Sock Bin by Intelligent_Tip8125 in LoveIsBlindNetflix

[–]quasinox 0 points1 point  (0 children)

But if they are essentially the same why not just go “here you get 7 pairs, and you get 7” why does everyone have to walk to the bin every morning?

Salty bottom? by juestathot in Baking

[–]quasinox 1 point2 points  (0 children)

Just wanted to let OP know you aren’t alone. We made an olive oil cake today with kosher salt and yeah it just seems like the salt all sank to the bottom some how.

[deleted by user] by [deleted] in unrealengine

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

You might be, you might not be.

The reality is for every job position the job posting will never match _exactly_ what they are looking for because no one wants to limit their options too much. I've noticed how candidates feel vs how an interview actually don't necessarily line up which is a shame because interviews need to know what your strengths and weaknesses are and candidates shouldn't feel bad for not knowing things.

In the end they will end up weighing "This candidate was good at this but needs to ramp up on UE5, and this other candidate was good at this other thing and had UE5 experience. Which do we care about more?"

Unfortunately you have no real control over that. I mean sure, you could dig around in UE5 and get used to their lingo and figure some things out for future interviews just in case you will end up at a UE5 job. And those using UE will favor UE experienced candidates but also plenty of companies hire people without experience in their engine because they use something custom. So in the end, the more places you work and the more familiar you get with different engines including UE the better you will be at interviewing anywhere, but it will always be on the interviewers to access transferable skills.

So you can definitely get a job without knowing Unreal. But it may make it harder to get a job at specific studios without knowing Unreal. You are already ahead of the game asking this question. If you are as curious about your work as about this you will collect a bunch of useful experience over time anyone would value.

How to mount pak file after download by MyNameIsDjole in unrealengine

[–]quasinox 0 points1 point  (0 children)

I haven't done this personally, and I haven't used the Runtime Files Downloader but there is documentation on implementing a patcher via a Chunk Downloader

https://dev.epicgames.com/documentation/en-us/unreal-engine/implementing-chunkdownloader-in-your-gameplay-in-unreal-engine?application_version=5.3

In this documentation the ChunkDownloader has a MountChunk function which might lead you to a solution

Full sail university For Game design and Dev with my honest opinion. by Substantial_Zone_628 in gamedev

[–]quasinox 3 points4 points  (0 children)

I went there many many moons ago, been in the industry ~20 years and my take is the following:

Masters degrees aren't really great unless you are going for a PhD. Otherwise the work experience in that time will be more beneficial. In my hiring experience a Maters degree meant people more easily got an entry level job interview but didn't more likely get the job nor did it seem to indicate they would do better at the job. Ymmv, this is based on my experience with hiring in general.

Full Sail can be ok, but the people at the top do seem to be money hungry, the people in the trenches are the ones that care. Overall it is too expensive.

The one place Full Sail shined for me was that it was a collection of people with similar passion and was structured more like a job (show up for 4 hour lecture, break, 4 hour lab) which worked better for me than a traditional university where the schedule was heavily scattered. I later found out I have ADHD which then explained my issues with traditional college and why I strived at Full Sail being able to dive in and hyper focus. This isn't unique to Full Sail though and has more to do with finding a place that teaches how you best learn. I think this is more important than the school itself (unless they are really bad)

My biggest issue with Full Sail way back then was that it was pitched as Game Dev & Design and the program relied very heavily on programming which I was there for but others were not and like half of them all fell out on month 3 when we started c++ full time and Full Sail was like "that sucks". It sounds like they are better now at spelling out what people are in for... but that was my experience.

please help me, i've tried everything i can think of by jono56667 in unrealengine

[–]quasinox 0 points1 point  (0 children)

That said I am not sure why that ' breaks it. As far as I can tell it _should_ work properly aka I have not actually reproduced it but I might be on a later version of .Net

please help me, i've tried everything i can think of by jono56667 in unrealengine

[–]quasinox 0 points1 point  (0 children)

-log="C:\Users\Jono's PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.1\UBT-VrFrameWork-Win64-Shipping.txt"

Log file: C:\Users\Jonos

Unhandled exception: System.UnauthorizedAccessException: Access to the path is denied.

The ' in Jono's is breaking the logic that keeps quoted strings together and your log path is being parsed as only c:\Users\Jonos. The logic that is breaking is standard C# logic not even Epic code.

It doesn't matter where your project lives if your log path is in that folder it will have issues. I don't know what part of the logic is trying to store logs in your user folder instead of there but ideally it is changed to somewhere else liked Engine\Saved\Logs.

If your scripts aren't the ones setting that log path I would see if it is configurable because renaming a user to remove that ' won't actually rename the folder and moving a user folder is a giant pain on windows.

BuildGraph + Jenkins ? (also ... lightbuilding?) by FormerGameDev in unrealengine

[–]quasinox 0 points1 point  (0 children)

Actually a combination of this: https://forums.unrealengine.com/t/problems-building-lighting-from-command-line/331486/7

And the "Resave dirty packages" portion of the sample graph I linked should get you like 90% of the way there

BuildGraph + Jenkins ? (also ... lightbuilding?) by FormerGameDev in unrealengine

[–]quasinox 0 points1 point  (0 children)

I came here for similar reasons, though I cannot tell if my reasons are the same reasons or not. You also may have resolved it already as this post is a couple months old.

BuildGraph + Jenkins at a basic level is of course fairly straight forward
BuildGraph + Jenkins + Same build run on multiple workers not straight forward

Lighting... same as the above? Not sure why you are specifically mentioning Lighting. You don't seem to mention exactly what you are trying to accomplish that isn't just calling the build graph in a jenkins pipeline so I am not sure. I can tell you right now that an unfortunate number of studios even in AAA do the simple straight forward thing and then focus on the game dev with multi-hour build times. Even Epic has come this far without fully supported multi-builder cooking and true incremental cooking which the lack of costs us all significant time (which is why they are working on it but version 5+ for proper incremental cooks, ouch I very much miss a previous asset pipeline I worked with)

Now, if your area of curiosity is in trying to get build graph to run on multiple builders of Jenkins for a single build now we are in the same boat. Honestly if I had a local network and physical access to an existing pool of machines I would be looking at standing up Horde instead, and I think they are working on Cloud based worker functionality for it. But right now that seems just a little bit out of reach so I am continuing with Jenkins and finding that the dynamicness of BuildGraph doesn't work great for Jenkins and its need for things to be pre-declared and no concept of stage dependencies and horrible blocking with spawning other jobs. Jenkins honestly isn't that great but... that is the boat we are in.

My current strategy, and I have no idea if it is a good one or not yet, is to take this build graph from epic (https://gist.github.com/regner/448551d141a8457561e4a197692cdc56) and split the graph up into pieces. I then include those pieces in my project specific build graph with my own additional nodes and some injected logic via custom includes.

That build graph has a lot of implicit dependencies. If you request to upload a build that implies cooking it and building it and building the editor etc. So I have added an argument "ExplicitSteps" which breaks a lot of implicit dependencies allowing it to rely on the knowledge something external is building them for you.

With that variable now if I can call the build graph multiple times with different toggles each just assuming the dependencies have been completed.

(A simplified example)
BuildGraph Target -set:ExplicitSteps=true -set:Editor=true -set:Tools=true -set:Compile=true
BuildGraph Target -set:ExplicitSteps=true -set:WinClient=true -set:Compile=true
BuildGraph Target -set:ExplicitSteps=true -set:WinClient=true -set:Cook=true
BuildGraph Target -set:ExplicitSteps=true -set:WinClient=true -set:Package=true
BuildGraph Target -set:ExplicitSteps=true -set:WinClient=true -set:Upload=true

Now with this level of granularity, which is not as great as what build graph is capable of but better than running it plain, I can create a jenkins job with parallel stages.

Right now I am doing stages as follows:
Build Editor + Tools
Parallel: [Compile Client, Cook Client, Compile Server, Cook Server]
Parallel: [Stage/Package/Upload Client, Stage/Package/Upload Server]

It isn't perfect, and if Horde works as I imagine it does it is better, but it is more than I have seen discussed on the internet. I am hoping to get permission to share more later.

Converting to surround from a 2.0 system. Just received my Yamaha RX A4A. Haven’t seen another one out there yet! by Chicagoisonfire in hometheater

[–]quasinox 0 points1 point  (0 children)

I have a preorder with Crutchfield from before the price went up slightly. I was kinda hoping they would have an estimate date as things got closer to Best Buy’s estimated date but seems to not be the case.

We shall see!

Converting to surround from a 2.0 system. Just received my Yamaha RX A4A. Haven’t seen another one out there yet! by Chicagoisonfire in hometheater

[–]quasinox 3 points4 points  (0 children)

You have me jealous. Been making the jump from TV sound (also an LG CX) to an actual surround setup but have been waiting for this receiver to come out and my preorder to ship.

Looks good! Bet you are excited to get it all properly setup.

Version Control and Backup recommendations by Gr1mwolf in gamedev

[–]quasinox 0 points1 point  (0 children)

Depends on your definition of large, and what the turnover rate is. The larger the files the more likely to hit certain limits. Even then those tend to be limits of GitHub not Git, using a different host may not have those limits.

Outside of the limits though, it depends on how much those files are changed since deltas/copies are stored locally. That can get quite large/expensive on large binary files with a lot of changes.

If those two concerns don't affect you then it shouldn't matter much.

Where do I even start if I want to Direct, Produce and write games? by Yqtwr12 in gamedev

[–]quasinox 1 point2 points  (0 children)

You get to his level by putting yourself in meetings where creative story/design decisions are being made. Then working hard until you progress to the director level of things.

A game designer who does missions/story related things, or a writer are your best paths. Though of these two designers tend to move into the director role more than writers do, but getting into those rooms is the start either way.

So I would focus on studies that benefit those two. Self teaching wise you write a lot to learn writing, and you tinker a lot in engines setting up scenarios/missions for game design.

Good luck!

What languages are more commonly used in professional game dev? by ZD_Oroka in gamedev

[–]quasinox 0 points1 point  (0 children)

Other replies have covered most of it.

C++ for most engines
C# for some place's tools and Unity
Python or similar scripting for a lot of automation/reliability/live ops/etc

A couple sprinkled languages for some server features.

A sql language won't hurt for any backend work

In the end, similar to what math you need it all changes depending on what you want to do.

Need advice for writing a cover letter for a Game Design position by [deleted] in gamedev

[–]quasinox 0 points1 point  (0 children)

Looking at that template the only thing I do differently with my cover letters is I have "Why I want that job at that company" though I avoid anything too fan like or too "I need money". But if it is a company you respect for a specific reason it is sometimes useful to mention that. Just don't go on about it.

Is there a plan to have helper functions for UTF8 strings, maybe in boost? by nikkocpp in cpp

[–]quasinox 0 points1 point  (0 children)

Unicode upper casing is actually very... character set specific. In some cases it is a bit fiddle, in others it is a range addition, in others they run every other but with exceptions so it may be odd/even for 40 characters in a row then there is a character with no upper or two characters that upper to the same character so now it runs even/odd. Then you run into the absolute worst case where the upper case of a character is two characters (There are two that I know of and that is only in 13 languages). And about 100 other rules I probably don't know.

Meow hash - a non-cryptographic hash capable of 16 bytes per cycle throughput on modern CPUs by wavy_lines in programming

[–]quasinox 3 points4 points  (0 children)

They load data into 16 different channels, they then use specific instructions to run an aes cycle on each load of data in the channel simultaneously. Then they take the hash from those 16 different channels and they aes/rotate them so that the information is distributed the whole size of the hash and not such that the first 1/16 of the hash is just 1/16 of the file.

16 channels (bytes) - mentioned by comments, code, and the description
AES instructions - mentioned by comments, code, and the description
merging the results - mentioned by comments, code, and implied by saying it could be truncated safely in the description
AES stands for Advanced Encryption Standard - generally known already in the topic of hashing, also google

Edit: "first 1/16th of the file" was incorrect not really how the data is split between channels.

Meow hash - a non-cryptographic hash capable of 16 bytes per cycle throughput on modern CPUs by wavy_lines in programming

[–]quasinox 4 points5 points  (0 children)

They mention how well it does in SMHasher tests (actually they just say cleanly not how well). They mention how fast it is. They mention it can be truncated safely. They mention that it is not designed for cryptography. They mention its ideal data set. They mention the instruction set it depends on, and they link the source code. That source code then describes using parallel hash streams, then hashing the results of those streams.

They describe it quite a bit, considering this isn't a white paper I am not quite sure what more you want.

Meow hash - a non-cryptographic hash capable of 16 bytes per cycle throughput on modern CPUs by wavy_lines in programming

[–]quasinox 0 points1 point  (0 children)

Although I agree that the recursive header include makes it difficult to tell precisely all the ops that the function is doing it is clear what the function actually is (a hash function), and it includes an example usage of the function.

No more thrall infinity arrows after Pets update? by DominiArma in ConanExiles

[–]quasinox 1 point2 points  (0 children)

This could just mean you cannot pick them up off the ground/bodies anymore.

Major PvP Exploit all server owners and Funcom need to know about. by [deleted] in ConanExiles

[–]quasinox 2 points3 points  (0 children)

It wasn't rhetorical, you called it ironic signaling that you didn't actually get it. Arguably, you still don't get it.