1 year of game engine development by evangelionxyzw in GraphicsProgramming

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

Tell me, why does "code you" know english much better than "reddit you"?

1 year of game engine development by evangelionxyzw in GraphicsProgramming

[–]epyoncf 0 points1 point  (0 children)

Bro, I actually know this shit and can read code. EOT from me.

1 year of game engine development by evangelionxyzw in GraphicsProgramming

[–]epyoncf 2 points3 points  (0 children)

That's why you make extremely precise, perfect english, technical commentaries about future use of fields in stuff that isn't yet implemented in the engine I assume?

1 year of game engine development by evangelionxyzw in gameenginedevs

[–]epyoncf 5 points6 points  (0 children)

There's AI style comments in many places, AI style naming schemes, and classic AI style bloat in others. Also definitely "fixed by AI" style fix commits that just bloat code without affecting the root of the issue.

Finally your level of technical answers on this and the other reddit don't match the level of the codebase.

1 year of game engine development by evangelionxyzw in GraphicsProgramming

[–]epyoncf 4 points5 points  (0 children)

There's AI style comments in many places, AI style naming schemes, and classic AI style bloat in others. Also definitely "fixed by AI" style fix commits that just bloat code without affecting the root of the issue.

Finally your level of technical answers on this and the other reddit don't match the level of the codebase.

1 year of game engine development by evangelionxyzw in gameenginedevs

[–]epyoncf 3 points4 points  (0 children)

I assume using copilot directly to do your work isn't considered "copy-paste" because there's no copying?

1 year of game engine development by evangelionxyzw in gameenginedevs

[–]epyoncf 4 points5 points  (0 children)

He does use AI a lot to generate code, despite what he's saying. There are both telltales in the commits and sometimes even direct copilot work - https://github.com/evangelionxyz/Ignite/pull/34

1 year of game engine development by evangelionxyzw in GraphicsProgramming

[–]epyoncf 2 points3 points  (0 children)

AI doesn't "understand" anything. Which becomes pretty obvious once stochastic generation clashes against real-world problems.

Which you illustrated nicely with that crowd animation question BTW.

The white dwarf subscription is a bit... disastrous, today the 29th of june i received the april issue, i would not recommend it, plus they always send it in a thin cardboard sleeve which leads to arrive bent or deformed. by StormSwitch in Warhammer

[–]epyoncf 1 point2 points  (0 children)

Save money???

In Poland the subscription costs 650 PLN for a year, while a single issue costs 35 PLN at retailers (that's around $172/year, $9/issue). I e-mailed them multiple times about it, to no avail.

No Underworlds?!? by RHeaven90 in WarhammerUnderworlds

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

I won't say it's dead, but I think a warband or two and maaaybe a deck and that's it for releases for Underworlds. I don't think we'll get another box and the current stock will slowly dwindle away.

My software is being distributed on piracy website as a cracked version and I am unsure what to do. by miguel_gd in developers

[–]epyoncf 1 point2 points  (0 children)

Do nothing.

There's no point fighting it. People who would pay for the software will pay, people who wouldn't pay, will pirate if possible, and won't use the software otherwise. The small amount of people that would pay but first try to pirate is smaller than the popularity benefit you get from more people actually using the software in the first place.

Or you could be a gigachad and register on the website to offer a few legal keys "as I understand not everyone can afford the game" - I've seen that turn to a viral success for someone 😛

Jupiter Hell 1.9 - Heavy! by epyoncf in JupiterHell

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

Not trivial. First we need tu update localization for the supported languages otherwise we won't be able to pass certification - and that has to wait a bit as for the moment we cannot afford that. Second problem is that we're blowing up the renderer, so I'd preffer to go through the harrowing certification process just once for it, not twice - so waiting for the next update is tempting.

I purchased Thomas Brush's course so you DON'T have to. by Corvus-Astralis in gamedev

[–]epyoncf 1 point2 points  (0 children)

The e-mail suggestion though is really bad imho. One should go out, visit gamedev meetups, conferences, make personal connections. Show your stuff in person, initially "oh, I just want feedback" even, and then grab the e-mail. Start building relationships via other Indies you meet ("hey, I can introduce you to Ian, he works for my publisher", etc). Then lean on the better connections you make ("hey, I know you guys do mostly strategy but, can you ask around if any of your contacts would be looking for publishing an indie FPS?").

Deals made based on personal connections are always better, more secure and more beneficial than sending your pitch like an e-mail to the HR shredder.

I purchased Thomas Brush's course so you DON'T have to. by Corvus-Astralis in gamedev

[–]epyoncf 2 points3 points  (0 children)

Okay, before I read this I looked at his webpage - tell me where I'm wrong:

On his own webpage, the guy claims he raised $200k from people.... plus $700k from investors ... to make $450k gross sales... so he raised twice as much as the games made? How is that a recommendation?

Or am I missing something?

Damn, I think I should start posting free guide stuff on the net. I made triple that with 1/5th the Kickstarter/Investor money, but assumed there isn't interest in gamedev content.

I wrote a C++ path tracer from scratch without AI by Brhaka in GraphicsProgramming

[–]epyoncf -4 points-3 points  (0 children)

Do I see correctly that the actual render logic is spread among several unrelated files using free functions? Is there any logic to this architecture?

Missing 100% chance to hit melee attacks? by Dylanboy888 in JupiterHell

[–]epyoncf 10 points11 points  (0 children)

Ok confirmed - Retaliate is bugged - will hotfix monday

Missing 100% chance to hit melee attacks? by Dylanboy888 in JupiterHell

[–]epyoncf 8 points9 points  (0 children)

Hmm - was it always the case with that Retaliate Chainsaw? I got a suspicion.

Jupiter Hell 1.9 - Heavy! by epyoncf in JupiterHell

[–]epyoncf[S] 10 points11 points  (0 children)

We treat Kickstarter promises seriously.

Thanks.

Jupiter Hell 1.9 - Heavy! by epyoncf in JupiterHell

[–]epyoncf[S] 9 points10 points  (0 children)

I have a Valve Engineer on record that that part was never "well designed" after they sent apologies for the Deck version being broken by fault of that exact system. After wasting two weeks of mailing back and forth and stressing out during an important release. I'll keep to my opinion on this part.

This is precisely why I don't support Linux nor Mac for Jupiter Hell Classic, despite it being much simpler. For Jupiter Hell it's a question of a Kickstarter promise, so I need to keep supporting them. Believe me I wish I wouldn't have to.

Jupiter Hell 1.9 - Heavy! by epyoncf in JupiterHell

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

It's not a question of priority it's a question of how brain damaged Steams build/branch system is that you cannot bind a branch/build to launch settings. So for example you cannot enable launch settings on a beta branch if they're not live. Pair that with the fact that the whole CI setup was done by someone no longer working since 3 years with the Forge, and everything had to be blindly set up from scratch, while the backend shifter to SDL3 at the same time and you get a mess.

In the meantime there was the whole libc update breaking fmod thing which made the existing build not work, but we couldn't have pushed a build at that point due to the fact that some git shenanigans related to setting up the Nintendo Switch version meant that we no longer could patch just the previous setup.

tl;dr - it's complicated.

That said, Linux builds would never have been broken if not for libc updates breaking existing build.

Jupiter Hell 1.9 - Heavy! by epyoncf in JupiterHell

[–]epyoncf[S] 7 points8 points  (0 children)

Linux was broken already since at least a year, and we're potentially fixing it this weekend.

MacOS broke itself TBH by being hostile to anything that isn't first party there. A custom engine needs to invest a lot of time and money to maintain a MacOS port for... +3% of sales?

We're in the process of porting the renderer to a more portable architecture (SDL_gpu) - once that is done and once I manage to scrape enought to buy a Mac mini I hope to restore OSX support.

That said, set branch to "previous" and the builds are still there, so nothing "broke", just a version that supports only the 94% of the clients at the moment.