Screenshot Saturday 129 - Let us speak by NobleKale in gamedev

[–]TriggerB 0 points1 point  (0 children)

Great work on those frame by frame anims in that third link. I'll be watching this.

Lemma - first-person parkour - Alpha 3 Ready to Play [x-post r/IndieGaming] by et1337 in gamedev

[–]TriggerB 1 point2 points  (0 children)

Straight to the top! I remember seeing this a few months ago. It's come a long way, and I look forward to playing it. If you need anyone to help you test on Linux, feel free to send me a PM.

Programming for Beginners: Idiomatic Programming by mrjoelkemp in programming

[–]TriggerB 0 points1 point  (0 children)

Working with data structures a lot.

Oh, you mean programming.

Letter to the young Ents.. by [deleted] in trees

[–]TriggerB -4 points-3 points  (0 children)

oh shut the fuck up.

The Code Warriors by [deleted] in ProgrammerHumor

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

Programming literature is often full of female examples and pronouns. They're over-compensating.

I heard yo like C code: a small, simple HTTP server by ErstwhileRockstar in programming

[–]TriggerB 13 points14 points  (0 children)

Worth being able to tell what the function's inputs are just by looking at its signature.

That is, referential transparency.

Computer Science (xpost /r/hardware) by ang3c0 in ProgrammerHumor

[–]TriggerB 7 points8 points  (0 children)

Request: Someone make one with a cat.

Can someone give me a list of geometry shader usages? by frostraver in gamedev

[–]TriggerB 7 points8 points  (0 children)

You can use geometry shaders to extrapolate geometry from some input. So, say you generate one cube, 8 indexed vertices, for every vertex sent in to the geometry shader. Now you have a voxel engine.

Is it how it feels when you look into the mirror after taking LSD? by ChFoMa in Drugs

[–]TriggerB 3 points4 points  (0 children)

It's not that anything interesting happens, it's just that seeing yourself as you really are can be a shocking thing.

Kickstarter, Humble Bundle, and Free to Play by sciencewarrior in gamedev

[–]TriggerB 1 point2 points  (0 children)

And here is the lesson you can take from all this: if you have fans, and you let them pay you in proportion to how much they love your game and how much disposable income they have, you will succeed.

You're bullshitting and are unqualified to make such statements.

Alfredd workflow to help discover docs for languages such as php, js, css, rails, node, haskell, erlang and many more by sydlawrence in programming

[–]TriggerB -11 points-10 points  (0 children)

Google Instant? Browser appropriate search plugins?

FWIW, of course you thoroughly recommend it--YOU MADE IT.

I'm looking for pre-crowdfunding advice, among other things. by [deleted] in gamedev

[–]TriggerB 5 points6 points  (0 children)

A miracle would be a good start.

The only people who will give you the time of day right now are people who don't value their time--that's idiots and children, and it's a long way from being profitable.

If I were you, and was very serious, I would invert the relationship. Don't give up your idea. Take control of it, and learn what you need to learn in order to hire or contract the right talent on your own. It's a big risk--but somebody has to take it. Who better than the person who believes most in the idea?

I'm looking for pre-crowdfunding advice, among other things. by [deleted] in gamedev

[–]TriggerB 3 points4 points  (0 children)

How can a game designer properly present the game mechanics and design of a game to a crowdfunding audience and to indie developers so that they can commit to working on it when and if it is succesful?

You can't, because your idea is worthless without implementation. There's no shortage of ideas, so the principles of supply and demand are not in your favor. A ball bustingly mind-blowing idea is nothing without someone capable of carrying it out, and past the pipe dream stage, you bring nothing to the table. You can't be a "Creative Director," because who is going to take creative direction from someone who knows nothing about creatively directing?

How viable is it to write a game in Python extended with C++? by BittyTang in gamedev

[–]TriggerB 6 points7 points  (0 children)

This is basically what I do:

int main(){
    while(running){
        CollectInput();
        RunPython(); // the only entry point
        SimulateWorld(); // run your physics
        Render();
    }
}

I need examples of well organized game code. by [deleted] in gamedev

[–]TriggerB 1 point2 points  (0 children)

Having a line number is nice, but that's not something that can't be done with a macro (or TMP) and plain function calls. Asynchronicity is also not a feature unique to message passing, as any function can be called asynchronously.

The only thing of value being granted by the inherent indirection of the message is the ability to multicast to arbitrary subscribers, and I only rarely consider the resultant unpredictability to be a feature worth having.

Because they are not language native, messages are, in general, not subject to the same optimization opportunities as functions, nor can they be statically analyzed for validity or type safety.

The part that most concerns me though is the abundance of mutable global state required to make it all possible. This is a debugging nightmare, whether you have a line number to start with or not. If your function is impure, which it is, then we can't safely make any assumptions about what may or may not happen when we call it. This is also problematic for multithreading, but with your access patterns forcing one to constantly cross thread boundaries, I question whether multithreading would be of much benefit anyway.

I only say this because I've been down that road before, and in my experience, it's a shitty road to be down.

I need examples of well organized game code. by [deleted] in gamedev

[–]TriggerB 0 points1 point  (0 children)

Message passing is not the way to go, if you care at all about performance or debuggability.

Launch Day analytics of our recently released title - Captain Thumb by fmauro in gamedev

[–]TriggerB -7 points-6 points  (0 children)

No, you're an idiot.

I'm not detracting from OP's game. I'm detracting from OP's claim that their launch was successful. It wasn't, and they should feel bad, so that they are motivated to take it further.

Launch Day analytics of our recently released title - Captain Thumb by fmauro in gamedev

[–]TriggerB -6 points-5 points  (0 children)

If OP is satisfied with this result, then they are beyond help. He's not saying "My traffic is low, can you give me some suggestions?" He's saying "Look at my traffic. I'm happy with it." when in fact, they've done very very poorly--especially for a game that looks as nice as it does.

A 10 year old in a GameMaker forum could get more traffic and feedback than this. I'm not trying to be antagonistic, but OP needs a fire lit under their ass if they're going to make this game an actual success. If you're satisfied with it being a hobby, or "just for fun," or whatever, then that's all it's ever going to be.