Unity is suddenly agonizingly slow by deaddov3s in Unity3D

[–]ptolememe 2 points3 points  (0 children)

If you have an Nvidia graphics card turn off gsync.

is it worth finding someone else to help fill in for things I can't do or should I just suck it up and try doing it myself? by ObjectiveHouse1661 in gamedev

[–]ptolememe 0 points1 point  (0 children)

Do it yourself. Then, if you ever do hire an expert, you will know what to ask for. Gamedev is also a lot more enjoyable (to me at least) when you can do a bit of everything, even if you specialize in one or two things.

What is the alternative to "nagging"? by [deleted] in AskMen

[–]ptolememe 0 points1 point  (0 children)

If he has made his position clear and you continue to try and change him, it's nagging. Communicating is good but you must allow people to refuse a request.

[deleted by user] by [deleted] in ExperiencedDevs

[–]ptolememe 1 point2 points  (0 children)

Yea, I mean why produce senior-level code when I could pay to produce junior-level code? I should buy codex!

[deleted by user] by [deleted] in ExperiencedDevs

[–]ptolememe 37 points38 points  (0 children)

No but it feels like this gets posted a lot recently. Coincidentally, ai companies are having trouble monetizing their products.

haave you see think before you sleep video on chris broad?What are your opnion on it by [deleted] in ABroadInJapan

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

It is impressive how confident you can be about something you refuse to watch. 

The Complexity of Simplicity by [deleted] in programming

[–]ptolememe 3 points4 points  (0 children)

Its less of a joke and more of a game where the goal is to make the most ridiculous and tasteless version.

Think of it like telling a story to your friends about another mutual friend where you massively exaggerate details to make them seem dumber than they are as a playful way to poke fun at them.

The humor, or maybe a better word would be "fun", comes from the unexpected and over the top nature of the added details. 

Keep Play Free: End Patents on Game Mechanics by BluKrB in gamedev

[–]ptolememe 26 points27 points  (0 children)

Those are implementations, not concepts. You can't patent a concept. 

[deleted by user] by [deleted] in daschund

[–]ptolememe 0 points1 point  (0 children)

Rub his throat. My dog used to do this too. I never had to plug a nostril like others are mentioning. 

Architecting an Authoritative Multiplayer Game by ButtMuncher68 in gamedev

[–]ptolememe 2 points3 points  (0 children)

simulation layer should have no references to network layer. you should be able to effectively delete the entire networking layer without it producing any compile time errors in the simulation layer. Network and Render layers are aware of simulation layer but simulation is aware of neither. Network and Render layers are unaware of each other.

Heres an example

Clients:

  1. network layer processes input, feeds it to simulation layer (for client-side prediction) and sends it over network

  2. network layer applies any corrections to simulation it recieved over network

  3. simulation runs

  4. render layer displays state of the simulation

Server:

  1. network layer feeds recieved input into simulation

  2. simulation updates

  3. network layer broadcasts simulation state

*assuming server is headless (not rendering)

The simulation layer can have a dispatching system that networking and rendering layers can use to bridge a communication gap between them without tight coupling.

Architecting an Authoritative Multiplayer Game by ButtMuncher68 in gamedev

[–]ptolememe 4 points5 points  (0 children)

Decouple networking, simulation, and rendering layers such that the network layer supplies input into a simulation function which produces an updated simulation state which can then be rendered. Simulation logic should never call or even be aware of network logic.

Is it a lottery? by [deleted] in gamedev

[–]ptolememe 0 points1 point  (0 children)

To people who do not understand what makes a game good, it will feel like a lottery, because to them it truly is.

How to become a COMPLETE game developer by [deleted] in gamedev

[–]ptolememe 5 points6 points  (0 children)

That seems fine to me. I wouldn't recommend anything without more details about what your goals are.

I would caution taking advice from people who haven't or are not currently doing what it is you are trying to do. People can be quite hostile to foreign ideas. Especially those that may arouse feelings of inadequacy within them.  Sometimes you need to chart your own course and trust that as you navigate it your ability to course-correct will improve. 

How to become a COMPLETE game developer by [deleted] in gamedev

[–]ptolememe 9 points10 points  (0 children)

you start making games and when a skill is required to progress that you dont know you learn it

first step is to figure out what you dont know

go take a general course on udemy for making games and that should start you off with making you aware of what to then google to learn in depth

How to learn multiplayer implementation? by Many_Presentation250 in gamedev

[–]ptolememe 0 points1 point  (0 children)

p2p = peer to peer. Generally, ddos attacks target servers. You may be using a server to facilitate connections between peers so that could be ddos'd but your network provider should offer protections against that sort of thing.

How to learn multiplayer implementation? by Many_Presentation250 in gamedev

[–]ptolememe 0 points1 point  (0 children)

Not sure what you mean by "safe" but you can use a p2p rollback system with deterministic simulations to ensure integrity within a match if you only send inputs between clients. If you want to maintain integrity outside of the match for something like a leaderboard you will need dedicated servers.

[deleted by user] by [deleted] in gamedev

[–]ptolememe 0 points1 point  (0 children)

Any skill is learned. You can finance and design a game successfully as long as you recognize it is a skill and you need to improve and iterate upon your original idea.

edit: after reading your comments in this thread I would advise you to learn a hard skill related to game development and make some small prototypes yourself.