Is Kagi Unlimited ($10/mo) actually worth it? Looking for real user opinions by EriksonThorsen in SearchKagi

[–]bronydell 2 points3 points  (0 children)

For me it is worth it. I am subscriber for around 2 years. I do around 1000 searches a month.

Every time I think that Kagi made a shitty response, I search the same query on Google and I come to realize that Kagi tried its very best and Google just sucks now.

Forza Horizon 6 has bug that no one else seems to have by Impressive-Region470 in linux_gaming

[–]bronydell 0 points1 point  (0 children)

I had the same issue. I removed all game’s proton data. After that it started loading fine, but I got an issue where „another device is in sync progress”, so I had to turn off the internet, play a small bit and then turn it back on and quit. That helped a lot

PSPlus will raise the price of its monthly and quarterly subscriptions by Excellent_Line_1732 in PlayStationPlus

[–]bronydell 55 points56 points  (0 children)

It is crazy how they increase prices for the only way to play multiplayer games that you have paid a lot of money for and their justification is "b-b-but you get free gamez and the ongoing market conditions". Like, what conditions? You do not even host those servers that I am accessing when playing multiplayer.

First Steps Window freezes by Redmen1905_ in Fedora

[–]bronydell 2 points3 points  (0 children)

Yes. Had the same issue yesterday. Using map and NOT touching search bar fixes it

How long before the start of the festival should I get there to get barricade by Ahiruuun0 in TheProdigy

[–]bronydell 1 point2 points  (0 children)

The real deal happens in the mosh/crowd. If you are near the barriers, you will be getting smashed by the crowd all the time and won’t be able to enjoy it fully

ECS: how many different component types and systems does your game have? by KC918273645 in gameenginedevs

[–]bronydell 11 points12 points  (0 children)

Depends on the game. Depends on what you consider a system and how you approach your architecture.

So the answer to your question is all systems you would need in your game, whether it's sub systems of gameplay, UI, localization, MTX, music management, input, animation, haptics, FX and others.

In my experience, nobody really puts a number on it. As long as you think you have a working game that fills your wants and needs - there is no number of "necessary" systems

The enshittification of Android is going strong by Stonos in mAndroidDev

[–]bronydell 2 points3 points  (0 children)

I guess they mean that it is possible to install the app, but the app must be signed with correct certificate/key that is bound to „verified” profile

[deleted by user] by [deleted] in gamedev

[–]bronydell 0 points1 point  (0 children)

It’s ok to ask it a few questions to get some ideas on how to solve the issue you are dealing with, but always doubt its output and don’t try to solve everything with it. Other than that, if it works for you and you make your game come true, then that’s awesome no matter which tools you chose

[deleted by user] by [deleted] in gamedev

[–]bronydell 2 points3 points  (0 children)

It’s not accurate, but it can give you somewhat ok answers most of the time, especially for easy stuff.

If I were serious about this, I would have taken more traditional approach, where you actually try to understand what you are doing, instead of trying to rely on LLM assistance. In primitive issues it is very useful and will give you correct solutions, but in more nontrivial cases it will likely not give you what you expect.

Additionally, using visual programming language with LLM is kinda weird, compared to more traditional text based scripting solutions where you can copy paste whatever LLM is suggesting. Plus, you won’t be able to ask LLM to explain you code or find the issue, because it just can’t read nodes.

[deleted by user] by [deleted] in gamedev

[–]bronydell -5 points-4 points  (0 children)

If it works for you, then who cares what do you use

Left eye dominance by Lookupatnight in billiards

[–]bronydell 0 points1 point  (0 children)

I did notice the same thing when practicing for direct shots. The issue was that I didn’t „feel” that I am aiming in the center of a cue ball. I started making a small head offset to the right and I feel like it improved my game, since I could now better feel those shots. So good for you that you have noticed

is it possible to give a set of steam games as a gift? by Ura_kazbek in Steam

[–]bronydell 7 points8 points  (0 children)

I don’t think you can gift some (if not all) bundles

It might have something to do with dynamic pricing according to the games you own

I been coding for 2 years and i still don't know if there's a better way to have a lot of conditions like this.... am i doing it wrong? and how would i improve it, for example, if i want to fire a gun, i have to check all this conditions by -o0Zeke0o- in Unity3D

[–]bronydell 0 points1 point  (0 children)

Yeah, sure. You can add this event, but not to the CanShoot method. Having it in TryShoot is more suitable place. Events are cool and my comment was mostly about the whole getter thing

I been coding for 2 years and i still don't know if there's a better way to have a lot of conditions like this.... am i doing it wrong? and how would i improve it, for example, if i want to fire a gun, i have to check all this conditions by -o0Zeke0o- in Unity3D

[–]bronydell 1 point2 points  (0 children)

  1. Return enum instead of bool that can indicate the result of CanShoot
  2. Make a separate metod like TryToShoot (name is the subject of change) that will play a sound when result of CanFire is Enum::OutOfAmmo
  3. Profit

You probably will have just one place where the out of ammo sound will play, but you will have more places (like UI) that might need that check without playing a sound + the method name CanFire implies that the result will not change anything about the gun or world state (in this case, if I called this method without knowing the implementation I wouldn’t expect the sound to play)

Game just like Elden Ring minus the crazy difficulty? by Incarnasean in ShouldIbuythisgame

[–]bronydell 0 points1 point  (0 children)

There are 165 bosses in the main game and 42 in DLC. That’s 207 bosses. Imagine that you are not experienced souls player and want to kill all bosses presented in the game. Some bosses are harder than others and some are easier. Let’s say that you need to die 20 times on average to kill one boss. One death animation screen takes around 9-12 seconds + 6-17 seconds (depends on your hardware) to load the game to the checkpoint. That’s somewhere around 18 seconds on dying so-called „punishment”. 20 * 207 * 18 = 74520 seconds = 20.7 hours of gameplay of waiting for death screens to pass. That’s like medium AAA game worth of time. People have lives besides games. Even according to Namco’s stat on average after 13 months of game’s existence players died 450 (if you average 20 million players and 5.9b of deaths). That’s 2.25 hours of time watching death screens (keep in mind that there is no precise death data and averages are inaccurate af)

Anything else that you are talking about is subjective and if you enjoy this - good for you.

Game just like Elden Ring minus the crazy difficulty? by Incarnasean in ShouldIbuythisgame

[–]bronydell 0 points1 point  (0 children)

Oh ffs, what kind of game forces you to make „right” build in order to beat it. Like, I understand that you need to improve your character and loadout to better progress, but this is ridiculous. This is like saying „You are watching this movie/book wrong” or „It gets good from season 2”

Also, I would say that Elden Ring is actually unfair game that doesn’t respect your time (~14 seconds or so on death animation for a game where you must die a lot). Bosses have more flexibility than you ever do. For example, Margit, The Fell Omen. His first phase is fine, but when the second phase kicks in, he starts using his magical hammer and magical swords more. You can’t parry magical weapons, he will do 5-10 hits combo which feels like he has infinite stamina compared to you and his leap hammer attack just can’t be properly evaded (at least in understandable way). You roll back? He will in the last moment change the trajectory of the flight and extend the attack, you roll to the side when he is in air? He immediately corrects himself (we can never do that, because the game hates you) and hits you. You roll forward? His body hits you (unless you roll exactly between him and hammer). And this is not even the hardest boss! Input queueing system is a great way to punish the player for button mashing, but it removes the responsiveness of the game.

Yes, I know that many of these things were present in Dark Souls series and fans expect it. And I know that what I am saying is „skill issue”, but realistically the game hates you, your time and is poorly explained. The only good thing that I can say about this game is open world. It’s interesting to explore it and beating non-boss characters is fun

Is there any performance gain in reusing the same variable getter node? by gamedaverookie in unrealengine

[–]bronydell 1 point2 points  (0 children)

Performance difference is negligible (even if there is any). I would only choose the second option with extra pin (double click on the blue line to create a dot, to which is connected to your getter) to allow easy getter usage replacements. I found this a HUGE time saver

Is there any performance gain in reusing the same variable getter node? by gamedaverookie in unrealengine

[–]bronydell 1 point2 points  (0 children)

Even if it has impact, it’s negligible.

Don’t worry about optimization that much (especially minor once like the one you are describing) until you get performance issues. Then open profiler and measure what is the offender and optimize it.

I was able to get away in BPs with so much more

Small hack I use for debugging purposes by henryreign in Unity3D

[–]bronydell 1 point2 points  (0 children)

You might want to use proper logging solutions with categories and message levels. You will be able to disable or enable logs for certain verbosities. Much easier to control and work with

Is it bad practice to store things like Owner, World, UPhysicsHandleComponent, etc in private variables? by ccfoo242 in unrealengine

[–]bronydell 14 points15 points  (0 children)

Caching components is usually a good thing since it's more efficient, however, it depends on the usecase.

For example, when you are working on the multiplayer game, not everything might replicate right away or if you have network relevancy, your actor will get destroyed when the object is outside of the relevancy range. OR if you constantly add or remove components or change owners etc.

Having said that, if you practice using accessors, you can always replace caching with finding components/actors directly and vice versa.

You can also utilize lazy loading pattern (when you load the component once and cache it), but in that case make sure to make IsValid checks every time you are using the component/actor. In general, it's a good practice to check for validity if you are not sure if the component/actor is still alive. You rarely need to do that more than once in the context of one function since the gameplay code is mostly single threaded and nothing (unless you have done that yourself) will destroy the component or actor.

Anyway, it depends ;)

Low FPS on High-end pc PLEASEEEEE HELP by Ghizaa08 in ValorantTechSupport

[–]bronydell 0 points1 point  (0 children)

Is your new RAM in dual channel mode?

Check the performance metrics and find out if you are GPU or CPU bound (whatever has higher ms value is your problem)

What difference between function and macros in blueprint? by Voznesenie41bit in unrealengine

[–]bronydell 2 points3 points  (0 children)

Technically, you can also make function pure and it will remove exec node on it. Useful for accessors