This is a great attitude to have. Keep up the great work.
3,098 karma · joined May 5, 2007
This is a great attitude to have. Keep up the great work.
Accepting that people change, and that people are inherently full of contradictions, is part of growing up... and changing.
I primary do it because Spotify is basically sucking the life out of the music industry and I love heavy metal.
Alas the standards committee is always asking for people like us to join but few of our billion dollar companies will pony up any money. This is despite many of them having custom forks of clang that they maintain.
For me this was fine and I understand why they do this but it wasn't clear to me at the start.
I accept I am visible in public to all who share a space but I do not accept that the ephemeral nature of my existence in that space should be violated.
I've implemented many VPLs in video games and I've used Blueprints extensively. I've probably made all the classic "mistakes" designing VPLs, many of which are mentioned in this article. I don't think I am very good at designing VPLs despite having done it on and off for 30 years.
I think BPs are the best example of a VPL out there at the moment. Certainly in video games. However it still falls short of the ideals of VPLs.
Essentially BPs trick people in to being programmers. They still have to understand the "ways" of programming (for loops, if then, etc). With a little context switch and training they would probably be more productive with a text based interface. So the abstraction BPs provide is very limited.
BPs are a general programming tool used for materials, game play logic, animation trees etc. Because of this there are few, if any, high level abstractions that relieve the user of the burden of programming. Don't get me wrong, this is hard, very hard, so I am not calling anyone out. It requires sitting down with a non-technical person and really understanding how they think and what they need. Turning that in to something that isn't node + wire is hard. The fact that the industry has created technical artists to fill the void says to me that BPs are failing to a certain extent (and TAs can just use text based programming and do in many studios).
Overall I agree that the field of VPLs is stuck at a local minima and the 10x productivity improvement for non programmers is still illusive.
LLMs are nothing more than rubber ducking in game dev. The code they generate is often useful as a starting point or to lighten the mood because it's so bad you get a laugh. Beyond that it's broadly useless.
I put this down to the relatively small number of people who work in game dev resulting in relatively small number of blogs from which to "learn" game dev.
Game Dev is a conservative industry with a lot of magic sauce hidden inside companies for VERY good reasons.
Swarm feels like a minimal effort to me and just isn't as frictionless as GitHub. Id rather have Swarm than not, but it's not great.
I hope this "new" system works but I think Perforce is safe for now.
A lot of people don't seem to realise this. I work in game dev and SVN or Perforce are far far better than Git for source control in this space.
In AA game dev a checkout (not the complete history, not the source art files) can easily get to 300GB of binary data. This is really pushing Subversion to it's limits.
In AAA gamedev you are looking at a full checkout of the latest assets (not the complete history, not the source art files) of at least 1TB and 2TB is becoming more and more common. The whole repo can easily come in at 100 TB. At this scale Perforce is really the only game in town (and they know this and charge through the nose for it).
In the movie industry you can multiply AAA gamedev by ~10.
Git has no hope of working at this scale as much as I'd like it to.
So I set about deliberately retraining myself. I stopped drinking everything but water (and beer, because life) I'd exercise (and sweat) and then drink water. I retrained my body/mind to savour the pleasantness of drinking water when dehydrated and after a year of conscious effort I more or less recovered the sense of "thirst" and would pre-emptively desire drinking water.
We are pretty simple machines.
The speed at which you can write great C code often far outstrips other languages which are applicable to the problem domain.
All languages are a compromise, there are no silver bullets.
Normally with the Windows DX12 backend, sometimes with the SDL+OpenGL backend if you want cross platform support.
Other frameworks are sort of disappearing. C++ all the way although some use it with C#.
Both were completely safe. On both occasions I slid along the tarmac for about 10-15 meters, I was travelling at around 30-40 mph. I still wear the same leather jacket 30 years later (not for riding) but the synthetic jacket was a right-off.
On both occasions I really smacked my head: don't mess about with sub-standard crash helmets.
So even though leather is better, we're not racing the TT, we're just going from A-B and if you want to wear synthetic you'll be fine at normal speeds. So if you can't wear leather, for whatever reason, don't let that stop you.
I find it hard to trust Google to maintain any software nor to write software that is maintainable by a community. They write software for themselves and themselves alone.
Exactly. I think people have forgotten just how poor GCC was 15 years ago. Both teams are doing excellent work. Even M$ has been upping it's game with it's compiler!
For most games I've worked on the most senior game designer will control the game specific flags and then levels will be "owned" by individual designers and they will control the level flags.
Someone, usually the most senior game designer, decides how many flags the game gets and thus the max number of flags each level can have.
If this seems a bit uncontrolled to you.. then yeah it is and yes that's why a lot of games are full of bugs :)
This has become less of an issue as runtime memory has expanded and save games can be HUGE. In the N64 days the constraints were more real and a bloated save game could double the cost cartridge manufacturing and destroy any profit the game made (Nintendo charged a lot more for cartridges with larger battery backed memory).
It's not rocket science but this seems like a decent enough implementation of it. The number of data points rarely goes beyond thousands so compression doesn't have much value.
Smells like they "installed" fibre in York to meet a contract/regulation but they really focus on Urban density. Makes sense for them but not for the rest of us.
I think we can all agree that we are in a period of over medicalisation and we've combined that with a misconception that doctors/drugs/science can cure, and even should cure, everything.
I learned of it from it's integration in FreeBSD and never looked back.
jemalloc has help entertained a lot of people :)
Perforce is a complete PITA to work with, too expensive and is outdated/flawed for modern dev BUT for binary files it's really the only game in town (closely followed by svn but people have forgotten how good svn was and only remember how bad it was at tracking branch merging).
It's a small price to pay and it stops me having to install less stable operating systems.