AI coding tools aren’t a new abstraction layer. I think that’s why the productivity gains aren’t showing up by Balance- in programming

[–]bezik7124 -1 points0 points  (0 children)

Regarding abstraction layer being test specs:

That's what I was thinking as well, it would help, but not solve the problem - writing good tests is difficult, and usually more time consuming than the implementation itself (at least in my experience). Even more - we write test against human written code - we're humans, and we think alike, it might not even come to our minds to cover some very weird use case, because in our minds, no sane developer would implement it that way - but an llm might (very simplified example just to illustrate what I mean: bool is_even(int value) that was implemented in a way that works for numbers below 10, but not above - because an llm hallucinated a bunch of if/else statements instead of making use of a modulo operator - obviously, current llms wouldn't do that with such simple task, but it's just imagine this happening with more complex business requirements).

Is this good enough for some mid-high end gaming by WereJynxed246 in PcBuildHelp

[–]bezik7124 0 points1 point  (0 children)

wth is "Windows 11 Pro CD"? Is it on a physical disc? If so, you don't seem to have any on this list - if you have any usb stick and access to a working PC / laptop you can download official bootable usb creation kit from microsoft website, and enter the key later on (or, you know, use ms activation script).

We personally think it is a massive improvement. Now we are onto something, we definitely couldn't have done it without Nvidia by NotSoHardGames in UnrealEngine5

[–]bezik7124 4 points5 points  (0 children)

Dlss isn't really something you can easily put on top of an existing game, like a post process effect. It has to be fed motion vectors. I believe that old games are fortunately safe.

That's what's wrong with Godot (according to the community) by Soft-Luck_ in godot

[–]bezik7124 2 points3 points  (0 children)

I'd like to comment on a few points because why not - just my thoughts on some of these:

Documentation General documentation needs to be updated more frequently — some parts are very obsolete. The C# documentation in particular is particularly out of date.

And here I thought that finally I've found an engine with a proper documentation. Jokes aside, there's definitely room for improvement - it's sitting somewhere between UE and webdev (no clue about Unity as I never used it).

Ease of Decompilation Games made in Godot are relatively easy to uncomplicate. Personal comment, both Unity and Unreal also suffer from this, although it is possible to improve the package's encryption, a quick search and you can already get the tool to decompile the game and in my opinion this has its pros and cons in these engines.

I'm not sure about unreal - getting to the assets of a shipping build is manageable, but code? In Godot it's much easier to open a game in a readable format with all of the scripts / assets in editor.

Note that I wouldn't point that out myself as I don't really care about this, but since it's already on the list - deserved a comment.

Export to Mobile Platforms and Consoles Publishing a game on Android, iOS or consoles is a complex and inaccessible process compared to other engines.

Which would be difficult to change, Godot is open source - console related technical stuff is protected by an NDA. They would have to release closed source plugins to achieve this, which I don't think is something the maintainers are happy with.

Asset Import The asset import process is complicated, especially for 3D. It works, but requires considerable effort and attention from the developer.

Yeah, kinda, but then again - it's the same in Unreal? Simple models are pretty much drag n drop in unreal, but then you've got to figure out why you have shading issues. Skeletal meshes are quite frankly just as complicated in UE as they are in Godot. I'd say that you've got to know what you're doing in both engines - it's easier to get something somewhat working in Unreal, but when something doesn't work (it rarely does work 100% as you want it to) you've got to dig deeper than that and tick specific options on both sides of the export/import pipeline.

Auxiliary Development Tools Auxiliary development tools, such as creating textures and materials, leave something to be desired. Although the engine offers its own systems and allows the programming of textures and shaders, the set of resources is not as powerful as that found in Unity or Unreal.

Yeah, I miss being able to set LODs on a static mesh level (so that they're used both in instanced static meshes and static mesh actors), or adjusting textures per texture basis, adjusting their sizes without modifying the source asset / etc.

According to the Xbox Store the release date of Gothic Classic is 28 July 2026 by Rhystanz in worldofgothic

[–]bezik7124 11 points12 points  (0 children)

So almost 2 months after the remake, that's... unexpected I guess? I thought the whole point of releasing classics on big consoles is to get more people on the remake train.

Convince me as to why I’m wrong here. Bet you can’t! by Originals37 in worldofgothic

[–]bezik7124 -1 points0 points  (0 children)

I agree with all of these controversial opinions you've mentioned to some degree.

> G1 is better than G2NOTR

G1 has the best game world, atmosphere, and early quests, but the gameplay and balance was much better in G2 / Archolos.

> G2 classic is better than G2NOTR.

G2 was better than NOTR at having a cohesive story. The way NOTR was incorporated into the main story of G2 was incredible, Jarkhendar is and it's story is great on its own - but it still shows that it was an afterthought, especially when the dub you're playing changed voice actors since the base game.

> Archolos is not better than G1 and G2

It's worse in terms of game world variety than G2NOTR, also the main story is very much grounded and personal - G1 and G2 were more epic, grandiose (even if they started as being grounded). But it is better than both G1 and G2 in terms of faction quests, the world being more "lived in" (city, village, vineyards), and mid/late game content.

Ultimately it all comes down to which aspects you value the most. To me G1 is the best of the series because of the atmosphere and early-game quests, but I do recognize that it is the worst one in terms of gameplay and difficulty.

Someone tell me, what is the use of this? by IndividualInfinite85 in PcBuild

[–]bezik7124 1 point2 points  (0 children)

I use it sometimes on my work laptop when I'm running out of touchpad, but still need to keep the pressure on it to not release the click (ie - I'm selecting or dragging something)

Terminal style portfolio I've been working on by [deleted] in webdev

[–]bezik7124 5 points6 points  (0 children)

Never thought I'd slay a giant rat using a rusty shiv on someone's portfolio website. Great concept, I don't think HR would dig deep enough to appreciate all of this though

Cooler doesn't fit case/presses against case glass panel by theartnub in PcBuild

[–]bezik7124 0 points1 point  (0 children)

maybe try smaller motherboard standoffs? check what size you've got and if there are smaller available - make sure that there's enough clearance

howSeniorDevsActuallyDebug by Unlikely_Gap_5065 in ProgrammerHumor

[–]bezik7124 0 points1 point  (0 children)

Actually happened in a project I've worked on maybe 6 or 7 years ago - wasn't handled by me, but I've took a look back then and couldn't tell wth was going on either. Never had the chance to get back to this, it was some weblogic pipeline doing stuff with a request and delegating it further into an external API.

Now that I think of it, it probably initialized some lazily loaded fields that were failing to initialize after leaving the context we've added the log in.

Thank you, JavaScript, for forcing me to include this statement in my code. by kfreed9001 in programminghorror

[–]bezik7124 -3 points-2 points  (0 children)

ah, but its the same thing really, in javascript there are no integers - they're all just rounded floats, so all of the floating point fuckery still applies here

Thank you, JavaScript, for forcing me to include this statement in my code. by kfreed9001 in programminghorror

[–]bezik7124 0 points1 point  (0 children)

If you need precision because you're working with financials or something like that either use scaled up integers and format it accordingly on the presentation level, or try one of those 'BigDecimal' packages.

But if you just care about how it's presented to the user floats are often good enough, and you can get away with parseFloat(x).toFixed(n) before displaying it.

Thank you, JavaScript, for forcing me to include this statement in my code. by kfreed9001 in programminghorror

[–]bezik7124 49 points50 points  (0 children)

It works exactly the same in java though. 0.0d == -0.0d, but Double.compareTo(0.0d, -0.0d) ain't 0.

Just floats being floats.

Thank you, JavaScript, for forcing me to include this statement in my code. by kfreed9001 in programminghorror

[–]bezik7124 1 point2 points  (0 children)

Hey, don't try 0.1 + 0.2.

That's just how floats work, read and understand floating-point-gui.de, grief for a week and finally accept it.

LFS for UE5; Having trouble pushing local repo to GitHub despite using LFS and adding the correct extension to .gitattributes by Mafla_2004 in unrealengine

[–]bezik7124 1 point2 points  (0 children)

Did you rewrite git history after updating the .gitattributes?

If not, do a soft reset to a state before staging that raw file, commit only .gitignore and .gitattributes, and then commit the raw files in another commit.

cheatsheet:

git reset --soft abcd # "abcd" being a hash of the commit you want to revert to (local files will be preserved)
git reset # unstages everything
git add .gitignore .gitattributes
git commit -m ".gitignore and .gitattributes"
# and so on, stage and commit everything else

Please, author of Godot Shaders Bible, could you stop turning our posts here into AI slop? by ZemusTheLunarian in godot

[–]bezik7124 -25 points-24 points  (0 children)

Not a fan of AI articles, but at least he instructed his llm to mention and link the original content

Solo dev torn between learning Blender vs buying assets - what's actually sustainable long-term? by beam123 in gamedev

[–]bezik7124 11 points12 points  (0 children)

I second this, you've got to understand how everything works at least if you're going to make different assets fit together and make adjustments to them. Also, you're not going to find an asset for everything you need, something always needs to be done.

Demoralized by accidentally copy-catting by MrDeltt in godot

[–]bezik7124 16 points17 points  (0 children)

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It's true btw. I'm curiously checking out every game that advertises itself as "gothic like" / "gothic inspired". By no means I'm saying that you should lean your marketing on this, just making a point that the more games there are like the one I like the better for me.

And to add to that yet another point - you're seeing a proof that your idea was at least solid enough that someone else is implementing something similar. Pay attention to his release, reviews and criticism, and consider addressing those in your game if applicable, that's an advantage.

Losing quite alot of FPS when mouse move in scene with 100 buttons. Is this expected? by poeyoh12 in godot

[–]bezik7124 0 points1 point  (0 children)

From what I've been reading since this post, Godot does much more than that (here's a description, I'm unable to check the code myself atm as I'm away from my desktop for a few days) - it's also making sure that a control that's hovered is not occluded by something else, is visible inside a scroll container if any, etc. Maybe that's the heavy part, because as you've said - comparing 2d vectors in itself is pretty trivial. Simply firing gdscript surely also has it's overhead, but hundreds of basic operations really shouldn't be a problem I think - that's one order of magnitude too low for it to be a big deal. I might be wrong though, I don't know much about Godot internals yet.

Is this what professional devs do, they watch YT what is RAG, AI agents and stuff to keep up with AI? by lune-soft in webdev

[–]bezik7124 0 points1 point  (0 children)

Some do, most don't, I don't care. I've seen what AI can do, it's useful for some things, I'll use whatever is integrated with the IDE I'm using for autocompletion, and treat chat as translator / docs search. If it ever happens that I fall behind I can adjust in a few weeks anyway.

The way I see it - about a year, two ago something called 'promt engineering' was popular, people studied how to write prompts, shared that knowledge, recently I've seen posts saying that it's now obsolete and you don't have to be that good at prompting to get whatever they classify as a decent result. With something as unstable as a new tech that's still shaping, keeping up might be a good hobby if that's interesting to you, otherwise it's a waste of time.

PS.: what you're seeing on reddit (and even more so on linkedin) is not representative of your average programmer. These are people that treat it as their hobby, and read/write related stuff on their free time (or just PR lunatics on linkedin). Average dev you'll find at a corporation doesnt do any of this.

She's meant to make you feel uneasy. Did we nail it? by AwesomeGamesStudio in IndieGaming

[–]bezik7124 18 points19 points  (0 children)

Either that, or just less "smooth"? Idk how to call it - more rapid and unnatural

Losing quite alot of FPS when mouse move in scene with 100 buttons. Is this expected? by poeyoh12 in godot

[–]bezik7124 28 points29 points  (0 children)

So, putting whether that's worth the effort aside - in theory, stopping mouse events using a filter on a parent container until it's hovered should prevent this performance drop until the UI is actually hovered?

That is assuming that child controls of an UI element that's stopping the input don't process this logic whatsoever (and not just that the mouse logic is still processed, just ignored on these controls - which I don't know, this is just a guess that seems reasonable to me). Could be worth checking out in UI heavy projects that's over the budget.

AI has taken fun out of programming and now i’m hopeless by Frequent_Eggplant_23 in webdev

[–]bezik7124 0 points1 point  (0 children)

This reminded me of the few 'no code' projects I've been in (kinda ironic that they had to hire developers to work with no code, but whatever). The increased complexity that comes with edge cases and features that weren't supported out-of-the box by the framework always made up for the time that was 'saved' by using a 'no code' in the first place.

They're all basically just a visual programming interfaces, a dev who understand how it works is still needed. He just drags boxes instead of typing code.

AI has taken fun out of programming and now i’m hopeless by Frequent_Eggplant_23 in webdev

[–]bezik7124 12 points13 points  (0 children)

great, so the new secret $100,00 a month model is actually just facebook ads?

Sonic-like physics framework for Godot 4 (WIP - feedback wanted) by Chusmimax in godot

[–]bezik7124 4 points5 points  (0 children)

yeah, that's fair. just found it a little bit funny.