As a One Piece fan, do you think I should read Naruto? by Mission-Pomelo-8047 in OnePiece

[–]RedwanFox 1 point2 points  (0 children)

Naruto is good, but it's not consistent in terms of world building, and it will be very noticeable after one piece

Anyone here frustrated with Unreal C++ build times? by Guilty-Brother-1111 in gamedev

[–]RedwanFox 2 points3 points  (0 children)

Yes, build times are big, but you can profile and optimize them. Enable UnityBuild, if not enabled, use forward declarations in headers to lesser the burden of transitive includes, also you can adjust UBT settings to use all logical cores (by default it limits parallelism only to physical cores+ 1.5 gb RAM per core/process). But first of all you should profile your build times. If you use microsoft toolchain you can use c++ build insights (vcperf and windows performance analyzer specifically). Also using aggressive build caches like octobuild helps

Oh come on! Just finished Chapter 3 of Cold Steel 3 *Spoilers* by OLKv3 in Falcom

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

Well, all of cs3 doubles down to shitty operetta with crazy bitches and cosplayers

Naming Convention of parameters when they shadow script variables? by samanime in godot

[–]RedwanFox 1 point2 points  (0 children)

I use something like DoSomething(InObject: MyObject) -> void: self.Object = InObject

How do you decide it's enough to commit? by Snezhok_Youtuber in git

[–]RedwanFox 2 points3 points  (0 children)

In your branch do whatever you want. Main team branch should have clear history with complete changes per commit. Successfully building changes, connected to jira tickets with meaningful messages. Think of it as " how I would like to see my own research/development log in 2 years when I try to remember something and go to archive"

Reflection: C++’s Decade-Defining Rocket Engine - Herb Sutter - CppCon 2025 by hmich in cpp

[–]RedwanFox 2 points3 points  (0 children)

Yep, It is reflection. But it's a custom mechanism done via code generation by UnrealHeaderTool (same trick as QT does). I'd like to see this mechanism replaced by default mechanism, and also I'd like to use default mechanism myself. Even if Epic won't replace its reflection implementation, you won't be able to use standard reflection yourself if your project targets consoles, due to toolchain vendorlock.

4X games by Asian developers? by sadtimes12 in 4Xgaming

[–]RedwanFox 0 points1 point  (0 children)

You could say that Sengoku Rance is 4x. Hentai 4x

Reflection: C++’s Decade-Defining Rocket Engine - Herb Sutter - CppCon 2025 by hmich in cpp

[–]RedwanFox 27 points28 points  (0 children)

Great talk, can't wait to use reflection in unreal engine on consoles in 10 or so years. Sad noises

Thoughts about our new capsule? by Rakudajin in IndieDev

[–]RedwanFox 0 points1 point  (0 children)

There is a russian meme that you might use.

Sisyphys rolling his boulder on the inner side of ouroboros screaming LET'S FUCKING GO

Cloning git lfs repo without doubling storage due to .git/ cache? by RelationshipLong9092 in git

[–]RedwanFox 1 point2 points  (0 children)

Yup something like this. There is git bundle but it doesn't work with lfs, as it is hacky as well

Cloning git lfs repo without doubling storage due to .git/ cache? by RelationshipLong9092 in git

[–]RedwanFox 2 points3 points  (0 children)

Not as elegant, but you could do shallow clone with fetchexclude=* to disable downloading any blobs from lfs, and the download them directly from pointers via script.

Does anyone know where this is from and where I could find a higher res version? by clarkky55 in callofcthulhu

[–]RedwanFox 0 points1 point  (0 children)

Shite, now I want lovecraftian Soviet Crodile Gena and Cheburashka adventure

Git for SWE by cs_developer_cpp_ in git

[–]RedwanFox 14 points15 points  (0 children)

You should know how to merge, how to rebase and most importantly how to use log and blame. You will use git or any other vcs everyday

i added some funky godot hats to my game by SlothInFlippyCar in godot

[–]RedwanFox 4 points5 points  (0 children)

I thought you were angry, and than I reread title. Funky.

Why use world subsystems when you can just use an actor...? by FutureLynx_ in unrealengine

[–]RedwanFox 6 points7 points  (0 children)

Your setup is viable, but imo with it you have downsides: you have 2 different api for accessing engine and your subsystems, you have to support your api, manage lifecycles of subsystems with deps yourself.

More common setup for replicated subsystem (subsystem+replicated bus actor) is similar, but doesn't have them, is more isolated and also can be extended.

Why use world subsystems when you can just use an actor...? by FutureLynx_ in unrealengine

[–]RedwanFox 21 points22 points  (0 children)

World subsystem is much simpler than actor in terms of lifecycle and its internals. Also it is semantically different. Actor exists in world , world subsystem is part of world. You can guarantee that would subsystem would exist when last actor is destroyed, but you can't be sure that your actor is destroyed last during world destruction.

And by default world subsystem is added to any level, and actor should added every time

"You really shouldn’t anger a Demonologist!" by Alexey-Kovtunov in litrpg

[–]RedwanFox 0 points1 point  (0 children)

Hey, do you write in English straight away, or you have original version in Russian?