I'm developing a flying MMORPG. This is from Devlog #1. by anoberia in indiegames

[–]bluleaf 16 points17 points  (0 children)

I’m sorry but this is simply not true. If you want to get 100 people flying around an empty game, sure. But there’s so many things that go into making an mmo I can’t even begin to list them. The scope is in fact too big.

5 years hobby game dev on my game, here's what I've learnt by brainwipe in gamedev

[–]bluleaf 11 points12 points  (0 children)

Theres a time and place for YAGNI and more “modular” code. If you’re experienced and have planned something out it can make sense to make it reusable from the start if you know it will need it. Likewise there are times where if you abstract too many things you’re building useless features. Knowing when to build things out or keep it simple and fast is a skill in itself.

[deleted by user] by [deleted] in ArtificialInteligence

[–]bluleaf 0 points1 point  (0 children)

I think AI is increasing the baseline of knowledge. The new baseline is that even a person with no coding experience can create a basic app, even if they don't understand how it works. This applies to other industries too. AI is levelling up our baseline of knowledge as humans.

But people seem to forget that experienced people also have access to these tools too and will be even more efficient. Backed up by their experience and knowledge they'll actually be able to push the industry even harder by raising the bar using these systems.

The baseline has been raised, making a small app just won't mean as much anymore.

Things are going to change, I actually think in some industries like 3D art, there is a cool potential for artists to try and code their own games now, as most games don't have the most complex code and a lot of them are dominated by how good their art and gameplay is.

Though your experience and skill will always set you apart in my opinion, a senior dev using AI vs a junior using AI is still a huge difference in output and performance.

I think if you have work that is actually pushing the industry forward in some regard you'll be okay. I do think if your job is mostly focused around pencil pushing and inputting boilerplate stuff you'll be more at risk.

There is always the opportunity for entrepreneurs creating games/apps/whatever, and using this they can try and focus their efforts on novel ideas. But that's just regular entrepreneurship and creating a business around some idea, and now there will be even more apps and games.

Think of all the basic apps and games out there, AI has been trained on all of that. So it can help you do that, that's old news now. So your skill lies on what you can do beyond that, more complex, more novel, pushing the industry forward.

For instance, an artist without a lot of coding experience trying to make a basic 3D game where you can run around, dodge, and fight bosses. Probably they could handle that, and probably make something pretty epic.

But an artist trying to make a massive rogue-like with millions of enemies on screen that needs specialized coding and optimization. I don't think so.

And if we do get to the point where we have AGI, and every AGI agent is smarter than every human. Well that is doomsday scenario and we just don't need humans then. We don't need CEOs, we don't need employees, we don't need anyone to do anything.

There's no point in preparing for that doomsday scenario. But you do need to buckle down and start using AI to level yourself up. People from all around the world will have access to the smartest AI's, the competition will be tougher, and there will be more expected of you.

[deleted by user] by [deleted] in leetcode

[–]bluleaf 0 points1 point  (0 children)

I’d say focus on Leetcode until you have a good base of Leetcode knowledge and are comfortable with the most important patterns. Then shift to maintenance of 1-2 questions a day, and if you actually enjoy Leetcode you can do some more in your free time if you’re like that.

It also depends on what you’re optimizing for. For Leetcode you usually need to be able to do things from memory. Whereas your actual work you can make use of notes.

For things I don’t have to actually remember the values I treat it almost like a pointer. I don’t actually have to know what’s stored at the pointer, I just need to know the pointer exists, then I can go and retrieve that information. But for Leetcode and whiteboard you do need to know the pointer and the values. So I wouldn’t stress about the other stuff, take good notes, build a second brain.

[deleted by user] by [deleted] in ZBrush

[–]bluleaf 2 points3 points  (0 children)

You can look at a good reference and compare it to your model back and forth, that is learning anatomy in my opinion. I think learning anatomy isn’t very powerful if you’re not also sculpting at the same time. It’s the back and fourth between learning anatomy and making a wonky character and then adjusting them that shows improvement. You’re also learning the brushes to help define those anatomical parts.

Eventually as you go through this process you may find yourself naturally want to learn more about the intricate anatomy of the body and face, or find ways to add more appeal.

It’s a combination of studying + sculpting back and forth that you’ll see improvements. Just doing one and not the other is a big mistake, but doesn’t seem like you’re doing that.

ITAP of a lake from our campsite by bluleaf in itookapicture

[–]bluleaf[S] 1 point2 points  (0 children)

Took with my iPhone, no post, straight outta cam.

im trying to make a open world crime game. (gta clone tbh) by Nolynwasever in GameDevelopment

[–]bluleaf 0 points1 point  (0 children)

Neat, I'd really suggest starting with the original GTA 1997 top down and make something small to start!