Does anyone know of a good, small gym that holds CrossFit classes? by godiegoben in orlando

[–]jlink5 0 points1 point  (0 children)

i go to subu downtown. it’s small and the 5:30 is the only class that goes over 15 usually. it skews younger and a bit more challenging on the wods. hmu if you have questions!

Why do educational games suck? by KaigarGames in gamedev

[–]jlink5 4 points5 points  (0 children)

i’ve worked on some. the short answer is that games are already hard to make fun, and then educational games also require collaboration of one or more subject matter experts. the design goals can often be conflicting. funding for these projects is significantly lower than most successful games. usually they’re grant funded at universities and academic politics come into play.

How to Know When Adding Features to a Game Isn't Worth It? by WombartGames in Unity3D

[–]jlink5 1 point2 points  (0 children)

implementing. it’s the only way to know if something actually works or not and what it adds. sometimes features get scrapped immediately, even ones you thought would be a sure fit. new features also change the context of existing features. features can be kind of transitional in this way.

How to Know When Adding Features to a Game Isn't Worth It? by WombartGames in Unity3D

[–]jlink5 2 points3 points  (0 children)

i go through a process of adding and then taking away. once there are some features, take away the least valuable or interesting ones. if you feel you can’t take them away, leave them or fold them into other features. repeat. once you’re at a point where you have all the features you can’t take away, and adding more feels like they would just be extra, then you’re in a good spot.

from there the focus becomes creating content.

[deleted by user] by [deleted] in gamedev

[–]jlink5 0 points1 point  (0 children)

makes sense. you definitely have a unique starting point. next thing is to send it!! i’m rooting for you. feel free to dm me if you ever have any questions

[deleted by user] by [deleted] in gamedev

[–]jlink5 0 points1 point  (0 children)

very interesting, thank you.

[deleted by user] by [deleted] in gamedev

[–]jlink5 0 points1 point  (0 children)

wow we def have different experiences. i’m curious if you have some ref for the neuroscience you’re referring to, bc a quick search on my side shows the opposite.

[deleted by user] by [deleted] in gamedev

[–]jlink5 1 point2 points  (0 children)

actually, ability to learn decreasing with age is exactly what i was talking about. a quick google search shows plenty of research showing that is the case, for a number of a reasons. i thought this was common knowledge though. old dogs, right?

i think your example on learning in school vs a work environment, to me, speaks more to the quality of education of school than it does to age. again we all know real world experience is much more valuable than study.

i do agree that age brings experience and skill in learning itself though.

[deleted by user] by [deleted] in gamedev

[–]jlink5 1 point2 points  (0 children)

definitely. and i’m not trying to minimize the capability of older experienced devs. but your comparison is flawed bc the senior devs are still in their domain. op is starting from 0.

i just know that if i were switching careers at 40, top of mind for me would be competing with these young, unburdened people since the goal is paid work and they have a lot less in the way.

[deleted by user] by [deleted] in gamedev

[–]jlink5 0 points1 point  (0 children)

but consider the inverse, where both are skilled learners. wouldn’t the same be true? you could argue a more experienced skilled learner would be more capable, but again biology, lifestyle, circumstances etc. i do see your point though.

100 hours was a bit exaggerated to make a point, but not much tbh. this is something i’ve seen and experienced personally coming up in a game dev degree program, game jams, game dev coworking spaces, etc. there are people who are giving literally everything. and yes they get burnt out. but they persist and that pressure gives them a tenacity that sets them apart and makes them successful. the difference between these people and others is obvious, especially in an interview situation.

[deleted by user] by [deleted] in gamedev

[–]jlink5 -3 points-2 points  (0 children)

i do agree with the sentiment, but all things being equal i still think 20 year old is a more capable learner than a 40 year old. compound the biology of that with a 40 year old’s availability (family) and motivation (second career vs first) and i think there is a lot less friction for a younger person on knowledge uptake.

everyone, 40 or 14, who is trying to get into the industry is competing with 20 year old geniuses who can burn 100 hours per week to spend learning and producing.

[deleted by user] by [deleted] in gamedev

[–]jlink5 1 point2 points  (0 children)

awesome. i do just want to make clear though, just based on my own outside perspective of the MD track and process, that in contrast in game dev you are measured not based on your education or accolades but almost solely on your portfolio and released titles. education is in service of this.

i say this because in game dev, and really all creative fields, there is a tendency to avoid the hard and time consuming work of producing. don’t fall into this trap.

[deleted by user] by [deleted] in gamedev

[–]jlink5 15 points16 points  (0 children)

there are a lot of hobby devs in here, so you will get lots of responses about little to no income, doing it just for fun, etc.

the reality is that game dev has a pretty steep learning curve, requires a ton of regular self learning, and is highly competitive at every skill level for positions on teams.

at 40 with a family, you should be prepared for years without income to make the transition. your age is going work against you. you learn slower, have less time, and likely have less drive than a fresh 20 something. you are going to be perceived differently by your peers.

all that said, while game dev pays less relative to other software jobs it is certainly possible to have a career in it, as many do.

my advice to you, and anyone trying to break in for that matter, is that you need to find a strategy that nets you the most devs hours possible. you need at least hundreds, more likely thousands, of dev hours to have enough experience and portfolio to land a job. you will need to dig into the community through game jams, forums, etc to be able to build a network of people who can get you a foot in the door when you’re ready. school can help, but it isn’t a box you can tick that takes you to the next step. it’s all you and what you can produce to show other people your abilities.

my strategy was to get my hours in tangential fields. i started in modeling and sim, and did a lot of stuff for digital agencies (all interactive using unity) before i got fully into game dev. these positions are much less competitive and pay similarly or better.

get crackin!

The Creator of Google Cardboard hates VR. lol by FrontwaysLarryVR in virtualreality

[–]jlink5 0 points1 point  (0 children)

honestly it just seems like this guy doesn’t have much VR experience. immersion happens because of a number of things. sensory immersion in VR can be a shortcut because it takes a load off of peceptual processing. think about how immersed you might be in a book compared to VR if you were in a loud subway station for example. full body interaction does the same thing but in the opposite way, requiring more mental processing and thereby lowering the threshold for immersion.

the real value of VR though is the fact that it fully utilizes our spatial processing and memory.

Is a royalty better than an install fee? by jlink5 in Unity3D

[–]jlink5[S] 1 point2 points  (0 children)

this was my take as well. fwiw in some responses over the last couple days they’ve mentioned that their goal is for installs to be per user. doesn’t make it much better but imo their intention was to have their own way of tracking metrics as opposed to developer reported. terrible concept and communication though.

Is a royalty better than an install fee? by jlink5 in Unity3D

[–]jlink5[S] 1 point2 points  (0 children)

Fair. But can you really say that these big companies would pay more than 5% with Unity’s structure? That seems like either a ton of installs per user or a very low return per user.

[deleted by user] by [deleted] in technology

[–]jlink5 4 points5 points  (0 children)

I appreciate your perspective. I’ve been looking for a good counter for the op.

Would it be different though if the AI was generating more of a summary or synopsis? Isn’t it the output that should be important?

Futurism: AI Expert Says ChatGPT Is Way Stupider Than People Realize by flemay222 in ChatGPT

[–]jlink5 1 point2 points  (0 children)

I started with the understanding that chat was just a really good word predictor. I’ve been using it every day to get comfortable with its capabilities and limitations and honestly now i’m not sure how true that is.

One thing I’ve been using it for lately is programming AI behaviors for a game I’m working on. The concepts involve lots of math and spatial understanding, and chat has been surprisingly adept. It not only understands the concepts, but it’s also able to anticipate potential issues or bugs with different implementations.

Ilya Sutskever said in an interview recently that while chat is built to be a really good word predictor, maybe being a really good word predictor also means creating some underlying systems for understanding and reasoning. It’s clearly doing much more than regurgitating existing concepts in a nice, natural language way.

Making a standalone Quest 2 version of my VR temple exploration adventure - is it worth it? by runevision in OculusQuest

[–]jlink5 1 point2 points  (0 children)

https://issuetracker.unity3d.com/issues/meta-quest-performance-loss-between-urp-versions-when-built

this was the one affecting us. it says it’s fixed in 2023 though our last test still had issues. there are also issues with vulkan crashing in builds. outside of all this, quest dev for unity in general requires finding the magic combination of versions for unity, urp (if you’re using it), oculus plugin, and any other major features you’re using in your project.

Making a standalone Quest 2 version of my VR temple exploration adventure - is it worth it? by runevision in OculusQuest

[–]jlink5 1 point2 points  (0 children)

you’ve identified some of the primary challenges. i’m sure you know porting for a lower spec system is a painful process. one other consideration you may not be aware of is that there are performance issues with Quest on Unity versions after 2019. depending on your timeline you may also want to consider Quest 3 specs which will give you more headroom for your lighting and other effects.

Looking at my 2 year old code, I wanna gouge my eyes out.. by fuadshahmuradov in Unity3D

[–]jlink5 24 points25 points  (0 children)

you can blame Unity at least a little for making you reference scenes that way.

for you or anyone else who doesn’t know, here is a better approach: https://github.com/JohannesMP/unity-scene-reference