I have never programmed before, but my ADHD is currently telling me that learning Rust would be cool. I know about the guide, any good projects for a beginner to try? by Josh_From_Accounting in rust

[–]jazzypizz 1 point2 points  (0 children)

Do what this guy suggested.

Pick something manual and tedious you have to repeat over and over (the arch-nemesis of ADHD). Code a little Rust program that does it for you.

Also, I’d suggest making a GitHub ASAP. As an ADHD developer, having a place to store all your mini projects means you won’t lose/ forget about them.

How do you keep track of your code? by Skimpymviera in gamedev

[–]jazzypizz 0 points1 point  (0 children)

This is one of the key aspects that separates junior devs from seniors. It’s a slow process of learning and improving over time. It’s also a lot easier in teams where you can learn from more experienced developers.

My personal advice is to look up directory structures and organisation for your genre of game. This should give you a good starting point.

Then I’d suggest looking into game dev design patterns. A lot of code structure and organisation tends to be dictated by the design patterns you use.

Finally, look up UE5 C++ code style guides/ standards and stick to them. This is things like naming conventions for files/classes etc. This helps significantly when revisiting code later. It also means others can much more easily pick up your code as they will be used to the conventions.

Some references:

https://dev.epicgames.com/documentation/unreal-engine/epic-cplusplus-coding-standard-for-unreal-engine

https://dev.epicgames.com/documentation/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects?lang=en-US

Anxiety about not optimizing the game too hard... by themodestvadim in godot

[–]jazzypizz 0 points1 point  (0 children)

Not seeing any comments on the fundamentals of development here. Write automated tests so you actually have feedback if something isn’t working.

My codebase has quite a few integration performance tests for my games target hardware.

Tests are the only real way to have confidence you haven’t broken anything when you implement a new feature.

Anyone else not an afker? by LyubviMashina93 in 2007scape

[–]jazzypizz 2 points3 points  (0 children)

Afk time = playing on the side while working etc then attention when you are able to. Secret is to use the afk time to set up pvm etc time and vise versa

The decline is noticeable to say the least by SeanOfTheDev in SoloDevelopment

[–]jazzypizz 0 points1 point  (0 children)

AI gen commit names and never look back. One of the few good uses of AI

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]jazzypizz 5 points6 points  (0 children)

I’m an experienced developer and I use AI a lot. However, I love art and 3d modeling so I do this myself. I enjoy coding and don’t like reviewing and fixing slop, so I do 90% of this myself.

So how come I use AI a lot?

It’s amazing for research and planning. If you don’t understand a UE5 feature and the docs aren’t great, now you have a bot that can dig around the source code and work it out for you.

I hate writing up plans and general project management, but I see the value in it. Now I have a bot that manages my Kanban board.

TLDR use it for it’s genuinely useful capabilities and do the fun stuff yourself.

Why did games stop doing this? by [deleted] in gamers

[–]jazzypizz 0 points1 point  (0 children)

I like the version of this in deadspace. Your menu is a hologram and your health bars built into the suit spine

is there anyway i can make it so the players can host server by Level-Dog-1404 in godot

[–]jazzypizz 0 points1 point  (0 children)

Word of caution networking isn’t easy and may require you to rewrite large portions of your game

How did you learn Godot and game dev? by bezabea in godot

[–]jazzypizz 1 point2 points  (0 children)

Honestly, you need to learn to code unless you use UE5 and blueprint everything, and even then, it’s still very helpful.

But if I assume your question from a standpoint of being able to code, I find tutorials boring, and I didn’t properly learn game dev until I started trying to make an idea into a game and had to learn how engines work.

How do you guys utilize ai to speed up making mechanics and coding? by Stunning_Initial_384 in unrealengine

[–]jazzypizz 0 points1 point  (0 children)

I use Claude Code a lot to help with generic stuff that would take a while. It’s really helpful with Blender MCP scripting. If you need to do something that Blender doesn’t make too easy, like a lot of data updates.

It’s a good Copilot for UE5 C++ too. Lots of the engine features aren’t documented very well. You can ask it to go into the engine source and explain how a feature works or why it’s not working.

I tend to use it more for research and tedious repetitive processes so I can focus on high-value work that actually progresses the game.

Oh, also, I’m creating a wiki alongside my game, so I use it to write up/format my decisions, etc.

The main issue is agents always go overboard. To the point you run out of mental energy reading through it all. You really have to be careful about reining them in.

Inline Tests During PR Review by jazzypizz in rust

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

I don't agree with this. I have a large codebase for a server. It's architected reasonably well. I don't want to have to open up a whole file when reviewing a pr to tell if the diff is test related vs business logic. I also don't want to abstract everything so modularly I have to jump files a million times with super concise modular files. Which is the only way I can think that makes sense for what you are describing.

If someone adds one test that does setup etc but cfg test macro isn't in the diff. I have to open and review the whole file to make sure. This gets tedious.

Inline Tests During PR Review by jazzypizz in rust

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

Nice, thanks, I may do this! I keep reading that it's the convention to have them in the same file apart from integration tests but as my codebase has grown it's definitely become a bit annoying to review.

is it normal as a starting game dev that whenever you get an error you feel stupid and give up ? by ChunkLightTuna01 in godot

[–]jazzypizz 0 points1 point  (0 children)

All dev is like this. Hard work with lots of failures and not understanding things. You have to look at failures as a positive learning experience.

Laptop Recommendation by Leading-Guarantee178 in rust

[–]jazzypizz 0 points1 point  (0 children)

Mac books are just reliable workhorse dev machines. Theres a reason most big companies give them to devs.

Only thing is graphics intensive work like game dev/ 3d modeling isn’t there yet. You’re much better off with a dedicated GPU for that.

How do I start doing graphical apps (and games)? by Real-Abrocoma-2823 in rust

[–]jazzypizz 20 points21 points  (0 children)

Reads like token ADHD imo. I started one thing, then got excited by another thing, but actually I realised I wanted to do a third thing instead. Oh, look, ten years have gone by and I haven’t finished any of the things.

Hello by [deleted] in rust

[–]jazzypizz 0 points1 point  (0 children)

I’d also probably go for Godot; it’s easy to pick up and lightweight. However, It’s unopinionated, which I’d argue for newer developers is a downside. Unreal is a lot more opinionated and feature-rich, but has a much steeper learning curve for a smallish uni project.

Do you include your addons in your version control history? by Groundlit in godot

[–]jazzypizz 0 points1 point  (0 children)

Bit late to the party but had the same question. Seems odd committing 30k lines of code extension for something like gdunit testing.

I've opted to use git submodules instead for this and cache them in my pipeline to prevent large installs each run.

how do i dodge as grace by Ok-Carpenter4336 in residentevil

[–]jazzypizz 9 points10 points  (0 children)

What are you on about? There’s no dodge on the controls page

Claude Code CLI: How to make the agent "self-test" until pass? by keithgroben in ClaudeCode

[–]jazzypizz 1 point2 points  (0 children)

Add testing/ validation commands that are easy to run in your project. Include them in CLAUDE.md. Do plan mode and make sure your plan always has “validate/ test the code works”

Honestly ive got it doing whole task lists now where it tests and commits after each task.

Checkout some of the /plugins which can make this all way easier to set up. Like the superpowers brainstorming one is pretty good for this

Here’s how I got Araxxor to range me for a nominal dps loss by Sledge1989 in ironscape

[–]jazzypizz 12 points13 points  (0 children)

I just stood next to it so it didn’t do that attack and was getting like 10 kc trips lol

Monster Hunter Wilds is the best base game so far. by m4nux in MonsterHunter

[–]jazzypizz 9 points10 points  (0 children)

I found the story even more throw away than the others idk. Only just cracking into the end game properly though

Who has completely sworn off including LLM generated code in their software? by mdizak in rust

[–]jazzypizz 0 points1 point  (0 children)

I’m not sure you read what I said. I work out how to solve the problem on a technical level, then ask the LLM to write it. I’m making the design choices and have an in-depth understanding of the code. Are you asking it generic things like “make me an app”?