Love to see it
04.08.2025 22:42 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0@marcsh.bsky.social
D E R E L I C T -> https://www.youtube.com/@marcsh_dev .:. Doubt thou the stars are fire Doubt that the sun doth move Doubt truth to be a liar But never doubt I love .:. Mediocritas in omnibus, et omnia mediocritia .:. he/him
Love to see it
04.08.2025 22:42 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Thanks for the link
I maintain my own fork of Godot for little fixes that feel more "me" specific than for general pushing back for folks
I have Tracy for profiling, and experiments in the C#/C++ boundary layer
It was 30 minutes / month or so to keep at the bleeding edge of Godot
Ive blocked so many rehashed GG uhh, pundits? today
Honestly, its feeling a bit like that time period
<false accusation>
<rebuttable with receipts>
<false accusation>
Then a house of cards built on demonstrably incorrect information
that someone wants to do that in real life
In fact, Ive found theres a difference between:
x) fantasies in our heads
x) shared fantasies
x) roleplaying fantasies with close partners
x) roleplaying with less close ones
I have direct experience with this from uhh, alternative sexy times
Theres definitely a sort of healing that happens when its all consent based with LOTS of communication and staying well within peoples limits
I think one thing many critics dismiss is that a fantasy in media doesnt imply {cont}
to rewrite the system after failing to fix it for a week or so
I was 2 weeks in to the rewrite, and I questioned everything about myself and the universe
Was effectively finished 2 weeks later, thank Thor
These were 80ish hour weeks. We were a launch title on the Original XBox
I shouldve have added these details
It was my first industry job out of college at 27. I got a BS in CS. I had mostly done fast food before that, but I was also a poorly paid IT guy for a couple years
Even so, its was a crazy large amount of pressure for a first job for sure
I had decided {cont}
a bit later, & the demo is going generally good, but then he stops it & asks, "Whats happening there"
I told him, & he just starts laughing about it says good job & moves along
Course much later I contracted to help finish an ubisoft game, & I had to get SO MANY SIGN OFFs for every decision
Ugh
it looks weird when they just go to their next target. Its a crazy hectic job, so its better just to make a decision than ask
I sort of idly search through the sounds and anims, and find a laugh sound+anim
So, I put them in and continue finishing up
Im showing Lorne (head of the studio) {cont}
So, its my first job in the industry. Im working on Oddworld's Munch's Oddysee
Its 6 months before launch, and they put me on fixing the entire AI system. In it, the player commands their followers, and you can send them places, have them fire at things, etc
So, when they kill something, {cont}
Im so happy that procedural generation hasnt been conflated with our current crop of "AI" techniques
29.07.2025 03:33 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 1So so so obnoxious
Im just happy procedural generation hasnt been conflated with the current "AI"
So many problems would be solved if folks were forced to hang out with people from radically different cultures
Well, I think thats true at least
If you hit any pain points, feel free to ping me
Im on BSky more now than I have been in the past, though that can shift for no reason
you can handle around 10 to 50 users per core, depending on the game and how long the dev team has to work on it (unless its Unreal)
Which would mean 50cores max for whatever game it is
Lets double it, 100. AWS z1d.12xlarge is 48 cores at $3/hour, so itd cost ~5k to run / month
Nowadays everything is cloud based, and can scale down to some minimal sliver of the server stack you need
The good news about building a system to handle internet user counts is that when its just a few people, it could all run on a Raspberry PI 4
My rule of thumb has been that {cont}
A lot of gamedev as an engine programmer is giving the best tools possible, while being sad cause you know its not quite the vision
Then wondering in amazement how the visual artists figured out how to claw back inches of fidelity
Yeah, I need to fix that issue for sure
23.07.2025 06:09 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Note to self: Put traps behind waterfalls
22.07.2025 01:06 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Its funny because when I was younger I was super focused on Alphaville, New Order and a few others
Early 00s my tastes changed a bit with Muse's Knight of Cydonia, then just kept sort of mutating
Now its been fun to go back and listen to all the great music I didnt like in the past
Ive been reading through this thread, and damn, he made so many good movies
I remember pre-Die Hard he was considered a TV actor and a comedian at that
So, Die Hard really came out of left field
The one with the like, multipass, and such
21.07.2025 23:57 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Damn. Woah
Just a bit older than me too, which is way way too early. We're just kids!
Ive been thinking about getting the most open sourced phone I can find, just because
I dont really buy apps. I do like to tinker in some source and clean up little issues that annoy me
And, in theory, avoid all the shenanigans like the above
All the above, but reverse Godot and Unity
Godot gets out of my way, and my thoughts can just work
Unity feels like a "thing" that is in between me and making something
Hi Bluesky!
I wanted to let you know that I'm looking for a Finnish or remote international job in C# / Unity for the fall of 2025. I'm open to both part-time and full-time positions!
Hit me up if you'd like to build something awesome together ๐คฉ
#gamedev
Hopefully this wont send me to BSky jail, but Ive been using ollama (on a PC with a 3090) and an LLM to summarize my stuff
I check for any little errors, and checkin
I dont disagree though. 1 or 2 word descriptions was my norm for home stuff for a long time
Add: Ohh ohh. Folks have done a more straight forward sort of conversion where they have a GameObject node, and under it are ALL the components
Thats a very doable path also. I wanted to lean more into the power of having generic node trees, rather than just a 1:1 replacement
Module: A node that can be a child of an Entity
So, a Tank for example is:
Entity
and as children:
TankGun (WeaponMod), MachineGun (WeaponMod), Tracks (a MovementMod)
Any movement code only cares about the MovementMod
Buildings are just Entities with no MovementMod
Its been working well
Im also a huge fan of having Thing + Components in all games, and so when I first started using Godot, I kept playing with different ways to break up game objects into reusable chunks
What I ended up with for my RTS proto is this:
Entity: This represents any interactable entity