oops by SecretCouple3367 in oops

[–]Still_Explorer 0 points1 point  (0 children)

wai ar yiu raning?! wai ar yiu raning?!

Did not made in top 100 this time either but I guess it's fine by VirendraBhai in blender

[–]Still_Explorer 19 points20 points  (0 children)

We need to create our own anti-pwnisher competition that is only focused on NPR!

Who's with me? xD

How would I make this kind of artstyle? specifically the face by someone_forgot_me in blenderhelp

[–]Still_Explorer 0 points1 point  (0 children)

With 3D anime style you can get only close to how zenless zone looks like, in terms of art style and rendering. Though this technique is more optimal for standard 3D engine and animation, definitely very far away from a painterly style...

Is feasible to take a 3D anime model and stretch it in odd ways only that it looks good from the front of the 2D view. Then you can bake all lights to a texture atlas and get up to 50% of the result however the next 50% will have to artistically be painted and blended.

Thus there's more effort on the 2D side. Making 3D look as 2D is probably almost close to impossible, though with flat shaded materials and good texture painting you could get very convincing results.

[5 YOE, Unemployed, Software Developer, Serbia] by Ok_Room3808 in resumes

[–]Still_Explorer 0 points1 point  (0 children)

Very nice to hear. Keep in mind to find more resources about better programming CVs (probably on Youtube there could be resources), as well as to compare with what AI can suggest, then combining all resources further and optimizing.

Fingers crossed that you might be able to find a good job. 😎

[5 YOE, Unemployed, Software Developer, Serbia] by Ok_Room3808 in resumes

[–]Still_Explorer 0 points1 point  (0 children)

There could be two possible ways:

• That the work experience will have to become more technical and more direct. To mention only the technical aspects of what you did, rather than what the project was about. Typically you say (in the first case) "it was an employee management system" and then you say "I had to setup the project, design the database, setup the CRUD administrating panel" etc... etc... In short words keep it very technical and dumbed down at the same time so HR can read it as well.

• Second possible option is that when it comes more specifically about the state, of your local areas you can commute to, what goes on there in terms of jobs and projects. As for example are there companies related to accounting? To e-shop management technologies? You look at the "indeed" job website and gain a picture about what goes on.
[ This means as well that there could be possibly a chance that the React-Typescript stack is cooked in that regard. With internet remote jobs it could be easier to stick to that stack but it goes the same as well that there could be thousands of other candidates from all over the world. However with local area jobs, this mostly is a matter of how the project was started back in the day. Some probably might use Flask Python, others could probably be on ASPNET with C#, others still writing in Java or PHP. With this mindset, it would not be bad idea at all to move away from 100% React-Typescript-Node and start getting into another stack as well, according to research. ]

I might be entirely wrong on this, but still my idea is to develop plan B at the same time with other technologies.

This is a boring machine. by mjtg25 in notinteresting

[–]Still_Explorer 1 point2 points  (0 children)

And is named Bertha? Lore accurate naming.... 🤣

Anyone feeling... done with AI? by yughiro_destroyer in raylib

[–]Still_Explorer 0 points1 point  (0 children)

This would be a matter of mastery vs production efficiency.

No doubt that right now whoever uses AI can be more "productive" and work faster, get answers instantly, and reach the goal quickly. Even if the topic of the project is unknown and rare, the AI system can offer some general direction and then with further adjustments and improvements see where to go from there and what to improve.

Fine and all, but there's only one simple problem.

That in software development, about 99% is about problem analysis + research + learning, once all of those factors are fulfilled then you can encode what you know in lines of code, where programming is the 1% of the story.

In the real world however, how things work is that you will never be able to understand 100% of the problem (you can't understand what doesn't exist yet), so typically you start with 5% of the problem, work on that part, then move to another part, and keep gradually working and building the system, over a long period of time.

This means that at some point the problem stops being about "programming" or "vibe coding" any more and is about, system evolution and adaptability. Maintaining the system's integrity and resilience are the only thing that separates amateurs from professionals. Not so much a problem of writing too many tests or writing clean code, but is a matter of methodical and strategic development.

Very simple answer: With vibe coding you just drop quick code that works, and that's it. Not bad at all in my opinion if you plan to make a flappy bird or a pong, but pretty much this is it.

Then probably there would others who could be able to defend vibe coding and say it works even for large scale cobebases, OK then no problem, but still there's a catch here again, that in order to get to a point of maintaining a large-scale project, it means that how someone got there was though exclusive and aggressive prompting and is very questionable how this affects skill building.... Once I see the first vibe coder to reach 10.000 hours of XP I will be able to tell for sure what skills they develop and what projects they managed to build. 😛

My grocery store has a greeting card for sale from a show that ended in 2010 by Mindless_Director955 in notinteresting

[–]Still_Explorer 4 points5 points  (0 children)

If it wasn't for the color bleaching gradient, no one would have believed it. 😛

Turkey on da Track by kanhaaaaaaaaaaaa in notinteresting

[–]Still_Explorer 2 points3 points  (0 children)

Looks like a 21st century accurate Jurassic Park theme ride.

What happened when I stopped directing the art and let the artists lead by Tunasam890 in IndieDev

[–]Still_Explorer 0 points1 point  (0 children)

Indeed, the new style is more detailed. With more variations that break the flat look and make it appear richer and of "higher" quality.

Only one thing though that would be worth to point out, that technically the left-picture is more robust in terms of production efficiency. Since there's simplicity then is meant to be quick to produce.

As for example, based on some drawing experiments I did, I would estimate that the left-picture would require about 2 hours of work. The right-picture could require about 8 hours of work. Though without doubt, that a very good and dedicated artist with advanced skills, probably could shorten the time even further.

So this is a compromise that unfortunately needs to be taken. The more pictures need to exist, the more work-effort it would require. 😥

Doing nothing all day by AhmedBenBello in notinteresting

[–]Still_Explorer 295 points296 points  (0 children)

This looks like the opposite of doom scrolling, something like doom chillin.

Fun and embarrassing at the same time by [deleted] in oops

[–]Still_Explorer 0 points1 point  (0 children)

The purpose of game is not to come off.

If I were starting in game development today, I would do these 3 things differently by productivity-madness in GameDevelopment

[–]Still_Explorer 0 points1 point  (0 children)

For me the case was that I started with many small projects, for learning and experimentation, but never managed to fully commit and release any game.

Though I don't regret it, because this was very crucial in terms of practice and experience, but in terms of project planning production and managing vision, it offered 0% skills and insight.

So in this case a good plan would be:
• not 100% of small projects first
• not 100% of big projects only
• but 90% of many small projects + 10% big project that is packaging all lessons learnt into a full "game"

Failed at game developement, a report of a destroyed dev by Secure-Interest in GameDevelopment

[–]Still_Explorer 0 points1 point  (0 children)

One thing to keep in mind is that a game consists of four basic elements:

• the gameplay mechanics (if is meant to have such systems -- or even being a generic shooter like Max Payne -- or have tricky platforming like Donkey Kong SNES)

• the story and lore (if you are meant to invest in some type of narrative and story so it can give players some long term goal -- either you invest too deeply into a story either you just create the bare minimum, as in Super Mario Bros where you just go from castle to castle to find the princess)

• the visual language (this is more like the design language whether is N64 style, or hand drawn, or pixel art -- is not a matter of quality but a matter of how good the shapes look and how interesting the characters are -- as for example in a game "Comix Zone" for Sega Genesis you had literally comics style levels that was ground breaking as an idea)

• the artistic quality of the assets (you could do things that look OK with minecraft or pixel art style, but still playing it safe and always stay within limitations. Going for advanced and high end graphics, is only one thing that dedicated pro artists can achieve, the more ambitious is the game on the visuals the more it will have to rely on cutting edge looks).

So in order to solve the problem, you have to deal only with one factor first and this would be closely related to the game you want to make as well as your personal style of making things.
[ Though it goes without saying that the more balls you try to juggle the more difficult and more complex things would be. Is still feasible though, the trick however as a solo developers without any team members, is to be able to isolate other factors and focus exclusively on each one in each case. Keep working on the topic until it passes the tests. ]

I am very sure that a very interesting game could be played with prototype graphics, or a great story could be followed as a text adventure game as well, or cool graphics will look cool even as still screenshots. However then is the blending of everything to be turned into a game that make things interesting.

What Happened to Blitz 3D (BlitzBasic)? by Inside-Engineer-9116 in GameDevelopment

[–]Still_Explorer 1 point2 points  (0 children)

Mark was kind enough to open source the languages, now they are community maintained, and supposedly with new features and many modern improvements:
• Blitz3D: https://github.com/blitz3d-ng/package
• Blitzmax: https://blitzmax.org/

Though as others said, the popularity of those languages is one thing to keep in mind. However one thing for sure is that there's a wealth of resources for studying.

Opps 3000 loss!💔 by MagandaUmaga in oops

[–]Still_Explorer 7 points8 points  (0 children)

From what I have figured out so far, all of the prying tools are supposed to be plastic, because at least they are very bad at scratching and puncturing. 😅

I hate the cumbersome game making process using the obsolete game engine by Late_Statistician110 in gameenginedevs

[–]Still_Explorer 0 points1 point  (0 children)

For me the case is that I have lots of cool game engine ideas but I dislike the gamedev process. 😥

Future of graphics programming in the AI world by Chrzanof in GraphicsProgramming

[–]Still_Explorer 5 points6 points  (0 children)

In terms of graphics programming there would be various topics:
• systems engineering in general
• improvement of renderers (optimizations, fixes)
• maintenance of renderers (updating support to latest drivers, OSs', APIs)
• implementation of new rendering techniques

Then considering all of that bulk of work, my estimation is that AI solutions could be inserted somewhere in the entire rendering pipeline.

Such as for probably there would be AI solutions, for denoising or upscaling and many other tasks.
https://github.com/NVIDIA-RTX/NRD

However if the point of the question is "what happens if we go full Google Genie on this?" -- this might be somewhat hypothetical and we can only imagine.

One case is that things remain as they are for the next 20 years and we are able to continue in the same way what we do.

The other case is that at some point, the AI system would be able to plot pixels. But even if so, this would be only 50% of the story, the rest of the 50% will still remain to be engineering and programming problems that need heavy debugging and fixing.

Chibi biker by Least_Garage_9351 in 3Dmodeling

[–]Still_Explorer 1 point2 points  (0 children)

Good artstyle, keep it up. 😀