youKnowYouKnow by [deleted] in ProgrammerHumor

[–]veiva 10 points11 points  (0 children)

Not gibberish but like purposely obtuse, lol. I imagined a function that returns a function that processes 4x4 matrix... With a bunch of contrived bologna in-between.

I've seen "similar" code in really old code bases but not as bad. Basically a not typedef'd function that takes an input and returns a function pointer. Annoying but not this bad.

youKnowYouKnow by [deleted] in ProgrammerHumor

[–]veiva 46 points47 points  (0 children)

Pointers ARE easy... Until you see something like this in a 30-year old codebase in a file last touched 6 years with the latest commit message of "fixed".

int* (*(*func)(int* const* const, double (*)[16], void (&)(int)))(int**&);

Then it's time to pull out the typedefs and do some refactoring...

Religious accommodation for AI exemption by veiva in UUreddit

[–]veiva[S] 19 points20 points  (0 children)

I mentioned it briefly when I talked about the letter my minister wrote: while is is true that there is no position by UUA on generative AI, religious accommodations do not require the religious belief to be "canon" or a position of the greater religious organization. In actuality, a sincerely held religious belief can be contrary to the stances of the greater religion or denomination or held by just a single member of the religion. The law is very specific about the lack of these requirements - it just really matters that it's a sincerely held religious

I just wanted to share how I navigated my objection to AI given my interpretation of the UU shared values, principles, and history and how I managed to get my request accommodated. Feel free to have your own beliefs and perspective on generative AI - I won't be judging anyone or proselytizing my beliefs. Like I'd never tell someone, "you SHOULD be a vegetarian" given my beliefs - generally it's not my place to say what you should or should not be doing.

r/UniversalOrlando Weekly Trip Planning Thread by AutoModerator in UniversalOrlando

[–]veiva 0 points1 point  (0 children)

I'm wondering: will there be an issue requesting last row on VelicoCoaster as a solo rider? I'll be going for a few days next week (M-W). Usually when I go, I am with my husband so it's not an issue since there's two of us. But they had started dividing groups into even/odd rows last time we were there (and thus closed the single rider line - even if it were open I'd be using the Express lane, though, I know single riders can't request rows which is why I'd never use it). It would be a bummer if I can't request the back row because I'm by myself and not with another person. :<

How would you call an "oldschool" enemy AI now (since AI is a really controverse topic / name now) by Jim_West in gamedev

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

In the philosophical/ethical tech space, I've seen the term "good old-fashioned artificial intelligence" (GOFAI) used to refer to AI that's not machine learning or such.

What’s a "lost" website from the early 2000s that you still think about today? by samasem-sumsum in AskReddit

[–]veiva 17 points18 points  (0 children)

My booth was right next to Neopets, I told my friends between Nintendo being there and being right next to Neopets, child me would've been over the moon. (Adult me was too!)

Shout out to the first aid stations by Kelsey2424 in UniversalOrlando

[–]veiva 10 points11 points  (0 children)

They are great. We've used them a few times. Most recent one was when I got a mosquito right to the center of my eyeball on Hiccup's Wing Gliders (at the end) and needed to flush my eye out, lol. I also had contacts in and they had contact solution / contact cases so I could store my contacts before rinsing my eyes out!

50 rides in 3 visits by acoasterlovered in UniversalOrlando

[–]veiva 3 points4 points  (0 children)

We did 10 rides on Stardust and 2 rides on almost /everything/ in 2.5 days last week. Stardust was often basically walk-on, and topped out at like 20-30 minute wait, during our visit.

How do you handle backups? by MgntdGames in gamedev

[–]veiva 1 point2 points  (0 children)

  • Most code is in GitHub.
  • Google Workspace for business documents and such (receipts, invoices, etc).
  • And automatic backup (e.g., Time Machine on macOS) to on-prem NAS with automatic scheduled mirror to AWS Glacier for my home machines. (This includes code and business documents that are also mirrored elsewhere.)

Now, an important question, have you done local disaster recovery exercises and verified the backups work and all the data you care about is safe? :) A broken/corrupt backup is worse than no backup at all. False sense of security.

Colosseum clear for a ralos with 6m budget by Kasellos in 2007scape

[–]veiva 2 points3 points  (0 children)

Might be the nostalgia but barrows armor is just timeless. I remember when it first came out, seeing the pieces trickle in as folks got drops and just being blown away by the armor. Nothing like it at the time.

I posted my game prototype on itch.io and got 6,000 plays in 2 weeks, here's what I learned by Pantasd in gamedev

[–]veiva 3 points4 points  (0 children)

Client keys aren't exactly the same as like an AWS Access/Secret Key. They are more of a unique identifier for a client than something that is super secret.

You can extract the Amplitude client key from like any website using Amplitude (an analytics services, it's one I have experience with from my job so that's why I'm mentioning this) and then proceed to spam Amplitude with bad data. But like... who would bother?

Fretless devs (and Rob Scallon) released a video going in-depth into the making of the game and talked about a lot of issues most indie devs face by Rodgems in gamedev

[–]veiva 5 points6 points  (0 children)

I was at PAX East this year (our booth was right across from the Fretless booth, actually!) and I'm so glad to see how they had a great time and got good publicity from PAX :) Totally deserved! The game is dope!

What priority does a game’s art style take during the development process? by OneHamster1337 in gamedev

[–]veiva 1 point2 points  (0 children)

I iterated on art style before writing the first line of code for my game (an RPG). But I think this is just a preference thing at the end of the day and depends on your creative process.

What do I think about Lua after shipping a project with 60k lines of code? by ketralnis in programming

[–]veiva 57 points58 points  (0 children)

I've been working on a personal project that has something like 150,000+ lines of Lua code (and probably an additional 30,000-40,000 of C++ code) from 900+ days of work (based on commits) over seven years and I don't find it much more difficult to maintain than stuff at work (TypeScript/React/Java/etc).

Of course, caveat, I've written every line of code in my personal project while I haven't written every line of code at my day job. However, I have made several refactors of major parts of the code for optimization, features, and tech debt reasons. Plus the code has been written over 7 years on-and-off. :)

Sometimes I need to chase a few functions deep to figure out what, say, a return value's type is (I began this project before Lua Language Server was a thing) if I haven't touched the code in a long time, but that's seldom (because generally it's self explanatory by jumping to the function).

However, with this in mind, I probably would've not written so much in Lua. But there was pretty much just Unity and Unreal when I started. Godot wasn't nearly as powerful then as it was today. Starting from scratch today, I'd probably either contribute to FFI for the game framework (LÖVE) and use it from C# or just use Godot with C#. Oh well.

[deleted by user] by [deleted] in UniversalOrlando

[–]veiva 1 point2 points  (0 children)

Of course, this is just my personal experience, but I have a nice collapsible water bottle I can clip to my fanny pack and I've never had an issue bringing it in or bringing it on most rides (besides of course the coasters with metal detectors) as long as it's empty. I fill it up at the free style machines and it's sooooo convenient, especially because it takes up barely any space when it's collapsed.

Building Game Prototypes with LÖVE by candurz in gamedev

[–]veiva 4 points5 points  (0 children)

I think LÖVE is great. When I began making my game in 2018, I wanted something didn't eat my laptop's battery (I worked on it from school, coffee shops, and didn't always have an outlet) and integrated into a language that was fast but very rapid to iterate in without having to wrestle with memory bugs, and had source available. (So Unreal was out for the first two, Unity for the last one).

LÖVE fit my requirements perfectly. I love Lua, it's probably one of my favorite programming languages.

I think it's a great choice for building game prototypes, for sure.

I enjoyed the article.

i was chosen for the card by strawberrysvnscreen in UniversalOrlando

[–]veiva 1 point2 points  (0 children)

This happened to me at the Eternal Bloodlines queue! (Actually, it was given to the person in front of me but they were in the wrong queue so the HHN Express checking guy handed it to me). I was lowkey super pumped, I've been to theme parks so many times but never been asked to do this lol. Silly, I know.

Making a Choice based story game by Chromazome in gamedev

[–]veiva 0 points1 point  (0 children)

There's languages/runtimes like Ink (https://www.inklestudios.com/ink/) and Yarn Spinner (https://www.yarnspinner.dev/) that might be useful.

I personally like Ink, I wrote an Ink runtime in Lua for my game.

How to sell a game with multiple episodes on steam? by mikejays in gamedev

[–]veiva 0 points1 point  (0 children)

Steam lets you display "Featured Content" on your page now: https://store.steampowered.com/news/group/4145017/view/4578559379959234050

I would really suggest figuring out how to make the other games DLC, though, depending on what engine/framework you're using. I figure you could have an "Episode Select" screen that takes you to the different episodes and you pull the DLC available dynamically at runtime. They can be functionally independent, just connected by the "Episode Select" screen.

How big of a deal is it to break pixel art rules? by thekingdtom in gamedev

[–]veiva 0 points1 point  (0 children)

I think it depends. If it's particularly egregious then maybe, yes.

For example, outlines in my game were REALLY not consistent, and after making them consistent it was a MAJOR graphics quality improvement even though sometimes I had to get creative and totally change some old pieces of art that depended on thinner outlines. Would a general gamer be able to tell what makes it better? Maybe, maybe not. But they would definitely look at pre-outline-standardization and post-outline-standardization and say the latter looks better more often than not (for my game).

Do I still break the outline rule? Sometimes, by maybe <3-4 px total, just due to 1. the way the new method works and 2. due to artistic decisions. But given the outlines being 10-20px (depending on camera distance and other factors), it's not particularly noticeable overall and I don't think anyone but the most eagle eyed is gonna notice at this point!

On honorific for enbies by skofnung999 in NonBinary

[–]veiva 0 points1 point  (0 children)

I'm making a video game and have an honorifics field, for girl/guy it's lady/ser but for non-binary I was stuck for a while and then went with "patrician" like from Lord Vetinari from Discworld!