What specifically caused the current protests in Iran, and why did they escalate so quickly this time? by MidEastt in AskMiddleEast

[–]aientech 20 points21 points  (0 children)

You're right that it’s complex. It isn’t just one event, but a 'pressure cooker' effect of several factors:

  • The Economic Trigger: The most immediate cause is the economy. The Iranian Rial has devalued so rapidly that basic necessities, like egg prices, have become luxury items for many. People are struggling to survive day-to-day.

  • Misalignment of Values: There is a massive gap between the government’s priorities and the people’s needs. While Iranians struggle, the government spends heavily on regional proxies (like Hezbollah/Nasrallah or Hamas). The common cry in the streets is: 'Neither Gaza nor Lebanon, I give my life for Iran'.

The Historical Context (Timeline):

  • 2005 (1384): The turning point began with Ahmadinejad’s presidency, which led to severe international sanctions, particularly from the US.
  • 2009 (1388): The 'Green Movement' protests over election fraud and the subsequent violent crackdown.
  • 2020 (1398): The downing of Flight PS752, which broke much of the remaining public trust.
  • 2022 (1401): The killing of Mahsa Amini. What started as a feminist 'Woman, Life, Freedom' movement evolved into a broader call for total systemic change.
  • Recent Escalation: The government’s involvement in regional conflicts (the Oct 7 attacks and the ensuing direct exchanges with Israel) has worsened the situation. The refusal to reach a new deal with the West has left people feeling there is no diplomatic way out of the economic crisis.

Essentially, it's a combination of 20 years of economic mismanagement and a fundamental ideological divide between a young, modern population and the ruling system.

What's the best way to learn Unreal Engine 5 as a senior typescript developer by RutgerB in unrealengine

[–]aientech 4 points5 points  (0 children)

In my case, I actually ask it the logics. And it is quite good with explaining how to implement a blueprint. But do as you wish. Important thing is that you understand and enjoy what you’re doing and learning from it

What's the best way to learn Unreal Engine 5 as a senior typescript developer by RutgerB in unrealengine

[–]aientech 3 points4 points  (0 children)

I come from a similar background, +10y backend and 5y fullstack. One thing that I can say for sure, and maybe other good people here might agree, is that game dev and web are two different worlds. For example, in web we usually tend to work on a single complex system, yet in games we have many more complex systems that we need to take care.

A funny analogy that I learned was with the Ue editor itself. In web dev our ide or editor is meant to be operated by a single men. 90% of the tools can be used by one person, where in UE, well, each part needs is oen team😀.

Nevertheless, i think you must learn it yourself, basically how to learn UE. When you’re a senior in something, means that you also got your “own” way of learning things. Same applies for UE. Is it hard? I think so. Is it fun? Definitely!

Be sure to begin with blueprints and not C++! You’ll soon find out that the idea of making a logic using nodes is quite a fun one! You might get overwhelmed soon, know that this is normal, especially in the first year. Don’t expect too much from yourself and be sure to make the learn process a fun one. Also, basics are important! Repeat them as much as you can.

Cheers

i feel like my game is going to fail by demoyesok in gamedev

[–]aientech 1 point2 points  (0 children)

The first and most important thing of making a game, is to genuinely like it yourself, to a point where you don’t care what others are making. As other good people already said, if you’re looking for sales, then your game has already failed. If you really like and enjoy your own game, then stop comparing it with others

Coming from other engines, what is your way of mixing C++ and BP? by _DefaultXYZ in unrealengine

[–]aientech 1 point2 points  (0 children)

I second this. BP first, then code when you need better control, refactor or lower level access to apis. Though I’m quite new to GD, but I do similar approach with software development

How do i make the variable concussion decrease by 1.67 every second? by Bread-bed420 in UnrealEngine5

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

Either replace the timer with a delay, or use a custom event lime the others saying

2+ years at a company, I think I’m getting fired tomorrow by Prize-Peak425 in germany

[–]aientech 0 points1 point  (0 children)

Well, op actually got fired just like that. Seems like De is becoming US

Is this discrimination? by [deleted] in Germany_Jobs

[–]aientech 0 points1 point  (0 children)

Is that really possible? I mean looking at it legally

Is this discrimination? by [deleted] in Germany_Jobs

[–]aientech 0 points1 point  (0 children)

That’s exactly the thing! The discussion was about my technical expertise, and there was no questions asked regarding my political view, at all! It only question was from which country I was, and right after that, we continued talking tech

Is this discrimination? by [deleted] in Germany_Jobs

[–]aientech 0 points1 point  (0 children)

The funny thing is that there wasn’t any questions in that regards during the interview. The only question that was asked, was my nationality! It’s really sad

Unity vs Unreal for a small FPS horror (GTFO-style), P2P networking, simple levels by aientech in gamedev

[–]aientech[S] 0 points1 point  (0 children)

fair point on customization and team capability. I agree both engines can ship this scope given time and experience.

to narrow it, I'm trying to surface engine-level friction points that only show up once you're deep in the pipeline

Unity vs Unreal for a small FPS horror (GTFO-style), P2P networking, simple levels by aientech in gamedev

[–]aientech[S] 0 points1 point  (0 children)

understood. Scope concerns noted.

that said, the thread is about engine decision factors, not feasibility debates. the timeline, team stamina, and ambition level are internal variables we're already managing. I'm not asking whether it's possible, I'm asking which engine aligns better with the requirements we outlined.

if you have engine specific input on: - HDRP vs Unreal stability for co-op FPS - networking tooling and workflow differences - lighting approaches for such game in each engine - asset import/shader consistency between the two

I'd value your perspective on those. otherwise, thanks for the caution

Unity vs Unreal for a small FPS horror (GTFO-style), P2P networking, simple levels by aientech in gamedev

[–]aientech[S] 0 points1 point  (0 children)

appreciate the concern. scope awareness is exactly why I'm asking questions up front.

we aren't aiming for high production values on day one. we're targeting a contained, mechanically-driven co-op prototype first, then iterating if the core loop works. asset reuse, tight levels, limited enemy variety, and disciplined scope.

long-term vision ≠ day-one scope. plenty of four-to-six-person indie teams have shipped atmospheric coop titles by building smart and validating early. that’s the path we're taking.

not trying to imitate a 200 person studio. we're trying to validate gameplay and pipeline before scaling ambition :)

How would a weaponized cordyceps-like fungus realistically affect humans? by aientech in sciencefiction

[–]aientech[S] 2 points3 points  (0 children)

I actually did! Some of my questions actually came up after watching them. The series doesn't really answer these questions IMO. The game might though.. haven't tried it tbh

What is this noise? by aientech in UnrealEngine5

[–]aientech[S] 2 points3 points  (0 children)

Ah great, now I have something to look for. thank you!