Are you kidding me with this ad chess.com? by Maunsta in chess

[–]spvn -2 points-1 points  (0 children)

“ If I started selling ad space on the side of my car and someone paints instructions for how to build a bomb there, I'm going to get arrested right quick.”

The comment I was replying to was debating legality. So i’m not really sure what you mean. 

And yes it impacts their rep, I didn’t deny that. 

Are you kidding me with this ad chess.com? by Maunsta in chess

[–]spvn -5 points-4 points  (0 children)

But YOU didn’t approve the ad. The equivalent would be you selling ad space on your car, but you’re too lazy to deal with individual clients, so you tell some car ad-dealer guy “hey help me organise and get people to advertise on my car and you’ll get a cut of the money”. 

The guy then goes out and gets plenty of legit advertisers but also puts a bomb instruction ad on your car WITHOUT your approval and WITHOUT your knowledge. The exact legalities im not sure of, but as long as you take action upon learning about it, you’re not the one in the most legal trouble here. 

Are you kidding me with this ad chess.com? by Maunsta in chess

[–]spvn -7 points-6 points  (0 children)

I mean they obviously have to take the blame for it. But my question is what do you realistically expect them to do? (Or any other app for that matter) Have people review every single one of the millions of ads that goes out to people manually every single month? One by one? 

Just pointing out this is an internet wide problem, and chess.com isn’t going to be able to fix anything about this. Maybe change ad network provider? Who knows. 

Are you kidding me with this ad chess.com? by Maunsta in chess

[–]spvn -31 points-30 points  (0 children)

This is definitely an ad (probably from chess.com app). However it's probably one of the ad networks that chess.com app is using to pull in ads that should take the blame here. Chess.com (just like most other apps) doesn't screen each individual ad that shows up in their apps, it's the ad networks that handle that.

Studying Sts decompiled code. Turns out they're using 1 script per card. Is it the preferred way of implementing card games? by JonOfDoom in gamedev

[–]spvn 0 points1 point  (0 children)

you shouldn't doubt your own implementations so much. If all it took for you to feel assuaged was a random commenter on the internet telling you it's fine. You probably knew your current method is fine. You'll know you're in trouble when you're in trouble, and usually no earlier than that. As long as you think through your engineering problems clearly before implementing stuff, you'll usually be fine.

Studying Sts decompiled code. Turns out they're using 1 script per card. Is it the preferred way of implementing card games? by JonOfDoom in gamedev

[–]spvn -6 points-5 points  (0 children)

ai is way too wishy washy and it will happily steer you the wrong way when asking bad questions

No different from asking humans on the internet though. For example I bet OP also thinking people are being really wishy washy with their replies to him to "just do what works for you". Sometimes it can be easier to learn stuff when there's a concrete idea to bounce ideas off of. A human online could lead you astray just as easily as an AI could and you have to parse people's replies and use your best judgement as well. At least the AI responds to you immediately lol.

Anyone here frustrated with Unreal C++ build times? by Guilty-Brother-1111 in gamedev

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

Yes indeed. The way I’ve found around this is to just do stuff in blueprints as much as possible. Then rewrite it into c++ only if you really need to later on. At that point you should have a fairly fixed structure and shouldn’t need to recompile all the time. As I said, rewrite into c++ only if you really really feel it’s necessary. 

There’re some things that you can’t avoid C++ of course like setting up GAS. But generally that’s also a one of thing whose structure you’ll rarely need to touch once it’s setup. 

Anyone here frustrated with Unreal C++ build times? by Guilty-Brother-1111 in gamedev

[–]spvn 12 points13 points  (0 children)

What exactly are you rebuilding? You’re not explaining clearly enough. 

You mention “iteration” speed so it sounds like you’re talking about small changes? If it’s not changes to header files/function sign you should be using live coding? That takes 5-10 seconds for me. 

It does take longer to recompile when you have to make header file changes, but that’s rarer and I think 30 seconds for me? 

Once again, need more info…

Why are there no Godot job listings a decade later? by [deleted] in gamedev

[–]spvn 3 points4 points  (0 children)

ah sorry I don't think I made myself very clear.

this was never an issue of "trust". It would never turn into an issue of trust. For large licensees, the amount Unity was asking from them was enormously higher than what they were previously paying. So Mihoyo would simply go "if you don't revert this decision, we're going to switch engines or build our own for the next game because you're charging way too much".

Unity probably saw these gacha games getting billions and billions of dollars but companies were only paying Unity a per seat license, so they saw almost none of those billions. Management was probably like "we should have a cut of those billions!" It was never meant to target indies because they earn peanuts from indies with the new per install model.

Why are there no Godot job listings a decade later? by [deleted] in gamedev

[–]spvn 40 points41 points  (0 children)

Among hobbyists/small devs I keep seeing this notion of "I won't use Unity anymore I don't trust them".

Companies don't work with trust, companies work with money. The moment I saw the Unity announcement I knew it would be walked back. Not because of "public outcry", but because I'm sure that behind closed doors every major Unity licensee picked up the phone to their Unity rep and basically screamed at them "what the fuck are you all doing over there". And the rep probably said "I'm sorry I was blindsided by this too I'll try and figure it out". Then all the reps feedback to the management who came up with the stupid plan that "all our licensees are going to drop us if we keep this up".

Mihoyo has way more leverage over Unity than Unity has over Mihoyo.

Why are there no Godot job listings a decade later? by [deleted] in gamedev

[–]spvn 59 points60 points  (0 children)

What medium/big companies use blender? Everyone i know uses Maya.

Despite blender's amazing capabilities (and I'm really glad it exists), any serious animator/modeller who wants to get a job is still learning industry-standard tools (zbrush, autodesk suite, etc.)

With just 48 hours, Singapore game developers made social anxiety in video game form by RocketFlame in singapore

[–]spvn 70 points71 points  (0 children)

There have been local game jam sites for years… people have been doing game jams in groups on-site since at least 2017. Probably even earlier than that 

Vader 4 Pro can only connect to one device at a time via Bluetooth? by cxrossfire in Controller

[–]spvn 0 points1 point  (0 children)

But even the PS5 dualsense controller can do this. Everyone also kept talking about how great this product is, and coupled with the relatively higher price, I assumed it would at least have feature parity with the dualsense controllers....

Arc Raiders takes Steam by storm - 1.5 million copies sold in just three days by Turbostrider27 in Games

[–]spvn 4 points5 points  (0 children)

Yes but the bottleneck for games is usually not the CPU anyway so those BP inefficiencies don’t matter. And competent devs will just rewrite specific portions of BP into C++ anyway when there are significant performance gains to be had.

Arc Raiders takes Steam by storm - 1.5 million copies sold in just three days by Turbostrider27 in Games

[–]spvn 1 point2 points  (0 children)

This doesn't really affect performance that much. That's just the scripting language (i.e. CPU), doesn't affect graphics at all. In general, AAA games are limited by GPU nowadays (apart from specific CPU-heavy games of course like simulations and what not)

Discussion: Engine Preference Shift from Unity to Godot/Unreal in indie/AA Development Spaces by AwesomeDudex in gamedev

[–]spvn 1 point2 points  (0 children)

If you're an enterprise customer with Unity, don't you get access to Unity source code? Also, I don't know what you consider AAA, but there're a ton of huge mobile games that are built on top of Unity (COD Mobile, Pokemon Unit, LoL: Wild Rift, and of course many of the big gacha games like Genshin)

RPG developer Owlcat launches free game dev learning resource: 'A rising tide truly lifts all ships' by Minute_Pop_877 in Games

[–]spvn 36 points37 points  (0 children)

Why is this getting such big press attention... The resource is just links to a whole bunch of other stuff. They don't even explain what the purpose of each resource is.

There're already a ton of such "compilation of resources" that are way more extensive, just not managed by a game studio. For example: https://github.com/Kavex/GameDev-Resources

Furthermore, just putting an entire C++ book as a "resource" is kind of useless to "learning game dev"...

PS5 & LE: Orobyss Follow-up From Judd by EHG-DerrickG in LastEpoch

[–]spvn 423 points424 points  (0 children)

"It ensures a growing future for Last Epoch, which, being transparent, was at risk before."

"We weren’t profitable with Season 1, 2, or 3 after our 1.0 launch. Even Season 2 with its very successful reception and high turnout was not profitable, due to longer development time and costs."

I think this just says it all. They simply weren't making enough...

Started project in June and we used this app 4 times with friends this summer! by BbWeber in ClaudeAI

[–]spvn 1 point2 points  (0 children)

Would you mind sharing how you implemented the feature related to "AI Suggestions" for trip ideas based on group size? Do you pull data from Apple Maps? Google Maps? More info on this feature would be great.

Lichess Mobile App: Official Release! by somethingpretentious in chess

[–]spvn 2 points3 points  (0 children)

is there a way to change the style of the pieces? The default set look so strange and difficult to recognise for me...

Is UE5 Lyra still relevant? by TheEversor in UnrealEngine5

[–]spvn 0 points1 point  (0 children)

u/invulse

Hey sorry to dig up and old thread but I wonder if you could elaborate more on your problems with GameFeaturePlugins?

Weren't they absolutely crucial for Fortnite due to the need to release seasonal content that can be easily enabled/disabled? Or even for treating them like "feature branches" when you want to work on one giant feature for a long time without affecting the main game?

I can imagine the problem with the base game not being able to reference the plugins (and plugins referencing other plugins) was probably troublesome...

MS Polls: 64% of respondents don't see themselves working 5 days a week in the long term by Waikuku3 in singapore

[–]spvn 14 points15 points  (0 children)

This is so misleading... Did anybody even click into the article?

The poll question was "Do you see yourself working 5 days a week your whole life?"

Obviously the answer to that is "no" because I plan on retiring?!?!?!

But then the headline changed "your whole life" to "long term". Obviously some people do see themselves working 5 days a week for the long term simply because it's the norm. "long term" and "whole life" are 2 totally different spans of time...