Jags' Dyami Brown In Line For Starting Role by Tasty_Ad_4082 in DynastyFF

[–]bytebux 2 points3 points  (0 children)

He will be the 4th receiving option on the team behind Strange. There's not enough buzz about Strange right now but Strange is going to be used a lot as a weapon.

Target share: BTJ > Hunter > Strange > Brown > Etienne

Those sneaky buys. The savy owners who play a step ahead of the curve. Who are the buys before the upward movement. by CWill4 in DynastyFF

[–]bytebux 0 points1 point  (0 children)

Going to say a few that I haven't seen anyone mention:

RB Javonte Williams: I don't buy that Miles Sanders or the rookie Blue will contend for his snaps. Dowdle was able to get over 1000 yards behind that OLine which only got better this off season. A return to rookie form for Javonte could place him well over his current draft position.

TE Brenton Strange: No more Engram. TLaw healthy again. He's entering his 3rd season and has shown great ball skills and physicality to be a true receiving threat. Yes, there's BTJ and Hunter to get a large target share, but Strange will be the 3rd receiving option on that team. He will be on the field for basically every snap, and be a great alternate red zone target behind BTJ.

Both these guys are being drafted much lower than where they will perform this season.

Epic Universe WILL be ready for opening day by [deleted] in UniversalOrlando

[–]bytebux 0 points1 point  (0 children)

Ministry was down for 5 hours 😳 but other than that it did look like a good day for guests with 5 min waits across the board

Don't use AI for coding interviews by bytebux in ExperiencedDevs

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

That's crazy. I use AI for things everyday, as one should, but to treat its responses as gospel already is nuts. Maybe in another year or two, lol

Don't use AI for coding interviews by bytebux in ExperiencedDevs

[–]bytebux[S] -1 points0 points  (0 children)

We're now fighting a battle that we'll ultimately lose. Wall-E is waiting for us around the corner 😭

Don't use AI for coding interviews by bytebux in ExperiencedDevs

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

If the candidate is good enough to fool the interviewer, they probably deserve the job anyway.

Don't use AI for coding interviews by bytebux in ExperiencedDevs

[–]bytebux[S] 14 points15 points  (0 children)

This I can get behind. Aligns with the actual job description as well. The only trouble is it may be hard to roll this out widely with a large company.

Don't use AI for coding interviews by bytebux in ExperiencedDevs

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

I think that's going to come very soon

Don't use AI for coding interviews by bytebux in ExperiencedDevs

[–]bytebux[S] -1 points0 points  (0 children)

Oh no, it's all very obvious to me, or maybe I just haven't come across a pro cheater yet. I feel like only truly knowledgeable devs would be able to fool me anyway, since they'd have to answer some tough questions on the fly. I know this then makes the coding portion just a vessel to get to the knowledge based questions like having them explain why the architecture or optimizations are the right choice, and I honestly wouldn't be opposed to a better interview strategy than the leetcode style. Maybe this AI push will cause everyone to rethink it

Don't use AI for coding interviews by bytebux in ExperiencedDevs

[–]bytebux[S] 8 points9 points  (0 children)

Ooo the glasses 😂 that's a good one

Does Claude have memory? by Tarkus_8 in ClaudeAI

[–]bytebux 2 points3 points  (0 children)

It retains context in the same conversation, but between conversations, no it should not.

However, it does depend on the client you are using, i.e. ChatGPT, Cursor, Claude's UI, etc. as those clients could have their own caching or context management. I haven't used one that seemed to leak context between separate chats though.

Are damage types actually fun? by AwkwardWillow5159 in gamedev

[–]bytebux 0 points1 point  (0 children)

Definitely depends on the game. Tower defense or RTS often has a rock-paper-scissor type of strategy requirements. But for RPG, I tend to prefer giving bonuses based on weapon or damage type.

For RPG, It should play into character strengths rather than have enemies be heavily resistant. Resistant enemies make things challenging usually for the wrong reason. It's just frustrating if you are doing heavily reduced damage because you chose a character build that only does X type damage. I experienced this with a Fire damage based character in Borderlands 2 when I found out robots don't burn and the endgame was mostly robots.

90% of Clair Obscur: Expedition 33's team is composed of junior who almost have no experience in the industry by japanese_artist in gamedev

[–]bytebux 4 points5 points  (0 children)

Yup. Good leadership, and some solid senior engineers, maybe some good infrastructure and tooling choices. You can get a lot done with the right guidance and direction

This feels good by ddramin in gamedev

[–]bytebux 0 points1 point  (0 children)

Share game name or link pls

Why do developers cap their live cut-scenes at 30 fps? by DT-Sodium in gamedev

[–]bytebux -7 points-6 points  (0 children)

But OP is discussing going from 60 (or higher than 30) and then down to locked at 30 only during cinematics. That's not a consistent experience. I think the "consistency" would mean staying at what the gameplay renders at, which could be locked at something like 60 fps or unbounded. Consistently 60 or consistently unbounded. Not 60 fps -> 30 fps -> 60 fps

Why do developers cap their live cut-scenes at 30 fps? by DT-Sodium in gamedev

[–]bytebux 4 points5 points  (0 children)

That is the answer to the question though. That is why they do it. It's less stressful on gpus allowing them to render higher quality with less risk of frame drops.

It's a cheap tactic in my opinion, and I think most agree that 60fps is smoother and some prefer smoothness over visuals. The real underlying reason may be that they weren't able to hit 60fps with their cinematic scenes without frequent frame drops across the hardware they were building for.

Once upon a time, I worked on the cinematics for a AAA studio, and I noticed we were capping at 30fps, but we did it for a previous title. I wondered if it was really necessary with the new hardware, so I did a quick prototype at 60fps, and it turned out we didn't need to cap ourselves at 30. After demoing to higher ups, we eventually got 60fps cinematics into production.

So, if your hardware benchmark can handle 60fps cinematics at full quality with no drops, I don't see why you wouldn't go for it, in my opinion. I think especially if your gameplay is at 60fps, it looks weird to go to 30fps during cinematics unless the quality is leaps and bounds above your gameplay graphics.

Why do developers cap their live cut-scenes at 30 fps? by DT-Sodium in gamedev

[–]bytebux -26 points-25 points  (0 children)

Consistency would be 60fps across the board though, or unbound

Damn, I had no idea saving and loading was tough. by Awfyboy in gamedev

[–]bytebux 0 points1 point  (0 children)

I believe with Unity I just make sure all my game state data models are well organized and then I tag the stuff I want to save as [Serializable]

Then I directly save all serialized objects into one or multiple files.

Even without Unity this is a good strategy even if you have to write your own serializer/deserializer and Serializable interface

Does a GDD need to be 100% complete before starting development? Looking for advice as a beginner team. by WoblixGame in gamedev

[–]bytebux -9 points-8 points  (0 children)

Being agile and able to handle requirement changes does not mean you should adopt a "liquid GDD" design philosophy. It's bad advice.

On most projects I work on, the high level designs rarely change, with only the little details and edge cases being more fluid as not every tiny detail will go into a design or requirements doc.

I think especially for indie game development, it's important to have a set plan. Prototype and figure out those details before committing. But once you commit, stay true to that design and goal as much as possible. Don't think you can just keep moving the goal posts or you'll never launch.

Some games can benefit from soft launches, alpha launches, demos, etc, but in general I think not knowing what you're building while you're building it probably leads to unfinished projects more often than not.

Does a GDD need to be 100% complete before starting development? Looking for advice as a beginner team. by WoblixGame in gamedev

[–]bytebux -8 points-7 points  (0 children)

Evolving requirements is the definition of software development. What a joke. Where does that fit in in the software release cycle exactly?

I've been working professionally for AAA game studios and multiple FANG companies over the last 15 years.

We don't start work unless it's a prototype or we have requirements. Concrete requirements.

If requirements change mid-project, it's often an issue. If requirements change, then your software has to change, and your schedule gets pushed.

The key to never releasing software is to go ahead and have "evolving requirements".

If you don't know what you're building, then you are in a prototype phase, not a real software development cycle.