Game Development

Game development and other polite discussion. Game development...
Thu 03:04
@Zibelas "Adoption of a parasitic mode of life has occurred repeatedly and independently more than once in many groups" (source). I'd argue the same thing happens in tech and perhaps more generally in society even.
May 7 14:15
It's the start of personal holiday season & garden season here, so not sure when that'll happen though.
May 7 14:14
@DMGregory regarding your suggestion thanks for the vote of confidence - I'll see what I can do. I haven't used RPG Maker, so I was reluctant to try to field a full answer. I'll look it over again & see if I can pull something together.
Apr 30 18:11
Good point!
Apr 30 14:10
Regarding the follow question in the comments about limiting the area of influence on a front line: is there enough going on there to be its own question? I kinda think so, but I wanted to hear what others think.
Apr 30 14:04
I like the idea of leveraging an LLM to point out blind spots though.
Apr 30 14:03
I've often heard people I respect say LLM output should be treated sort of like undergrad interns: it can do a lot of ground work for you, but you shouldn't treat it like a finished product - you've accumulated expertise that needs to be used to vet the work.
Apr 30 13:59
@LudoProf I think that nails it my thoughts as well.
Apr 28 13:41
Wow. The question about procedural story deadlocks got 600+ views. Is that hot network question effect?
Apr 11 20:53
Just ran into the above error again when I tried to go to meta. Errored out a few times & then it worked. According to this it's a generic message from the server side Tag Engine which may or may not be normal.
Apr 11 15:05
Maybe it was meant to discourage me from productive procrastination :P
Apr 11 15:04
Huh, meta log in thing seems to have self resolved. Strange.
Apr 11 15:03
@Almo Thanks, me too!
Apr 11 15:01
It was not possible to perform this tag search at this time due to an unexpected error.
Apr 11 15:01
^ tried just now to pop onto GDSE meta & got this weird error
Apr 11 15:01
Apr 7 04:10
But so far, things seem to be tilting the desired direction. I wasn't sure if a) pushing things from the CPU to GPU would pay off in terms of speed or b) I should be using shaders or something more general like OpenCL.
Apr 7 04:07
Could be. At any rate, I'm glad that I was able to find it. I'm not even up to the place that I assumed would be the difficult part yet. :P
Apr 4 14:32
So then last night I'm prodding at it when I finally realize: the shaders were expecting the textures as uniforms, but the CPU code never sent them as such. Like at all. I have no idea why I was able to sample from the first texture.
Apr 4 14:27
By my second half day, I get the nagging suspicion that maybe things that seem like they're working are not, that my some of my incremental success was accidental.
Apr 4 14:26
I thought maybe I was using the wrong part of the FBO, or not binding correctly & spend a half day of trying stuff, changing code block orders, dumping buffers to bitmaps and other debugging.
Apr 4 14:22
I'm fumbling my way through modern OpenGL / GLSL via OpenTK. I thought I had a handle on how to sample from a texture. But when I try to sample from two texture, my shader code seemed unable to pull anything from the 2nd texture.
Apr 1 14:19
Feel bad for the other 75 though - hope they do ok. Seems like a rough time to be looking for work.
Apr 1 14:17
@Almo Glad to here you weren't cut.
Mar 7 21:54
I was able to get the earlier mathjax issue sorted out by using the && separator. I got the solution by basically rearranging the Giving reasons on each line of a sequence of equations example.
Mar 6 22:57
Is there a solution that better matches the original image of equations?
Mar 6 22:55
I tried adding multiple & to align it & mixing in \phantom, but everything I tried ended up looking worse.
Mar 6 22:54
Specifically, the original had the 'implies arrows' aligned in addition to align the equations based on their = symbols.
Mar 6 22:53
I just did a mathjax conversion on this answer, but I wasn't able to get all of the formatting to match.
Mar 6 19:40
@Zibelas Nice edit on that hosting question!
Feb 21 15:20
I have some negative feels about the inclusion of EnableVertexAttribArray and EnableVertexArrayAttrib in the same API.
Feb 19 17:32
@Zibelas Yeah, it's not really relevant to me either. Some of my friends have been hearing their higher ups tilting toward it. Their profits & metrics are up though, so it's hard not to see it as something other than a management / C suite flex.
Feb 19 17:28
You can always add a ConvertToZAsUp() helper, add a wrapper or whatever if you need.
Feb 19 17:25
Usually comes out as "future me will have to deal, because now me needs to get something done."
Feb 19 17:23
> Use what is easiest for you, but be aware that any choice is arbitrary and that you may need to convert between them and use multiple coordinate systems within one program.
Feb 19 17:23
^ Agreed. My own personal experience is that the last bit of the accepted answer to the linked question is very true:
Feb 19 14:42
lol - true. I did think that was one of the silver linings to the whole mess. I've been hearing of 405 type regression errors with that feature though :/
Feb 17 15:56
Somethings get better with time; 5 years after release and I don't think that COVID 19 has improved.
Jan 31 17:02
Some parts of it feel opaque. I'm trying to figure out how SHADERed works + compute shaders + GLSL at the same time, so it could also just be that I'm lacking in mental scaffolding.
Jan 31 16:58
I feel I should mention that it's unclear if it's still under active development or support. The last github activity for the project was in 2021.
Jan 31 16:53
You're welcome! I mentioned it in the hopes that it might also be useful to others.
Jan 31 03:23
My OpenGL know how was from the era of glBegin & glEnd & as far as shaders are concerned, right now I'm frequently saying "dər", so I guess I'll go with that last one.
Jan 30 17:47
That all said, I'm not well enough versed to know what I don't know wrt shaders, so if there's a better sauce, drop some science on me.
Jan 30 17:45
I'm using Silk.net which as far as I can tell defines shaders as strings where they don't seem to benefit from any of the usual quality of life perks from VS - ShaderEd is (so far) filling some of that gap.
Jan 30 17:40
Might be premature - we're only a couple of days into using it, but I wanna toss out a mention to SHADERed - it's kinda like VS but for shaders. I like the dev tools & the ability to hammer out drop in ready code.
Jan 11 20:33
And it could just be me - maybe my read on intent was overly generous.
Jan 11 20:31
But I also don't feel strongly enough about it to bring it to meta - the question wasn't great & I don't think spam closures are a problem.
Jan 11 20:29
I'm guessing that since it was labelled spam it bypasses the closed queue? If it was in there I could vote my thoughts.
Jan 11 20:24
If multiple other users flagged it as spam, I'll accept that I the consensus is was spam. If it just had one flag & multiple down votes for being a poor question, I'm less accepting of the outcome. In retrospect, I should have popped a comment sharing my "this is weak, but not spam" take before hammering out an answer.