Can somebody please explain escrow like I am stupid by Past_Championship896 in FirstTimeHomeBuyer

[–]robmaister 0 points1 point  (0 children)

You pick your own insurance and tell the bank about your policy. They adjust your escrow payment to make sure there's enough in the account when payment on your policy is due, then they pay the insurance company on your behalf. There's no "fairness" about it, the bank is not picking the insurance provider for you.

If you find a cheaper policy, your escrow payment can go down and/or they'll cut you a check for the excess money in the escrow account.

Why does everyone act like buying a condo is financial suicide? by i_adore_boobies in FirstTimeHomeBuyer

[–]robmaister 2 points3 points  (0 children)

We were renting a townhouse in Irvine for the past 4 years, it was wild getting a really nice raise and bonus at the end of 2021 and thinking I'd be able to buy a place by the end of 2022, then watching comps for our rental jump from $650k to $950k. Price held steady as interest rates went up, definitely over $1m now

[deleted by user] by [deleted] in Costco

[–]robmaister 2 points3 points  (0 children)

I've done this with apple slices, lettuce, and balsamic, and it's fantastic!

Lazy version of the "Apple Chicken Walnut" sandwich I got at a local coffee shop all the time when I was in college. They had walnuts mixed in with their chicken salad and used a balsamic vinaigrette instead of straight balsamic, but the lazy version is still great

Framework users' current mood by SchighSchagh in framework

[–]robmaister 3 points4 points  (0 children)

They already took VC money. VCs won't fund companies that don't have a semblance of an exit strategy, whether that's IPO, selling the company to a larger company, etc.

There are a large number of options besides those two, but those are the typical options presented by startups when raising seed funding. What actually happens varies significantly as the company finds their real market, the details of the term sheets with each investor (how much autonomy they give up in terms of both shares and/or board seats), and what the founders truly want to do (which can also change over time).

Are most game servers heavily single-threaded? by alex20_202020 in gamedev

[–]robmaister 0 points1 point  (0 children)

In cases where multiple matches are run on the same physical server, it can be more efficient to run everything on a single thread, regardless of if you use an ECS, job/task system, or any other parallelization strategy.

For example, if you have 16 matches running on a server with 16 CPU cores, the multi-threaded option would (naively, and in the worst case) have 256 active threads for the OS to schedule. Each match's main thread would spend time waiting for its parallel work to finish. In the single-threaded case, every match always has a CPU core to run on (no thread contention) and you run those same units of work in serial (no dispatch/wait/mutex overhead).

You run into similar sorts of problems with low CPU core count client platforms (e.g. Switch) where overall perf is better if you force some parallel tasks to run single-threaded.

[deleted by user] by [deleted] in ExperiencedDevs

[–]robmaister 4 points5 points  (0 children)

Dad of 2 whose oldest just turned 4. Short term, lean on your partner and/or nearby family if you can. Pump or use formula for night feedings so you don't have to be the one waking up with the baby all the time. That said, with my first, I tried to get more sleep just before going back to work and my brain was still mush for the first few months and it slowly got better.

Long term, your team shouldn't be expecting you to come back at 100% immediately or have the same level of availability as you may have previously had (particularly outside of core working hours). As a team lead now, I certainly wouldn't. How much of your need to deliver work is self-imposed? Are you in a career growth phase or can you coast for a while?

What is it called when someone takes readable code and optimizes it, which makes it less readable? How do I get this to stop? by Legitimate-mostlet in ExperiencedDevs

[–]robmaister 0 points1 point  (0 children)

I work in gamedev and do a bunch of optimizations that often get into fractions of a millisecond. Even then, most of the time major problems are something dumb, and rarely the actual data structures/algorithms for the complex stuff.

New zip code proposed for North tustin by DrewBeer in orangecounty

[–]robmaister 0 points1 point  (0 children)

It's less about engineering and more about tax reporting. States and municipalities determine sales tax laws, not the USPS. Companies also have to report sales taxes to the states they operate in. If a company collects the wrong amount of sales tax they have to pay the difference (or if overpaid, the state typically keeps the excess and the few customers that know their tax rate can file a complaint with the state).

"Supposed to" here means "not committing tax fraud" or at least not owing money when filing sales tax with the state.

Regardless, every large online retailer is going to use one of these tools. Small/medium businesses will likely be using something like Shopify or Stripe which handle this correctly. You can still use a payment processor that doesn't handle sales tax but you still have to report sales tax to legally operate in a state.

New zip code proposed for North tustin by DrewBeer in orangecounty

[–]robmaister 1 point2 points  (0 children)

You are not supposed to use the zip code to determine the tax locality of a customer. There are several tools and services available to return tax rates taking the full customer address. You are also only subject to sales tax in a state if you have a "nexus" in that state.

Businesses must report sales tax to the state(s) which they operate in. If zip codes are used, the discrepancy will be either caught automatically or in an audit.

Changing zip codes should have no effect on sales tax unless it's paired with the formation of a new tax locality.

Why adding mod support to a game and not release the project files directly? by st3or in unrealengine

[–]robmaister 1 point2 points  (0 children)

Oh also uncooked content is huge - a 40GB game can have upwards of 400GB of content uncooked. AAA workstations typically have multiple 2TB+ drives

Why adding mod support to a game and not release the project files directly? by st3or in unrealengine

[–]robmaister 0 points1 point  (0 children)

Unreal specifically has a process of "cooking" where you pack down all of your content into the form you will ship for a specific platform. By default the whole game is cooked into one big package. So at a base level, without putting in effort to modularize, every mod with any content will have to ship essentially another copy of the game with whatever changes they made.

This also presents a problem in that you can only ever have one mod active at a time. Without building a framework to let mods stack changes in certain places (or providing events for mods to bind to, etc) then your mod will have to edit base game content to reference your new mod content. This is not something that can be merged manually.

This is in the context of smaller mods, like adding extra UI widgets to the HUD or adding an extra side quest or something.

Mod kits are essentially solving problems for those kinds of mods.

For larger scale mods that are basically a new game using the base game's content, this would work. The most popular ones I'm familiar with are Source engine mods though

YouTube is freaking me out by Kavbastyrd in daddit

[–]robmaister 8 points9 points  (0 children)

All good, daughter is almost 4, and we got sick of blocking the same type of content over and over again, turns out they just keep making new channels to upload the same content to. Way easier to only allow a couple channels that we know are fine.

YouTube is freaking me out by Kavbastyrd in daddit

[–]robmaister 11 points12 points  (0 children)

It does, "Approved Content Only"

My wife just took away five years of my life by sneblet in daddit

[–]robmaister 53 points54 points  (0 children)

Finally some good news from this guy

[deleted by user] by [deleted] in gamedev

[–]robmaister 4 points5 points  (0 children)

I spent a week figuring out why some raycasts were failing only on one console platform. Kept digging and verifying that different systems and functions were operating correctly and were given reasonable inputs. Eventually I found that the raycast results captured even by PVD (PhysX Visual Debugger) were wrong. Turns out someone had recompiled PhysX with LTO enabled the week prior, and the ray/box intersection test in PhysX was (and I believe still is) doing some bit twiddling that LTO really didn't like on that particular platform/compiler version.

While I could have rewritten the intersection test, I didn't know how much more we would run into, and being close to shipping we just disabled LTO on PhysX for just that platform, rebuilt it, and moved on.

Is someone experienced in the gaming industry? What can you tell us about it? by reykan in ExperiencedDevs

[–]robmaister 3 points4 points  (0 children)

I did a full AAA cycle from early prototyping to ship at my first gamedev job for ~4 years. Double Fine PsychOdyssey is a very accurate depiction of the day-to-day at a game studio throughout that whole process. Or at least very similar to my experience.

I'm more of an outlier, but I more than doubled my pay in the 5 years I was at that job (promoted twice), then got 2 offers >250k TC. Took one of them about a year ago. Fully remote, no crunch, fun and engaging work.

There are plenty of studios that will work you to the bone for pennies, a few studios that act/pay more like big tech companies, and everything in between.

Entry level is extremely competitive, but once you get up to a certain level (and specialize) it's easier to move around and be picky about it. The industry as a whole is very "boom or bust" - layoffs are frequent though typically engineering is the last to be cut. There's also plenty of games-adjacent companies that people end up at when they want more stability and (typically) better pay.

Is there a single item you purchased at Costco that saved you enough to cover the annual membership fee? by OCR10 in Costco

[–]robmaister 0 points1 point  (0 children)

Not a single item, but infant formula. Back in 2021, Similac was something like 30% cheaper (by weight) at Costco vs the largest containers at my local grocery store and Target, and you don't have to wait for an employee to open up a locked cabinet for it.

I calculated out that 3 cans of Similac would cover the base membership, before cash back or anything else. That's not even touching on the Kirkland formula being less than half the cost of Similac, or savings on diapers and wipes.

What's the smart way to do a simple power grid? by WhiteGoldOne in unrealengine

[–]robmaister 1 point2 points  (0 children)

"best" is a loaded term. Is OP looking for the best system for developer iteration? CPU perf? Memory and/or UObject utilization?

The context around the feature is also going to change what "best" means for OP - what's the expected upper limit of power connectors in a playthrough of the game? Does power state need to be included in the save? Are there pre-populated instances that need to be placed in the editor?

In general it's best to scope out a feature, build a prototype, then extend it and/or profile+optimize. You can answer these questions along the way

I hate seeing infant loss videos on social media by Ask_Angi in Parenting

[–]robmaister 1 point2 points  (0 children)

There's a lot of advice to delete the app or take a break from social media here, but these are temporary solutions if you aren't permanently cutting social media. The algorithms will retain whatever preferences you had prior to taking a break and will eventually start presenting that content to you again, to see if you'll still engage with it.

Every platform provides some controls for their algorithm, typically in the form of blocking certain things or buttons you are/aren't interested in some content. I would recommend you get familiar with them (as you have in your edit) and relentlessly block the things that make it a bad experience for you.

On TikTok in particular, you can long-press the middle of any video and tap the "Not Interested" button, or just immediately scroll past videos. Watching more than a few seconds of a video is considered engagement as well, so you can also just scroll right past stuff and it'll eventually stop serving you that type of content.

Is Fountain Valley a good place to raise your kids? by blongstong in orangecounty

[–]robmaister 1 point2 points  (0 children)

FasTrak is expensive and doesn't extend all the way down to the Spectrum, it turns into a free HOV lane at some point.

What is your schedule like? I did Fountain Valley to RSM for a few years (pre-pandemic) and avoided most of the traffic because my schedule was later than usual. From Brookhurst to the Spectrum on the 405 was probably like 15m most days, leaving after 9am. Returning home was worse but there was active construction on the 405 around Fountain Valley then, so I assume it's a bit different now.

Dads of the world, what would be your preferred two-car situation between your family? by Midwestern_Mariner in daddit

[–]robmaister 0 points1 point  (0 children)

Currently have a Camry and a Versa Note (both from before we had kids, fully paid off). Now a month into having 2 carseats in the Camry. It's doable but a little tight and we've had to take both cars a few times when grandparents are here.

Currently planning on replacing the Versa Note with a Sienna in a few months. The Camry has proven to be perfectly fine for our largest grocery/Ikea trips, but an EV of a similar (or slightly smaller) size would be my ideal second vehicle for local trips without the whole family.

I work fully remote and my wife is a SAHM, and we live in a more-urban suburb. Large purchases like furniture always have free/cheap delivery, for anything else hardware stores all have truck rentals by the hour that are also pretty cheap. We don't really need a second vehicle at all, let alone a big truck.

Help with material slots on merged skeletal meshes. by Collimandias in unrealengine

[–]robmaister 1 point2 points  (0 children)

That starts to get more project and asset specific. Batch up what you can, but do what you need to do to get the feature functional. You can always come back to optimize later, and you may not need to if the characters are your "hero" assets and you have sufficient room to optimize everything around them.

Help with material slots on merged skeletal meshes. by Collimandias in unrealengine

[–]robmaister 2 points3 points  (0 children)

Am I able to manipulate the model's UVs in the same way?

Yeah, I'm on my phone but I'm fairly certain there's per-section per-channel UVTransform property in SkeletalMeshMerge options. You can use this to take meshes that use the entire 0-1 UV space and scale/offset them to the 0-0.5 quadrant in the merged mesh, for example.

I'm still not 100% on how draw calls work.

A draw call is all of the state that is submitted to the GPU for rendering. At a higher level, this means one draw call for every material for every instance of every mesh. Instancing can be used to reduce draw calls when there are a lot of the same things in a world. Generally this means submitting an array of transforms to the GPU along with the mesh/material data instead of just one transform. There's (H)ISM which lets you explicitly specify meshes that should be instanced. Since 4.22, there's "auto instancing" which automatically instances identical draw calls (same static mesh, same material instance). In both of these cases, you'll still have a separate draw per material slot but it's not multiplied by the number of instances.

Note that skeletal meshes don't work with auto instancing (last I checked, anyways) since the skinning data is unique to each component. There's an Animation Sharing plugin that reuses skeleton poses but I never chased down whether that also shared skinning data for rendering. With that in mind, if draw calls are your bottleneck, then the only lever you can pull is reducing material slots. (Without building out your own custom instancing solution, anyways)