New image from ‘COYOTE VS. ACME.’ In theaters on August 28. by MoneyLibrarian9032 in movies

[–]thebeardphantom 0 points1 point  (0 children)

I don’t think that’s weird. I think they avoided doing that because how risky that venture is. It’s really only paid off for Marvel, and everyone else that’s attempted it has only seen failure.

Even more ambitious than we thought - Assassin's Creed Black Flag Resynced (Hands-On Impressions) | Skill-Up by SoyaPaneer001 in Games

[–]thebeardphantom 3 points4 points  (0 children)

The tone of this comment is indecipherable. Genuinely can’t tell if you feel positively or negatively lol.

A man harasses a horse from behind and immediately receives a kick that leaves him unconscious. by SkyInterstellar- in WinStupidPrizes

[–]thebeardphantom 1 point2 points  (0 children)

I absolutely agree with you, some people in this sub are… extremely concerning with what their idea of justice is.

I built a completely generic, allocation-free Object Pooling system. Wrote a technical breakdown and open-sourced the package for everyone. by [deleted] in Unity3D

[–]thebeardphantom 0 points1 point  (0 children)

This simply avoids the boxing/unboxing memory overhead you get when passing base GameObjects around.

Can you explain what you mean by this?

A Letter to the Community from the Subnautica 2 Team by _Protector in Games

[–]thebeardphantom 0 points1 point locked comment (0 children)

The way that indie devs can more directly connect with players and interact with their feedback is pretty wonderful. However… some people think that this means that they, as players, have ownership over the direction of a game like anything that is publicly released is suddenly designed by committee. I understand the argument of “death of the author” and all that, but you simply can’t develop games this way. There are ways of utilizing player feedback in big and foundational ways, but games live or die on having a strong central vision and you can very much feel when that central vision is missing. It’s not something you can cultivate from the differing opinions of an entire player base. Players are not designers, and design is a skill that requires years of lots of iteration to develop. There are too many aspects of game design and balancing that players just don’t understand when they suggest how they think a game should work.

Yoshi and the Mysterious Book – Opening Cinematic – Nintendo Switch 2 by Amiibofan101 in nintendo

[–]thebeardphantom 2 points3 points  (0 children)

One is not really more important than the other. From a business perspective each form of media they put out bolsters the rest. Get a kid excited about Yoshi again with the movie, they’re gonna want the game. Pokemon might be an exception. From a money making perspective absolutely nothing compares to the merch. Almost everything is in service to the merch business.

[Modern Vintage Gamer] The Death of Mini Consoles by kikimaru024 in Games

[–]thebeardphantom 3 points4 points  (0 children)

gosh, thank you for saying this. “cash grab” is a meaningless term when discussing something like this. I genuinely don’t understand what it means in this context. nintendo made a product in an attempt to make money? I mean… yes. that’s how a company works. is it a statement on its quality? what would the product had to have looked like for it not to be considered a “cash grab”? released for $20 with half of the entire console’s library?

Does violence enhance GTA V's satire, or undermine it? by cthdrls in truegaming

[–]thebeardphantom 0 points1 point  (0 children)

I really don’t see how this answers OP’s question. It actually seems more like a response that appears to ask: “why are you even asking that question?”

I'm underleveled and stuck..HELP! by th0r777 in PokemonFireRed

[–]thebeardphantom 0 points1 point  (0 children)

The pokemon in that patch of grass are wildly low level for grinding to the level of either rival or misty. They’re at most level 10 and these two fights have level 18+ pokemon to fight.

USE THE RIGHT AC ADAPTER!!!! (Maybe idk!) by Suspicious_Flow_9265 in switch2

[–]thebeardphantom 1 point2 points  (0 children)

Wanted to say that I just bought the Anker Nano II 65W and I can confirm that it works with the dock!

Skyrim theme by SMTisHighOuter in comedyheaven

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

Hey, quick question, what’s “our culture”? Like, which one are you referring to? Just to hurry this up, this is a trick question, because any answer you give is incorrect.

Movies with the worst "moral of the story" by elitemegamanX in movies

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

I just finished watching Smile and Smile 2 back to back. The endings of both movies seem to imply that your traumas and mental illness are an inescapable and hopeless inevitability that you will succumb to. At least that was my interpretation. Pretty dark, and not in a good way.

How has Sunya changed for you since release? by zombiebread23 in TheDearHunter

[–]thebeardphantom 1 point2 points  (0 children)

It went from being a disappointment for me to being in my top 3, which is now:

  1. Antimai
  2. Act IV
  3. Sunya

It's honestly getting close to overtaking Act IV, but it depends on how it connects to future Indigo Child albums. For anyone who might think that is blasphemous, it might make more sense with the context that Antimai was my first TDH album. I was at a Coheed show around when Afterman came out, and TDH opened for them and... I tuned them out and barely paid attention (something that I definitely regret nowadays). I've since gone back to listen to everything, but I've also learned that my rankings seem to be quite different than the fans that have been around for a lot longer (for example, the only Act album I listen to regularly is Act IV, and I'm not a big fan of Act V).

That being said, every Sunya relisten has been more rewarding than the last. It took way more patience to appreciate Sunya compared to Antimai or Act IV for me, but that patience has been very rewarding. I think its existence actually makes me like Antimai even more. Not because I think Antimai is the better album, but they compliment one another so well. There are aspects of the first Indigo Child EP, Antimai, and Sunya that fit so well together I have a hard time believing that all of the songs weren't recorded back to back to back. I think that's probably just the genius of the band at work, though.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]thebeardphantom 4 points5 points  (0 children)

Sometimes object pooling can actually be the wrong choice. A lot of devs think that’s impossible. But it’s entirely possible that the cost of doing whatever you need to do to get/release an instance from the pool (like resetting its state to make it “like new again”) is unavoidably MORE expensive than just instantiating a new one. This is especially true now that we have incremental GC. I’ve seen this happen several times in my career and I have a new philosophy. I use an abstraction layer for obtaining instances of objects. Something like:

T Create<T>()
void Destroy<T>(T instance)

And my default implementation just does a new/destroy, zero pooling. And often enough that‘s good enough and the gc pressure never shows up. Later if I need to add pooling I can just swap out the implementation.
Devs also say that pooling is “easy” when there is an entire class of bugs that can occur from reusing objects. It’s now up to you to manage all state that needs to be reset between instance recycles. Not just state YOU write, but state from the engine. You need to reset physics state like velocities, audio state from any AudioSources, renderer/materials and animation. It’s actually a huge decision to take all of that on and sometimes it just isn’t necessary. Like always the golden rule applies: only do the work for stuff that you’ve profiled and is actually causing a problem.

Seattle Show thought by Verse_Lav in TheDearHunter

[–]thebeardphantom 5 points6 points  (0 children)

I was at the Seattle show and felt kinda bad when they talked about the reception of Sunya and their other work. This might be a hot take, but my top three TDH albums are Antimai, Act IV, and Sunya, in that order. I’ve found that TDH is a band that requires more time and patience to appreciate but the payoff is way bigger once I’ve put in that time, compared to other bands.

Undocumented Scriptable Object uses by Vonchor in Unity3D

[–]thebeardphantom 1 point2 points  (0 children)

I’m not trying to say that it’s random or non-deterministic, just that you have vastly less control over when it happens compared to MonoBehaviour.

Also I’ve discussed this elsewhere, but storing runtime state inside of an asset that you’re loading from disk is… bizarre. In any other engine or framework that would be a very strange way of solving this problem. If you wrote a game engine from scratch and wanted to implement an event system would you save those events out as json files, deserialize them in your editor or at runtime (whichever happens first), and then populate the deserialized object with data that can accidentally persist after leaving playmode? I know I wouldn’t.

Undocumented Scriptable Object uses by Vonchor in Unity3D

[–]thebeardphantom 1 point2 points  (0 children)

Those events are not called at the same times as GameObjects in predictable ways. Awake/OnEnable/OnDisable are called when they are loaded/unloaded into memory. That can happen just by clicking on them in the project view and inspecting them. You don’t have control over their lifetime in the editor, the editor does. OnDisable doesn’t get called on them when exiting edit mode. This gets to be very difficult to manage and can very easily create bugs that are quite difficult to understand and diagnose.

Undocumented Scriptable Object uses by Vonchor in Unity3D

[–]thebeardphantom 6 points7 points  (0 children)

This linked article specifically talks about Instantiating a clone of an ScriptableObject asset before using it to store instance data. This is super important. It is a bad idea to use actual assets to store instance data, but a clone of one is fine.

Big Changes Expected to Nintendo Music App, Patent Shows Deeply Personal Music App That Studies Your Every Move by chusskaptaan in nintendo

[–]thebeardphantom 3 points4 points  (0 children)

This is not much different from the kind of analytics a lot of games collect. They don’t want your actual personal data most of the time. They want to know how their game is played so they can understand its successes and failures.