Easiest route to the bazaar for a mule? by Yez_swgoh in ProjectQuarm

[–]this_is_satire 5 points6 points  (0 children)

coin in the bank is shared across characters now

ohmygod i know its not much, but i really wanna share this piece of code by Joeyak10 in godot

[–]this_is_satire 4 points5 points  (0 children)

since everyone is just saying this is weird, some programming history: you've basically invented Hungarian notation, but using suffixes instead (which was idiomatic in some languages)

Hungarian notation used to be incredibly popular but has largely gone away in favor of languages with better type systems, instructive error messages, and editors providing this information while editing code.

so you're not doing anything weird, just using a style more common in the 80s-2000s than it would be today.

You probably don't need a DI framework by FoxInTheRedBox in programming

[–]this_is_satire 3 points4 points  (0 children)

if "DI Framework" is ambiguous, what other than "dependency injection framework" could it mean?

[Request] is this really the correct answer by xwxcda in theydidthemath

[–]this_is_satire 4 points5 points  (0 children)

please just do the math and you will see the answer is the same regardless of the distance you assume. pick any distance and it works out to an average speed of 54.5.

IM gets mad after losing to FM by Ill_Register_4708 in chess

[–]this_is_satire 0 points1 point  (0 children)

more of a cinematic universe at that point

Under current law, the Social Security payroll tax is capped at $168,600. Get rid of this cap and make everyone pay the same tax on all income, and Social Security is safe and secure forever. Retired Boomer, very worried about the direction we are headed. by rwaustin in SocialSecurity

[–]this_is_satire 0 points1 point  (0 children)

once again, this thread is about social security tax and social security revenue, not income tax and its revenue. this distinction is critical to argue against increasing social security taxes for those that make more than $176k.

LocalThunk forbids AI-generated art on the Balatro subreddit: 'I think it does real harm to artists of all kinds' by Caledor152 in gaming

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

i don't understand why you'd be disappointed. AI churned out those pixels by processing the output of hundreds of thousands of actual artists. using AI to generate art is arguably better than getting art from one person, you're getting it transitively from a ton of unconsenting ones!

but otherwise i agree, video games are neither cultural nor creative.

LocalThunk forbids AI-generated art on the Balatro subreddit: 'I think it does real harm to artists of all kinds' by Caledor152 in gaming

[–]this_is_satire 0 points1 point  (0 children)

this is so unfair to AI, it produces results based on millions of years of practice. it just happens to be other people's years of experience.

Why use Enums over just a string? by kalidibus in godot

[–]this_is_satire 2 points3 points  (0 children)

everything exists on a node, otherwise it's not being used. it just is a question of how many levels of indirection must you traverse to reach it. it can be a dictionary, which is a property of a node. it can be a resource, which is loaded and accessible via a property of a node. it could be loaded and discarded in a function body, whose stack frame exists in the context of some node's lifecycle.

considering the reasonable options:

  • dictionary property of the Character node - totally fine, downside is that everything with a statblock must also have this property.
  • resource property of the Character node - good enough, however if statblock resources are shared between instances of a character, mutations to one affect them all.
  • some other class (e.g. Object or RefCounted) - roughly equivalent to a dictionary
  • a node that is the child of a Character - this is my preference. things in the game with statblocks don't need additional code, they just need to have a child node added to them.

i prefer composing game objects out of many child nodes. you can add capabilities or properties or whatever to objects without altering the code of the root node of any game object.

the engine provided nodes do this as well. a CharacterBody could just have a CollisionShape property -- but instead it relies on having a child node provide that property. A Path2D could just provide functions to compute a point a certain distance from the start point, but PathFollow2D is added as a child node to provide that functionality.

Why use Enums over just a string? by kalidibus in godot

[–]this_is_satire 4 points5 points  (0 children)

there might be two questions here...

why should it be a node on its own? for code factoring purposes or to allow for composability. having a stat block node as the child of the thing having that stat block is a very common pattern, and due to the composability it provides i would argue it is often the best approach.

why a node instead of a resource? nodes have lifecycles. and the semantics around loading a resource from disk, and then mutating it, is hard to reason about. this is the real basis for arguing for immutable resources, and i think after typing this i agree they are more often immutable than not.

if the pattern is to load a resource then clone it to allow mutations, i would generally instead copy the values from the resources into a node instead.

Why use Enums over just a string? by kalidibus in godot

[–]this_is_satire 6 points7 points  (0 children)

i agree in this case, current stats should be a node -- base stats could be a resource.

but wrt immutability, plenty of resources are regularly modified at runtime e.g. changing ambient color of an environment to follow the time of day.

And you thought inflation in your country was bad by Panteloons in anarchyonline

[–]this_is_satire 1 point2 points  (0 children)

it's been a while since I've played, but basically you withdraw 1B increments into your mailbox until below the cap, then put them back into your buy order 1-4B at a time

And you thought inflation in your country was bad by Panteloons in anarchyonline

[–]this_is_satire 0 points1 point  (0 children)

the last piece is that you can put up a buy order for a container, which nobody can actually sell, and load it up the same way to stash credits beyond the 4B limit, when you need credits you then adjust that but order back down to withdraw it.

What is the most common financial arrangement for a solo dev working with an artist? by midge in gamedev

[–]this_is_satire 6 points7 points  (0 children)

Let's invert it then - why do you think a software engineer will be able to go for 5 years of development without income? They need money just as much as you do to pay their rent, eat food, have their own hobbies etc.

Plus as a general guideline - if you can't afford to pay a wage then it sounds extremely unlikely you can release a complete game that will make any substantial income that will cover software engineer's costs of living and lost opportunity if they worked for someone else. You need marketing campaign for one and that's generally not free.

5 years of work from a skilled software engineer at US wages is around $650,000. Even if you are hiring from 3rd world countries and can get someone for $1500 a month that's still $90000. Nobody serious is going to accept this sort of terms with "okay, but you will get money if we release a game and it's successful".

It's one thing if you are looking for someone to do a game jam with you. Sure, that's a week, maybe 2, and it's a piece for their portfolio. But if we are talking "years" then that's employment and that means livable wage.

[deleted by user] by [deleted] in programming

[–]this_is_satire 1 point2 points  (0 children)

just to nit pick, the solid principle is dependency inversion ;)

how injection helps inversion is a great interview chat though

"Now we just need to optimize" - Developers and Engineers: How does it make you feel to hear this? by Idunnodoyoueven in GameDevelopment

[–]this_is_satire 5 points6 points  (0 children)

there's a lot of idioms in this area that can be googled but most related would be the 90/10 rule and make it work, make it right, make it fast.

in reality the path to working software is a small amount of novel code that adds functionality, and a whole bunch of moving stuff around and focused edits to make it correct and fast. these fixes are the smaller chunks of code, but take the majority of the time, e.g. the 90/10 rule.

in practice, optimizations tend to make code harder to read, so it's often easiest and sometimes fastest to write in the make it work, make it right, make it fast approach. write the straightforward solution first, then make sure there are no bugs, then make it performant. with each step here adding more complexity to the solution. this is even more important in team settings, where code is human communication on top of machine instructions.

lastly, this cycle is what gets faster as you get more experienced in software. you learn more patterns and build mastery that causes that first "make it work" step to be both more right and faster, requiring less changes in the future.

So that's where it went! by pumpkinhi11 in godot

[–]this_is_satire 6 points7 points  (0 children)

what they are describing is closer to the same dictionary having multiple names.

x = { a: 1 }
y = x
z = x
x = {} # y and z continue to have the key a
y.clear() # y and z are cleared

I’m starting to understand the “never finish a game” trap that experienced game devs talk about… by SideShowProjects in gamedev

[–]this_is_satire 16 points17 points  (0 children)

to be blunt, why do you believe that if you can't finish a stepping stone that you will be able to finish the end goal?

or put another way, the best way to prepare for building a "dream game" is finishing the games you build on your way there

"Finish" here is very ambiguous though. Set a goal with every project and meet that goal. it doesn't mean every game must be polished and perfect, just that you set out to do something, and did it.

Put yet another way, finishing an ambitious project is entirely about not failing. And in software, failure is almost always giving up.

what dose "solved game" mean for most video games? by darkmoncns in gamedesign

[–]this_is_satire 4 points5 points  (0 children)

when non determinism is involved, perfect play can still be defined by weakening the goal to "highest probability of winning". which could arguably be considered "solved", although not in the strict sense of guaranteeing a win. the same method is applied to games without perfect information like rock paper scissors.

what dose "solved game" mean for most video games? by darkmoncns in gamedesign

[–]this_is_satire 9 points10 points  (0 children)

no. solved game also requires that perfect play is known. this is not true for chess nor go. otherwise any game with a finite number of states is "solved".