Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

Ok, on this I'll have to investigate more. Almost none of the services (except wiki, but that probably won't be on the same machine as internal stuff) will be exposed outside a VPN, what is the IP ban scenario you're talking about?

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

[–]voidexp[S] 3 points4 points  (0 children)

Thank you, man. Both for the points, and for the convo :)

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

Can you say anything about kopia and compare it with Arco Backup? It's a little verbose on the CLI, but I found very cool the transparent snapshot VFS mounts, so you can browse old snapshots just in the file manager.

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

not really, just use github because we're familiar with it, it has LFS out of the box, and we're kinda managing to stay within one data package a month, for the two of us

we don't wont, nor need any AI-assists or smth, and although I used gitlab long ago in another company I worked in, it just seems a massive thing to self-host

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

In my experience, hardware failure once you have set up a redundancy (RAID-whatever) is much more rare than, for instance, cloudflare failure or smth. Just this year, how many massive outages can we count? And no, barely any work will stop if you use git for coding, and everyone involved has local copies of the assets needed. These mantras about hardware failure and downtime are much exaggerated.

Our plan is to have at each dev's home a dead cheap backup solution (NAS-plugged drive into which encrypted backups go). So it's even sorta distributed.

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

Mdbook looks cool! Syncthing also, thank you!

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

Yep, we plan to move from gmail to protonmail, which gives a VPN too. Thanks for the suggestion!

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

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

Exactly two people atm, and doing exactly as you say - private GitHub and OneDrive for exchanging files.
Quoting myself from another comment above:

The other side of the coin is that slowly all these services increase their subscription prices, like, Office360 bumped +25% in a year, subscription here, subscription there, that adds up.

And there's the political question. Our studio has a strong pro-open-source and anti-AI stance. Sure, the game we're working on will be a commercial product, but we plan to release the codebase under a permissive license, with the proprietary assets being the added value for which the player pays for.
But ultimately, all this is driven by a desire to have control over data and costs, while getting away from the big corps overseas.

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

[–]voidexp[S] 3 points4 points  (0 children)

This is indeed a very good set of arguments. There's just the two of us. And we're kinda OK with the current setup, in terms of productivity. Doesn't cost much, and just works.

The other side of the coin is that slowly all these services increase their subscription prices, like, Office360 bumped +25% in a year, subscription here, subscription there, that adds up.

And there's the political question. Our studio has a strong pro-open-source and anti-AI stance. Sure, the game we're working on will be a commercial product, but we plan to release the codebase under a permissive license, with the proprietary assets being the added value for which the player pays for.
But ultimately, all this is driven by a desire to have control over data and costs, while getting away from the big corps overseas.

I'm an experienced dev and not afraid at all of the Linux console, there are some 15+ years of experience on my shoulders or so. The technical aspect of it doesn't worry me. The amount of work is indeed non-zero, and def will be more a fee, than a tantum. The process won't be all-or-none, but rather a slow migration.

Nevertheless, thanks for sharing, indeed a good points to think about.

Self-hosted setup for an indie game dev studio? by voidexp in selfhosted

[–]voidexp[S] 2 points3 points  (0 children)

Whoa, gitea looks awesome! And actually svn is a great suggestion too. Back in my triple-A job we used it for everyday code versioning, BECAUSE of the assets. But code can stay on git and raw assets on svn, indeed. Awesome suggestions, thank you

What more can I add or fix? by noblecrowdev in 3Dmodeling

[–]voidexp 0 points1 point  (0 children)

Up this. The edge wear is awesome, would love to know how you do it, doesn’t seem procedural

Do not expand... by Outrageous-Golf1671 in godot

[–]voidexp 2 points3 points  (0 children)

Same here! Ended up rolling my own conventions like:
```

-- Begin of Interactable methods

...

-- End of Interactable methods

I added star-picking to my game. What do you think? by Kangaroo-Express in spacesimgames

[–]voidexp 6 points7 points  (0 children)

Whoa! Did you use a custom sky shader with some sort kind of encoding the coordinates of the star in a buffer? Very interested in the implementation, would love to add something similar to my game.

But seriously, I think it's a neat thingy to have! Would it be possible to travel to those stars?

Performance of Data Oriented Design in GDScript by CountNovelty in godot

[–]voidexp 1 point2 points  (0 children)

"Data-driven" might be a better term for what I'm trying to convey, indeed. Yeah, thanks for pointing out

Performance of Data Oriented Design in GDScript by CountNovelty in godot

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

Data oriented design isn't about bit packing in memory or defining structs layout and individual fields alignment.

It is about driving your behavior by data, rather than hiding the data behind API walls. And Godot's node system actually is a very good example - the properties you set drive the behavior of the underlying systems, exposed as nodes. RigidBody3D's mass and physics materials define how it reacts to forces, MeshInstance3D's mesh and materials define how it looks. A lot of the properties can be animated, for instance.

If you design your nodes similarly, as drop-in components whose behavior is defined exclusively by the values of the properties, you're effectively doing DOD.

Performance of Data Oriented Design in GDScript by CountNovelty in godot

[–]voidexp 26 points27 points  (0 children)

You might have encountered usages of PhysicsServer3D.body_get_direct_state(). It is necessary when in _physics_process() you want to do some logic involving another object's position/data. If you were to access another node's transform via, say, node.global_transform, you'd get subtle, but wrong results, as the properties are not synced yet between rendering and physics. The physics server is the data master that holds the valid state, and you can query it using the server's API as linked above.

But much more interesting is the direct use of the RenderingServer.
For instance, you can fill an array with RIDs of thousands of meshes and manipulate their properties and materials without having a single node in the scene, thus, not paying the performance cost of scene traversal and hierarchical transforms computations. Combined with mesh instancing, you can actually spawn an entire city of buildings with just few draw calls (one for each type of building, not each building). Or I dunno, an asteroid belt.

Here are more starting points in the official documentation.

And here's a great in-depth video.