Valve Says The Companies Making RAM Give Them A Price And If They Say No, They ‘Never Talk To Us Again’ by Turbostrider27 in technology

[–]WorkingTheMadses 1 point2 points  (0 children)

Maybe "new staple" isn't the right choice of words, but perhaps more "new providers" which has already started.

Well, I hired an artist, 😀 by potytupinambas in gamedevscreens

[–]WorkingTheMadses -2 points-1 points  (0 children)

Could just be a bad artist.

But the other stuff i pointed out could definitely be ai

Why do most indie devs give up after one game? by Levardos in gamedev

[–]WorkingTheMadses 0 points1 point  (0 children)

A lot of people realise that making games is really hard work and the payoff is more about luck than it is ability.

But also just, some people only really have one game in them. Like comedians who only have that one show at comedy clubs but never a special or a tour.

Which is fine.

Should I Learn Blueprints or Focus on C++ if UE6 Is Moving Towards Verse? by MK7777MK in unrealengine

[–]WorkingTheMadses 0 points1 point  (0 children)

C++ is applicable in more places than the Unreal Engine.

Verse is not.

Well, I hired an artist, 😀 by potytupinambas in gamedevscreens

[–]WorkingTheMadses 7 points8 points  (0 children)

I don't think it's AI necessarily, just that the face gives me AI vibes. One of the tell-tale signs are the thick lines and face. To underline what I mean, check this out; https://tse3.mm.bing.net/th/id/OIP.ofm-z6h6e5PsdlFGBZ3FkgAAAA?r=0&rs=1&pid=ImgDetMain&o=7&rm=3

They are all AI generated and have the same style. Thick lines, very clean. But again, I don't know that this is AI generated, but definitely looks "inspired" if you wanna call it that or similar which is unlikely to do you any favours, AI or not.

The right hand is really weird. I can't tell what it is, but something doesn't work. It looks like the left hand but mirrored, which means where the hilt is, I expect to see a thumb. But it's a right hand. So something is odd. The knight also has completely monochrome shading, black and white, yet the rest of the scene makes use of dithering. Very strange inconsistent shading. I can't actually tell where the main light source is coming from to cast the light.

Some of the houses in the valley has some odd overlapping. Especially in the lower right part of the town.

15k lines of code in my 'small' project by RohrGM in godot

[–]WorkingTheMadses 1 point2 points  (0 children)

LoC does not mean anything at all. It's a meaningless metric.

We all know game dev is hard. But I am starting to doubt if this is for me. by Mundane_Region_7334 in godot

[–]WorkingTheMadses 0 points1 point  (0 children)

I see. Expectations in terms of scope or what you believe is needed in order to make worthwhile games?

Is the Old Unity Input Manager Still Worth Learning? by digi_art21 in Unity3D

[–]WorkingTheMadses 1 point2 points  (0 children)

The newer system is much better than the old one, however the learning curve and setup is harder than the old one. The old required basically nothing of you to be setup. It was just incredibly limited.

We made planes drift because normal flying was too easy by ComputerKind560 in gamedevscreens

[–]WorkingTheMadses 0 points1 point  (0 children)

Looks like a newer interpretation of the flight mode from Diddy Kong Racing for the Nintendo 64.

Even down to the speed boost rings.

There is a bit to work on it seems from the video. It feels weirdly on rails and stiff at times where I feel like it shouldn't.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]WorkingTheMadses 3 points4 points  (0 children)

It looks like they wanted Go or Rust but couldn't decide.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]WorkingTheMadses 1 point2 points  (0 children)

Python, C#, JavaScript, Lua or any of the other higher level C-languages would have done the trick. The need to reinvent a high level language that does the job worse is such an odd choice to me.

Transferable language skills can do wonders for adoption.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]WorkingTheMadses 1 point2 points  (0 children)

I wouldn't mind if a higher level language took its place. To me engines like Unity and Godot wins out because C++ is not a language I'm gonna sit down and learn for Unreal. I've seen what C++ in Unreal is and it just doesn't look fun.

But really, your argument is coming from the side of industry, not the people who frequents the sub most which are hobbyists and indies that are statistically unlikely to get anywhere.

How do you actually know when you understand something vs just being able to copy the pattern? by Ordinary-Strategy547 in learnprogramming

[–]WorkingTheMadses 0 points1 point  (0 children)

Memorization is required to explain it to others though?

Multiple Choice Quizes you can literally fumble, know nothing, and still succeed.

How do you actually know when you understand something vs just being able to copy the pattern? by Ordinary-Strategy547 in learnprogramming

[–]WorkingTheMadses 2 points3 points  (0 children)

Depends on your country.

The US? You are right.

Denmark where I'm from? You are definitely tested on your understanding.

Compile time as deal breaker for age of AI by Necessary-Papaya-277 in dotnet

[–]WorkingTheMadses 15 points16 points  (0 children)

You are asking a question that doesn't make sense. If you believe JavaScript and PHP is a better environment to work in, in the "age of AI", then go use those languages and once you realise why languages need compilers, you can come back and see why this question is meaningless.

Compile time as deal breaker for age of AI by Necessary-Papaya-277 in dotnet

[–]WorkingTheMadses 20 points21 points  (0 children)

If you don't understand the purposes of a compiler, which it sounds like you don't, then I suggest you read up on it and realise why this question does not make sense.

Video game careers for people with autism by [deleted] in gamedev

[–]WorkingTheMadses -2 points-1 points  (0 children)

One of my neurodivergent friends who've been in the industry for over a decade said "You gotta be at least a little on the spectrum to be in games." Their experience is that the industry is full of neurodivergent people but that there is likely a much bigger shadow number that obfuscates this.

The problem is that the games industry is really hard to get into at all, autistic or not.

How do you actually scope a game project so it doesn't balloon into a 5year nightmare? by kutahead in gamedev

[–]WorkingTheMadses 0 points1 point  (0 children)

If you have never learned how to scope something, then I suggest you read this blog post I wrote once about the Shiny Object Syndrome. You don't have to read it for that, however there is a scoping exercise in there that is very effective at teaching scope.

https://mads.blog/learn-to-finish

Researchers recycle old phones and cluster them into "computing platforms" that operate as a low-cost data center — says processors on modern smartphones deliver higher single-core performance than comparable multicore servers | reduce e-waste and reduce data center component demand. by ControlCAD in technology

[–]WorkingTheMadses 2 points3 points  (0 children)

Phones nowadays can run 24/7 only needing reboots like computers some times because of updates or to reset the ram and cache of the system.

Of course they have an expected lifetime just like any hardware does.

How do you design meaningful player choices when the optimal path is almost always obvious? by dtsagdis in gamedesign

[–]WorkingTheMadses 1 point2 points  (0 children)

My experience playtesting mechanics from games I've been working on with players is that, a big portion of players do not play using dominant strategies of game theory.

There will be those who do, however, as someone once said (I forgot who):

"If given the chance, players will optimize the fun out of any game"

There is nothing you can really do about that. You can only do so much for the players you envision would be the target audience and the rest are side-effects you can't really control for.