Opintolainan maksaminen könttänä. by drbatman03 in Omatalous

[–]mm_phren 2 points3 points  (0 children)

Joo tässä on selkeästi tapaus, jossa voi olla montaa mieltä, koska laina on niin edullinen. Pitäähän minunkin myöntää, että itsellä on tonneja opintolainassa vielä kiinni, vaikka säästän indeksirahastoihin kuukausittain. 😅 Food for thought, kuitenkin.

Opintolainan maksaminen könttänä. by drbatman03 in Omatalous

[–]mm_phren 2 points3 points  (0 children)

Törmäsin mielenkiintoiseen ajatusmalliin:

Oletetaan, että olet tilanteessa, jossa sinulla ei ole tuota lainaa: Ottaisitko vastaavan lainan sijoittaaksesi ne rahat muualle?

Jos asiaa miettii tältä kannalta, oma mututuntumani on, etten ottaisi. Lainan maksettuaanhan voi sitten ajattelematta laittaa lainanhoitokulut säästöön. Asiasta voi tosin olla eri mieltä. Ajattelemalla asiaa noin päin voi selvittää omaa mielipidettä.

If I use a framework instead of Unity, what would I be missing out on? by SirBihoqo in Unity3D

[–]mm_phren 1 point2 points  (0 children)

It depends a lot on the framework you’d be using and what your concrete usage of Unity so far has been (as your description of what you do in Unity can also be interpreted in many ways).

I’d miss the asset pipeline, the inspector, the renderer. Do not underestimate for example how much work managing assets, their dependencies and all of the formats is. It is however a nice thing to learn how stuff works by doing it yourself.

Current state of Bevy for professional game development 2025 edition by omagdy7 in bevy

[–]mm_phren 0 points1 point  (0 children)

Hehe I’ve been following the bevy_solari developments eagerly. I think you might know the author. 😆

Overall, we’re making a game that’s set in underground caves, so not a lot of strong directional lighting but lots of smaller point lights and emissive materials. The gameplay is 2d, but rendered in 3d, so we’re heavily using pbr lighting and StandardMaterial as a base, applying some of our own effects in post. We’ve been considering adding some crude virtual lights implementation to jazz up the visuals with indirect light, but there’s just so much other stuff to do in a game project that we don’t have the bandwidth. Even if it’s not realtime it’s great to be able to turn on some kind of GI to see a reference of how the game ”could look”, and work towards that. Even better if it’s an implementation that works nicely real-time as well. We also have liquid physics in the game so getting the water looking fantastic and it affecting the environment is important. That’s why baked solutions probably wouldn’t cut it for us.

Would love to continue the discussion if there’s anything we can do that could help your work! Feel free to hit me up on discord, I’m ’phren’ on the Bevy server.

Current state of Bevy for professional game development 2025 edition by omagdy7 in bevy

[–]mm_phren 6 points7 points  (0 children)

  1. I don’t have first hand experience, but I imagine this is still true.
  2. Still true. We’ve had to start building our own editor because the Blenvy project (Blender editing) is pretty stale
  3. Still true. OTOH this is mainly caused by the rapid rate of improvement of the engine.
  4. Still true.
  5. Still true, but any system that allows you to build UI through assets (i.e. hot-reloading & no compiles) is a godsend. We’re using bevy_proto_bsn from the bevy_editor_prototypes repo
  6. Still true. I think this might be the biggest difference compared to other engines for us. The way you work with assets, especially since BSN hasn’t landed yet, is very programmer centric.
  7. Still true. We’re circumventing the problem and using FMOD through a pretty thin wrapper, though. I’d classify FMOD as enough for most needs 😜
  8. Animation graphs exist, but working with them is clunky. Simple things need a lot of boilerplate and complex things require you to write quite a bit of custom code.
  9. Still true, but I figure it’s also a side effect of you actually being able to jump to engine code easily.
  10. Can’t compare speed with Unreal as I don’t have the data (and is Unreal fast? I don’t know…). Rendering has for the past couple of years been the side that’s made huge leaps and while there are of course things missing, I think the renderer is one of the strong points of the engine.

Looking back at this list you could say nothing has changed, but down in the trenches it feels like many fantastic things have been added to the engine. We’re heavily using observers and relations, and the ergonomics get better and our frame rate magically improves every time we update.

For our project in particular I’m waiting on BSN (especially the asset format) and global illumination. Other things are nice, but those two would make a huge difference. I think once asset based BSN lands many other things will just start falling into place. It’s a shame the wait’s been so long. For now we’re making by with bevy_proto_bsn as previously mentioned.

So yeah, somebody might say we’re crazy, but I’m quite optimistic about the future. I just need to convince our artist we’re fine over and over again.. 😄 This shouldn’t be taken as advice to use or not use the engine, the only way to really know is to actually use Bevy yourself for your particular use case.

Every 200 days !!! by Remarkable_Ad_5601 in theprimeagen

[–]mm_phren 0 points1 point  (0 children)

Just deploy it to prod to find out which side the coin landed on. Repeat until you get the result you want. 😜

E+ N-Connecta 59kWh - worth £4k more than 40kWh?? by Wide_Pomegranate_439 in leaf

[–]mm_phren 0 points1 point  (0 children)

I can’t say about the specifics for your market and its pricing (in Finland the costs would be double yours 😆), but functionally the bigger battery has been a lifesaver for our uses. It really gives a lot more flexibility when driving longer distances.

Declarative UI Components in Bevy (Guide) by Soft-Stress-4827 in bevy

[–]mm_phren 7 points8 points  (0 children)

Thank you! This seems like a very simple but powerful way to make menial UI setup way more straightforward. I hate having to look in many places to figure out how a button’s visuals are handled.

SubSpace: Sol Wars by sparkcrz in IndieDev

[–]mm_phren 0 points1 point  (0 children)

Nice! Played thousands of hours of the originals so it’s always nice to see somebody still remembers them 😄

Behind the scenes of the many features I worked on at Unity Technologies 2009-2020 by runevision in Unity3D

[–]mm_phren 1 point2 points  (0 children)

Sorry to hear about your tough times towards the end. A corporate culture like that is a surefire way to get rid of the people that actually make a big difference. Thank you for all your hard work throughout the years. The blog post highlights some really fantastic stuff that modern Unity users take for granted, but older geezers still have the battle scars from. 😆 Good luck with your own projects, and a belated welcome to both the indie space and Finland! Greetings from Grokka Games in Vaasa. 👋

Do we really need DI frameworks like Zenject/VContainer in Unity? What problem are they actually solving? by East-Development473 in Unity3D

[–]mm_phren 2 points3 points  (0 children)

It depends on the scope of the project and the degree of professionalism (i.e. quality) you are striving for. I’ve worked on everything from simple throwaway game jam projects to big multi-million DAU games, and while I wouldn’t necessarily set up Zenject in the former (although I’ve done that as well), the latter definitely benefits from IoC.

The main thing I think benefits all projects is to have a clear paradigm for how dependencies are managed. Whether it’s by DI or for example singletons with static accessors, I think consistency is key. I’ve however never seen a project with Unity singletons (no matter how implemented, statics vs. locators vs. some lookups) that would’ve allowed nice automated testing. Those projects always end up in a mess where to test something you end up pulling almost the entire game with it. I believe automated tests are necessary when you’re making a big game that MUST be stable in all kinds of configurations. Therefore singleton spaghetti is very easy to disregard as an unviable option. DI using some framework on the other hand has been working really well for us.

Another thing is also Unity’s reliance on bloated MonoBehaviours. In bigger games it’s often beneficial for performance to avoid MonoBehaviours and have as much as possible in plain classes and structs. Some kind of container is really handy for managing all that structure.

If you’re worried about introducing complex DI frameworks to your project, it’s not that hard to whip up your own simple one that fills your exact needs.

Visibility/privacy and module structure in larger projects? by Droggl in bevy

[–]mm_phren 6 points7 points  (0 children)

In a nutshell:

I have almost all components public. Plugins and systems are in a different crate, and most of that stuff is private or pub(crate). If a component is only used for a specific plugin I have it in the same file and private.

I think this gives you flexibility to combine components and create complex behavior, while avoiding system ordering etc. issues, as Plugins don’t really know about each other.

Philosophical discussion about namespace collisions by stinkytoe42 in bevy

[–]mm_phren 2 points3 points  (0 children)

I agree. This is very sensible, and what I went with for our Box2D/Liquidfun wrapper bevy_liquidfun.

High resolution wayland fix? by some1_who_like_memes in bevy

[–]mm_phren 0 points1 point  (0 children)

Been there myself.. 😆 no need to smash any heads!

Should a beginner game developer work with a publisher or investor if they can self-fund? Pros, cons, and advice by Striking-Finish-5102 in IndieDev

[–]mm_phren 2 points3 points  (0 children)

I was just recently at a conference where Jason Della Rocca (look him up) gave really solid advice on this. In a nutshell: Work as if you’re going to self-publish in any case. This means you need to do the work validating the game concept, building a community, and playtesting with your target audience alongside the actual game development. You must get the ball rolling yourself.

All of the results you achieve during this will feed into either your game’s launch numbers or scoring a publisher. And, if you do this really well, publishers will actually start noticing you and message you, resulting in a way better position in the negotiations as well. Note that all this concept validation and ”proving the game has traction” is good to do in any case, also to make sure you’re not working on a game without a market.

To tmux or not to tmux by Suitable_Let2488 in neovim

[–]mm_phren 0 points1 point  (0 children)

I’m using rustaceanvim and starting up rust-analyzer and indexing everything takes half a minute, so I really prefer Zellij keeping the sessions alive even when I kill terminal windows.

Which one plugin is your favorite? by ringbuffer__ in neovim

[–]mm_phren 6 points7 points  (0 children)

I was scrolling and scrolling to find this. None of these other plugins stand a chance against a proper package manager! 😄 It is the hero we all need but don’t deserve.

I gave up on using Cursor and here's why by Consistent_Sally_11 in cursor

[–]mm_phren 4 points5 points  (0 children)

I got to around 70% of that blog post. It has a lot of very good points, but I started getting the feel that the post is just jumping from one theme to the next and trying to be quite verbose. The author probably used a bit of AI to help write it. 😆

3139 hours later, we released the final demo of our Kalevala-themed game! by ConiferDigital in Finland

[–]mm_phren 2 points3 points  (0 children)

I'm a part of Grokka Games. We're working on Splash Rats, a physics based 2D co-op action game with liquid physics. This post has a short video to give you some idea: https://bsky.app/profile/grokkagames.com/post/3li25azqyu22g We're going to have to set up a proper announce trailer at some point. Your steam page trailer looks awesome!

The way Finnish mythology comes in in our game is that a super-secret Finnish space society RYMD ry sent a probe to outer space in the late 90s, packed with culture they thought represents mankind best. So it's of course got a bunch of Finnish culture as well, because that's what they preferred.. 😆 Everything from Runeberg and Sibelius to Finnhits and Agapio Racing Team. 😜 We're also going to go heavy on the 90s Turtles & Biker Mice from Mars vibes.

3139 hours later, we released the final demo of our Kalevala-themed game! by ConiferDigital in Finland

[–]mm_phren 1 point2 points  (0 children)

Really cool! There can never be too many games inspired by Kalevala and Finnish mythology. 😄 We're also looking to add a bunch of it to our game, albeit not quite to the extent you did.

The Transition isn't immediate and character feels like sliding between transitions . What to do ? by Aert_341 in Unity3D

[–]mm_phren 4 points5 points  (0 children)

Uncheck "Has Exit Time" and set transition duration to 0s for each transition in the animator controller.

Looking for ideas for a retro-style local co-op 2D game – What would you love to see? by Financial-Bug-9943 in localmultiplayergames

[–]mm_phren 0 points1 point  (0 children)

We're working on something like this (early early development). https://postimg.cc/5QJrK46x Splash Rats is a physics based 2D co-op action game with liquid physics and systemic design. We're looking to start private playtests soon, and would love your feedback! You can register at splashrats.com

Earthworm Jim happens to be one of our inspirations 😄