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Stephen Ulibarri

@druidmechanics.bsky.social

Stephen Ulibarri, creator of the Druid Mechanics game developer community

148 Followers  |  21 Following  |  83 Posts  |  Joined: 23.09.2023  |  1.6469

Latest posts by druidmechanics.bsky.social on Bluesky

I'm glad you are enjoying it!!!

11.03.2025 02:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

True that.

05.02.2025 05:47 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Stretching and squashing animations really look good on fast-moving characters.

10.01.2025 04:36 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah, FAB has its kinks to iron out, but think about the artists who now get zero sales. We shouldn't punish them for the platform change they had zero control over.

09.01.2025 08:15 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Consider pass-by-value instead of reference if the function requires a copy of its argument. This is conceptually identical to taking a reference to const plus doing a copy, and it can help the compiler to better optimize away temporaries.

07.01.2025 20:02 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Using an object-oriented language like C++, we often forget the power of free functions. They elegantly separate concerns, reduce dependencies, and fulfill the Single-Responsibility Principle.

05.01.2025 19:09 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

"What do you want for your last meal" sounds really ominous if you leave out "of the year"

01.01.2025 02:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Nice, lol

29.12.2024 15:48 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Unreal Engine has its own version of many std library utilities. For instance std::accumulate exists in the form Algo::Accumulate. Syntax isn't always 1:1.

29.12.2024 15:44 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Before naming it C++, Stroustrup was going to call it "C with Classes" lol

28.12.2024 22:22 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Bjarne Stroustrup knew 25 languages when he invented C++.

26.12.2024 22:51 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Game: This weapon is far superior to your current weapon.
Me: But itโ€™s ugly and doesnโ€™t match. How can I possibly slay my enemies if I canโ€™t slay the outfit?

26.12.2024 18:04 โ€” ๐Ÿ‘ 6824    ๐Ÿ” 737    ๐Ÿ’ฌ 201    ๐Ÿ“Œ 82

If you lie to the compiler, it will get its revenge. --Henry Spencer

26.12.2024 20:06 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Even though insertion is linear-time for the vector and constant-time for the list, vector usually outperforms list when containers are small.

26.12.2024 19:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

It is a common fallacy to use list just because "list is obviously the right type for list operations," such as insertion into the middle of a sequence. Using vector for small lists is almost always superior to using list.

26.12.2024 19:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It's hard enough to find an error in your code when you're looking for it; it's even harder when you've assumed your code is error-free. --Steve McConnell

26.12.2024 04:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Your quote here.
--Bjarne Stroustrup

26.12.2024 03:26 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Remember: it's far, far easier to make a correct program fast than it is to make a fast program correct.

25.12.2024 16:15 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Don't write namespace usings in a header or before an include. Using namespaces is for your convenience - but should not affect someone else's code - be it code that includes your header, or other headers included after the using.

25.12.2024 16:05 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Systems have sub-systems and sub-systems have sub-systems and so on ad infinitum - which is why we're always starting over. -Alan Perlis

24.12.2024 23:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
A funny excerpt from Large-Scale C++, Volume 1 by John Lakos

A funny excerpt from Large-Scale C++, Volume 1 by John Lakos

I fail to see why a Flettened Green Toaster Toothbrush with Flag could ever be less than desirable.

24.12.2024 20:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Avoid calling virtual functions in constructors/destructors. A parent class's constructor's call to a virtual function will not call the most-derived override as the most-derived child hasn't even been constructed yet.

24.12.2024 19:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Games are made of systems - those systems are made of parts which themselves are little systems of a lower order in the hierarchy. When the hierarchy has multiple levels, we call it "depth." It can be rewarding to make game systems that are deep.

19.12.2024 05:57 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Marvel Rivals is a clone of Overwatch and I love it

19.12.2024 05:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I hope you enjoy it!!!

17.12.2024 18:50 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I recommend at least taking the UE5 Ultimate course first - that's it! This one does not require you to take the multiplayer or the GAS course first - the topics are all different.

17.12.2024 18:05 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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17.12.2024 17:35 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Just because a pointer isn't null doesn't mean it is safe.

17.12.2024 08:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

On the other hand, some code can be performance-critical and must be optimized - in these cases, descriptive comments should explain the presence of obscure or esoteric techniques.

17.12.2024 08:06 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Clearer code is better code. If your cute semantic trick results in the most miniscule of microoptimizations, yet renders the code harder to read and understand, it is worse code. Period.

17.12.2024 07:50 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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