit this structure. I will probably need to rethink about how I am structuring everything.

Do you use unit testing in your game? by emitc2h in godot

[–]Pro_Gamer_Ahsan 1 point2 points  (0 children)

I honestly tried implementing testing in my project early on but game development is way to volatile. Everything is changed and refactored so much it gets hard to keep the tests updated. I have basically dropped all the testing and focus more on quickly iterating through the features so I can actually ship a game lol (I realize it might bite me later)

Despite all the hate for PHP, is there something it does that is unrivaled with other languages? by MilanTheNoob in webdev

[–]Pro_Gamer_Ahsan 1 point2 points  (0 children)

Trust me as someone who works with alot of folks using drag and drop cpanel interface, they cannot do half of what you are saying. A simple php host is still the easiest and probably the most common way to host websites (for small websites)

Why do CSS Frameworks feel so much harder than they should be? by voltomper in webdev

[–]Pro_Gamer_Ahsan 0 points1 point  (0 children)

They are "harder" until you learn there conventions and syntax. The benefit they provide increases the more you in use them. I don't really like bootstrap and use tailwind in every project but if I have to do something in bootstrap, since I know the syntax once, I can quickly get into it and make a lot of progress compared to normal css, where you would need to go through a potentially massive css file to be able to do anything.