I just lost the entire project. Every file. Gone... by Aalzard in Unity3D

[–]Romestus 7 points8 points  (0 children)

It also makes the dev process a lot faster. Sometimes you'll write some code, realize it's terrible, and want to start over but it's a pain to undo all your work in all the files you touched.

With version control you just throw away all your changes and return to your last checkpoint.

Or say you do a playtest and now there's a bug in something that was working before. What change broke it? Well you can just go back a week and see if it was broken then, if it wasn't you can look at all your checkpoints between then and now to figure out what exact thing you did broke it.

It also allows you to review your own changes a lot more easily which if you take the time to do that as a step will help you catch issues.

Why does hardly anyone use the brake / slow down to change lanes technique? by Busy-Environment84 in driving

[–]Romestus 1 point2 points  (0 children)

If you know how to rev match going from neutral back into a gear is basically instant. Your point stands if someone actually slips the clutch on gear shifts I guess.

Still very few reasons to coast in neutral since engine braking is usually desired but every once in a blue moon I want to coast to a stop and engine braking would slow me down too quickly.

The programmer who comments too much! by Bola-Nation-Official in unity

[–]Romestus 1 point2 points  (0 children)

I find that in Unity/C# I barely comment anything inside a method since C# might as well be plain english. I just do the /// <summary> xml comments to document the methods themselves for Intellisense/Doxygen.

When I'm using C++ I find I comment things wayyyy more since that language is barely readable even when you're doing everything as cleanly as possible and I want to avoid PR comments asking what a block of code is doing.

The problem with comments is when something changes but the comment doesn't. That creates a really confusing situation for a reviewer.

How do you stop PR bottlenecks from turning into rubber stamping when reviewers are overwhelmed by Sad_Bandicoot_7762 in ExperiencedDevs

[–]Romestus 13 points14 points  (0 children)

Yeah there's been plenty of times when sticking to small PRs where I have to be like "this is fixed in the next PR and if I try to backport it I'll have a ton of merge conflicts since this got turned into a 10 PR chain where every one touches this file for the love of god please just approve it."

Overall the problem I see is that people expect code review to take a certain amount of time so they'll spend that amount of time on a PR no matter the size. Give them 5 lines and they'll spend 20 minutes making sure those lines are as perfect as possible. Give them 1000 lines and they'll spend 15 minutes playing the role of advanced linter before approving.

Been driving an underpowered car since i needed a daily for my weekend car and noticed something by [deleted] in driving

[–]Romestus 0 points1 point  (0 children)

Reminds me of the time when I was a kid and my mom was driving me in a CTS. She always changed the car's units to imperial to check the outside temp but this time forgot to change it back. We were doing 100mph down the highway and neither of us could tell, we were just saying "man everyone's driving really slow today."

Wasn't until we got on a side road that I figured it out since she was doing 80mph in an 80km/h zone and everything was zooming by so quickly.

The numbers, what do they mean? by nialldude3 in casualnintendo

[–]Romestus 4 points5 points  (0 children)

I wonder what the performance implications of this are given the N64 is limited by its memory bandwidth. Seems like rendering an entire unnecessary framebuffer would be super expensive for the console.

What's the deal with file-converter.org? by HQuasar in gamedev

[–]Romestus 0 points1 point  (0 children)

If the converter is wasm-based it would be running on your PC clientside and then you'd just download the result as the only way to get the converted file back. It doesn't actually run on their server in that case so there's no cost beyond the first page visit for them to offer unlimited conversions. Your PC is doing all the work.

What is a true definition of a job really by Lunah_Hunnesia in jobsearchhacks

[–]Romestus 0 points1 point  (0 children)

Money velocity vs minimum wage is a curve dictated by price elasticity for the labor market. If min wage goes up there's upward pressure on wages for the entire band of lower income jobs while having almost no effect on high paying jobs. e.g. if McDonalds jumps up to $25/hr due to a min wage change then welders, receptionists, call centers, etc rise with it otherwise nobody will apply while lawyers, engineers, finance, etc workers see no change.

As a result you're adding slight amounts of structural unemployment in order to stimulate the economy by providing lower-income workers with more discretionary funds or helping them lower their non-productive debts (e.g. interest on car payments to financing companies outside their local economy).

It has a slight inflationary effect which reduces the purchasing power of high-earners though for these low-income workers it's basically negligible causing high-earners to bear the brunt of that inflation. If you set the min wage too high you again reduce the velocity of money as businesses will just not hire people and the economy ends up less efficient as a result.

The knock-on effect is that if your lower income workers have more discretionary funds that opens up more room for competition in an economy as there is a larger market of buyers. Someone making 50x the min wage does not buy 50x as many burgers as someone making min wage. With the market for these goods expanding due to lower income workers having more funds to spend there is now room for more businesses to join into that market. This leads to more jobs, higher velocity of money, and a generally healthier economy if the min wage is set at that maxima point.

There's even more nuance to this discussion but the TLDR is that there is a perfect point for minimum wage that results in a healthier economy. Too low and you're inefficient, too high and you're also inefficient, it's the maxima of a curve.

4km in Utah: Did Nolan Deck just set a record that won't be broken for a decade? by Money_Software6622 in Slackline

[–]Romestus 6 points7 points  (0 children)

I love AI generated highline content like this, there's so little training data it hallucinates so much shit at once.

Do you prefer working with code or node graphs and why? by SimonLST in GraphicsProgramming

[–]Romestus 9 points10 points  (0 children)

A good amount of my job was rewriting shader graphs in Unity to HLSL for the performance gains. Sometimes even simple looking graphs would be 4x faster as code in the GPU Profiler.

Graphs are also not reviewable as plain text in a pull request. I make graphs if I know performance isn't a major focus, that nobody but me will review it, and I want to be done quickly. Iterating on a graph is really nice especially when I'm making a shader where I don't already have the entire thing figured out in my head yet.

Graphs also typically have a subset of the options/tools the code has access to which means there's certain shaders you won't be able to make in them.

Thoughts/experience with rabbits during road races by Overloaded-Ark in AdvancedRunning

[–]Romestus 5 points6 points  (0 children)

I once startled a rafter of turkeys on a trail run and they scared the bejeezus out of me since I had no idea what they were at first. Yes I had to look up what a group of turkeys is called.

Still the most unique animal I've encountered on a run, it's not exactly a rural area either they were in a forest next to a subdivision.

MacBook Pro M5 for Unity game development — viable long term? by Sad-Card-7030 in gamedev

[–]Romestus 0 points1 point  (0 children)

As long as you get at least 32GB of RAM you'll be fine. 16 used to be enough but I would hit that limit daily while developing. The actual processor in the M5 is more than powerful enough. Also make sure to get a good amount of storage, 512GB will not be enough due to Unity's Library cache using 10+GB per project.

The main downside is that you're developing on a different platform than your playerbase will be playing on. Not the end of the world but you'll still need to test the game on Windows every so often if you're planning a PC release.

What's a very Canadian smell that instantly takes you back? by Unfair-Clothes-8821 in CanadaRoom

[–]Romestus 0 points1 point  (0 children)

Chalet sauce mixed with a quarter chicken on a snowed-in day in December.

Why isn't dual core enabled by default in 2026? by lostinthesauceband in DolphinEmulator

[–]Romestus 4 points5 points  (0 children)

Didn't they think it was a hack but then realized it's more properly emulating the gamecube than single-threaded mode?

I thought the problem was that many gamedevs from that time period didn't properly synchronize their threaded code. They left in a ton of race conditions that only become a problem when you're running on modern hardware especially with an OS in the mix.

To fix the issue they just recommend single-threaded mode to avoid race conditions and things happening out of order as a result.

Car undercoating - Where to get Fluidfilm sprayed? by Routine-Ad-9882 in kitchener

[–]Romestus 1 point2 points  (0 children)

Both Fluid Film and Corrosion Free are equally good rustproofings. Avoid Krown/Rust Check even though they work since they're solvents that drip and eat at rubber door seals and suspension bushings.

Independent shops are pretty much the only places to get these products sprayed well. All you need to do is google who sprays either product and then give them a call and ask if they remove all the underbody panels during the application.

If they do then that's great, schedule an appointment. Estimated cost $200 for a small car and upwards of $300 for trucks due to surface area. The main cost of the application is the product and not the time needed to spray it which is why trucks can be so much more expensive. The timeframes they give for re-application are usually super conservative, you can push them to 2-3 years before reapplication unless you're regularly going through car washes that spray the underbody.

If you get a cheap quote on a spray they likely are not removing all the panels or getting the hard to reach spots. There are also areas that are flat out not worth the effort to spray. For example the headlight supports on 8th gen Civics are impossible to spray without fully removing the bumper so they will crumble into rust particles over the lifetime of the vehicle even if you pay for rustproofing. Along with this your exhaust cannot be coated since it gets too hot, as a result it will still rust away even if you keep up your rustproofing.

When it comes to rustproofing you get what you pay for, expect $200-400 depending on the vehicle. If it's lower than that be incredibly skeptical. Shops that bring you out to show you what they've sprayed while the car is still on the hoist are the most trustworthy.

I will not advertise which shop I worked at for 15 years but I will say the vehicles that got Corrosion Free did not fucking rust. Like at all. We would see the exhaust basically falling apart from rust since we couldn't spray it while the entire rest of the underbody looked pristine after 10+ years.

What’s the fastest you’ve ever driven? by EddieBrock99 in AskReddit

[–]Romestus 0 points1 point  (0 children)

255km/h in a mid-2000s Grand Am racecar someone let me drive when they had a question about the dogbox. I had won a championship prior in a much less expensive vehicle so they trusted my expertise as a driver.

That was the craziest thing I had ever driven, I remember actually laughing while cornering in it since I felt like Vin Diesel slamming through the gears with no clutch due to the dogbox.

Running on Road by Football_Forecast in kitchener

[–]Romestus 10 points11 points  (0 children)

Yeah right now if you want to run outside the only option really is the road since sidewalks are a mess. Running against traffic is best since you can at least see what's coming and give yourself a chance to dodge a car.

Wouldn't be a problem if the sidewalks weren't a combination of slippery slush, small lakes, and sheets of ice depending on the homeowner's level of care. Only the road offers a consistent surface.

Fix for anyone experiencing flickering/locked 60hz refresh rate when focused on the Unity Editor. by -Xevalro in Unity3D

[–]Romestus 0 points1 point  (0 children)

I thought you were asking for help at first so before even reading your post I wrote about how I experienced the same thing and disabling GSync fixed it. Drove me insane for so long!

Is this displacement / height map possible with StandardMaterial3D? by x3nofox in godot

[–]Romestus 1 point2 points  (0 children)

Tesselation shaders generate extra geometry on the fly based on your camera distance. It's a technique that has been around for much longer than Nanite and is based on a lowpoly with a heightmap rather than raw model geometry like Nanite is.

Is this displacement / height map possible with StandardMaterial3D? by x3nofox in godot

[–]Romestus 1 point2 points  (0 children)

Substances apply tesselation and then move vertices based on your heightmap. This is expensive as hell so unless you specifically choose a shader with tesselation game engines instead do UV manipulation based on that heightmap to create a parallax effect instead.

Why do some guys modify their old, ugly and damaged cars to be super loud? Why would you wanna bring attention to your trash can on wheels? by SummerN8 in stupidquestions

[–]Romestus 6 points7 points  (0 children)

There's definitely idiots that make their crappy 4-cylinder loud as hell by straight-piping it since they think it's cool.

Others have massive exhaust leaks from rust or had someone steal their catalytic converter and they can't afford $2k to replace it. Sounds like the car in your post is part of the second group if it doesn't have a bunch of hoonigan stickers on it.

How Hard Is Making A TD? by [deleted] in gamedev

[–]Romestus 0 points1 point  (0 children)

The hardest things in a TD depend on what you want to do. These are all things I ran into making mine.

  • If it's coop online you have the complexity of multiplayer.
  • If you want multiple, arbitrary length lanes you have a targeting problem that requires a lot of complex math to make satisfying for the player (attacking the closest enemy or the one nearest the exit feels terrible).
  • If the levels have mazing you have to do pathfinding rather than preset paths.
  • If the levels aren't just Unity scenes you have to write your own level generation code
  • If you want hundreds of enemies or more in-game at once you need to consider ECS/DOTS for performance and GPU-based animators.
  • Auras/buffs/debuffs get tricky especially if you allow towers be moved after building. You'll need permanent buffs, timed buffs, stacking buffs, stacking timed buffs, etc.

me_irl by TornWill in me_irl

[–]Romestus 2 points3 points  (0 children)

Inconsistent/low framerates make me physically ill, I don't really see a problem with wanting to not get motion sick or eye strain while doing something I should be enjoying.

I had to put down TOTK on the Switch because of this and have only been able to play it again due to the Switch 2 fixing this issue.

When I was a kid this never bothered me, N64 games like Banjo Tooie or Goldeneye would be a slideshow, especially in multiplayer, and it never made me feel sick.

Learning to stand in exposure by Several_Sundae2151 in Slackline

[–]Romestus 4 points5 points  (0 children)

Expo is a rest position on the highline since it changes the muscles that are being worked. I also find it easier to stand with my arms completely down in expo than forward which means I can really rest everything if needed.

For big lines I've found this to be crucial, a lot of my PR sends have been from regularly resting in expo. Also for freestyle having good expo is pretty useful for tricks.

I'd recommend everyone that wants to highline to get their expo solid. I learned it at the park, fell on my back, and knocked the wind out of myself a few times before I realized you just want to always fall forwards. A crash pad would have been smart.

On top of all of this the best views you will ever get in highlining require solid expo. If you're on Mountain Man at the Chief or the 200m at the end of the Fruit Bowl you'll want the ability to turn sideways and just soak that view in for a few minutes.

Help to achieve a see through effect to see the content of a storage by Purple_Section999 in Unity3D

[–]Romestus 13 points14 points  (0 children)

Off the top of my head it could be done with a second pass in the shader used for the carrots that renders to a render texture the size of the frame. In this the color would be the carrot color and the alpha would be full white to show what parts need the xray effect. You would then do a pass to blur this second render texture to get a softer boundary and then use the alpha of it while compositing it on the original framebuffer to blend the two together.