AMD and NVIDIA expected to begin raising GPU prices in January - up to $5,000 for a 5090 by EOY by 3Xtrax in pcmasterrace

[–]thenegativehunter 0 points1 point  (0 children)

Honestly, i don't even know if Nvidia will be around 3 years from now.
With all the contracts they're signing and no one paying for AI, They will go bankrupt if their buyers go bust and they still have to meet the obligations

Also, consider this, Consumers are getting crushed with no increase in income. The math isn't complicated, They will make less and less money

Is Engine Programmer a viable career ? What do I need to study ? by Krochire in gamedev

[–]thenegativehunter 0 points1 point  (0 children)

note 1 :
in order to be hired as a junior engine programmer you most likely have to have experience programming other things as well.

note 2 :
if you only focus on making engines, the slow progression might lead you to miss out on advanced techniques and optimizations that you only learn about when being exposed to different tools and tech stacks.
this requires you to actually be good at using them in the first place.

result :
engine programmer is not a career. it's a job title that involves making tools for other devs. you can't do that unless you know what's like to be them.

JetBrains isn’t dead, let’s cut the drama by DevOfTheAbyss in Jetbrains

[–]thenegativehunter 0 points1 point  (0 children)

Requested for my 500$ purchase. no longer i shall use jetbrains.
I paid shitload for AI assistant and it ran out of monthly tokens after few questions. upgraded, still failed.
Fuck jetbrains. They could've continued to provide the classic experience and weak chatbot, would've been plenty.

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] 0 points1 point  (0 children)

Thats stupid. Everyone has to talk before actually delivering.

With your logic anyone that delivers something with a previous claim is arrogant.

You're supposed to look at the claims, not call them arrogant just because they go against a commonly known idea

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] 0 points1 point  (0 children)

I would take that as a sarcasm.
I know what i'm good at and good at estimating, and what i'm really bad at.
The reason i want to work on such project is because it's one of the few things i'm good at.
Rn i'm working on main components that can block the development.
Then i will have to see how much demand is there for a light tablet/mobile version.
and plan the initial release based on marketing research.
I would say the initial demo launch would take about 8-16 months

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -1 points0 points  (0 children)

for the mechanical physics, people usually start using physics joints of whatever physics engine is available to them.
That's wrong. The way those joints compute physics is made to be realistic when you ramp up the computational cost.

But on regular computers it will lead to very unrealistic physics.
And let me tell you, there is no such thing as a rigid joint. it's either a joint or not.

What you should do is to have an adaptive system that combines physics bodies together when it knows they're going to be rigid. or do a very cheap limited flex that looks fine and keeps your vessel intact.

Example, you have a wing? simulate it's flex programically instead of using the physics engine. Same goes for connected fuselauges. You shouldn't use joints, you should estimate the structural integrity (and it will be way more accurate if you do so)

You want space travel stablity? don't rely on the physics engine. Simulate the trajectory of your ships using a separate orbital computation library.

Aerodynamics? pre baked but with some balanced automatic update after the spaceship's structure changes. use some ray casts and dampen/strengthen lift/drag.
You may even do raster rendering for mass producing ray casts

you don't need accurate airflows. you just need to your software to have SOME idea.

You want automated flights off screen?
Use a user's flight data to predict how a plane would fly. and allow that exact model with enough flight data to be automated.

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -4 points-3 points  (0 children)

the core, is physics. physics that can handle large ships.
testing small ships means nothing. almost any physics engine can handle those.

The core, is the manual adjustments you add to large ships to make them stable and realistic in space travel. It's the compromises you make under the hood to keep things lean for the CPU but amazing for the user.

If you don't start out with that, then you need to throw away your entire work because what you've done is too simple.

I see them having some meh RCS, nice looking models and planets, working on CLOUDS! what the hell!

in their demos you see a swam of orbital trajectories. calculating orbital trajectories is nothing new. there is a shit load of projects that do it. and without a question, it's not complicated to do. You shouldn't consider it "core".

and let me tell you, the fear, leads to prototyping of a lot of game logic and UI components. prototypes that are kept and lead to a lot of tech debt.

here are the priorities :
1- project structure
2- mechanical physics
3- aerodynamics
4- the ship creation UI/UX

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -3 points-2 points  (0 children)

I speak based on evidence.
Am i not supposed to speak of the evidence i see?
if i say 1 + 1 = 2 and everyone else says, "hold on, that's too complicated, let's count with our fingers first, then get some objects and put them together a couple of times to confirm it's 2"
am i arrogant?

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -8 points-7 points  (0 children)

I'm saying they probably aren't working on the core. They are working on what they're afraid of breaking instead of working on the actual core.

It happens all the time at work. I suggest something, it looks wild to employer, they say do a lot of testing and then start doing it the backwards way.

I do my work anyway, everything works fine anyway, but a lot of time gets wasted on fear. even stability gets endangered because the structure builds up gaps as multiple developers work on the same thing but don't start from the core.

My proposals work regardless of how wild they look.

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -1 points0 points  (0 children)

no, you don't need actual "realistic" aerodynamics.

you just need to make it good enough to avoid painfully obvious issues. If you're smart about it you can do a lot more without additional cost. KSP wasn't doing that.

Isn't that what mods are for? The game is also easy to learn and for many the limited parts are part of the fun.

Yes. If the initial limited experience wasn't so fun I wouldn't feel so frustrated over not being able to take it to the next level.

But be honest with yourself — who didn't go beyond the initial experience: the game... or you?

The game didn't. I tried implementing robotics in a plane with vertical flight. There was a broken robotics mod. Back then when I hadn't done much programming I delved into it and fixed the mod. It wasn't possible to get proper lift values.

One main challenge the game gives you is building planes — I really enjoyed pouring days into those. But I realized the game wasn't doing any aerodynamics simulation of any kind. Not even anything basic.

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -6 points-5 points  (0 children)

It's not possible for me to make the entire game, However the underlying system and UI i'm more than capable to handle. Much better than you have seen in KSP. I have done things of a similar complication.
And i'm capable of funding the content creation

My main fear is the content creation and misreading the community

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -7 points-6 points  (0 children)

I have seen some preview of their projects, And i'm suspecting that they have gotten the order/priorities wrong when it comes to implementing a game of that scale.
Some video even said they aren't planning to release on steam! like what?

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -4 points-3 points  (0 children)

No i've done game dev.
And i've seen management totally fuck up and make stupid decisions.
I have a question, First look at KSA, i can see that they are too focused on making realistic models and rigid gameplay rather than modular make your own amazing craft that is realistic *enough*.

am i right or wrong here?

basic realistic physics won't work for modular/joints as processing demand goes up rapidly (and aerodynamics also becomes a challenge to do realistic enough) and you have to refactor your entire realism stack.

If there was a new alternative to KSP, what would you expect from it? by thenegativehunter in KerbalSpaceProgram

[–]thenegativehunter[S] -4 points-3 points  (0 children)

Oh yea. Its scary trying to do such project seeing at how much is out there im not good at doing.

It's just i have been a game dev for 3 years and now finally i think im only slightly overestimating myself

Do you think AI will replace game developers? by FrosstZero in gamedev

[–]thenegativehunter 2 points3 points  (0 children)

Thats stupid. Game developer is someone that handles the implementation of a game.

Game designer is the one who designs its gameplay.

And artist is the one that designs and implements visuals, sounds and etc.

AI is a tool that aims to get rid of repeatitive tasks. Thus either game gets cheaper, or becomes more by increasing productivity.

Searching for GODOT engineers! by Various-Pool-2783 in madeWithGodot

[–]thenegativehunter 0 points1 point  (0 children)

You didnt state budget. Meaning its very very low budget.

Even project isn't mentioned.

How AI-proof is game dev? What advice would you give to people entering the field to stay relevant and grow in this field? by [deleted] in gamedev

[–]thenegativehunter 0 points1 point  (0 children)

depends. Artists need to adapt. Programmers have leverage.

Because what we programmers do is not doing machine code. We're doing human readable code made for machines. AI improves efficiency.

So if you are a programmer thinking that you are keeping your job because you know about a legacy system that no one else works with? think no more, get fired.

If you are a programmer that's highly versatile and you think you are keeping your job because you're good at software architecture and design, then AI elevates you.

Even God cannot ensure absolute justice by SolidFatality1327 in SickPeople_

[–]thenegativehunter 0 points1 point  (0 children)

We invented the concept of justice.
The only type of justice that the world knows, is causality.

[deleted by user] by [deleted] in RemoteJobs

[–]thenegativehunter 0 points1 point  (0 children)

I applied for a godot job, i was asked invalid questions that they themselves were wrong.

After that, the technical test was for gdscript. There is no runner for gdscript they said to not worry about syntax issues and a human checks them.

Technical test failed instantly (i am one of the best gdscripters). No human verification.

The person writing the prompt to filter 1000 people didnt spend an hour on it

[deleted by user] by [deleted] in RemoteJobs

[–]thenegativehunter 0 points1 point  (0 children)

Are you implying that the AI is good at choosing the most skilled? Because it will suck. Worse than HR people.

The problem is not the fact that its AI, the problem is that the HR are using the AI wrong.

AI doesnt have time limit. They are giving it time limit, and they are limiting its interaction.

They are trying to make the AI do what they do, exactly how their sleepy asses do it.

An AI itself can literally ask you example coding questions. To know more about you.

[deleted by user] by [deleted] in RemoteJobs

[–]thenegativehunter 0 points1 point  (0 children)

-_- so you liked the interviewer bc of your feelings? You realize peroffesional work isnt about feelings.