

I would claim it’s only a step in the right direction for someone if they will actually start doing something social. It’s not enough that there is more opportunity to if you never actually do it…
I would claim it’s only a step in the right direction for someone if they will actually start doing something social. It’s not enough that there is more opportunity to if you never actually do it…
Not everyones ideal life is to at all times be alone.
To me this highlights that many single men have problems with loneliness.
I wasn’t trying to say you can’t do remote development what I was trying to say was it’s not a good way for the whole industry. That and pointing out drawbacks of full remote.
The fact that you have such strict separation between programmers and designers leads me to believe your company hires a lot of people they don’t need to do jobs in a poor manner. I have very little respect for people who ‘design’ but can’t create.
This is the weirdest take I’ve read in a while… Thinking designers doesn’t create anything is just so wrong… And I’m not just talking about creating designs but also creating prototypes using components and e.g. unreal blueprints… Let’s not forget about taking the time to properly tweak values and all that…
I’m not going to share what games I’ve worked on as I like to have at least a faint divide between my online persona and real life one.
As a gameplay programmer I fully disagree. Just the ability to quickly ask a designer near you for clarifications or to if modifying the design slightly to save on time is worth soo much.
Asking over slack just isn’t the same as it adds more friction, takes longer, and makes it easier for misunderstandings to sneak in.
To be fair though it can be worth sometimes working from home to give you less distractions if you need some full focus time… And other jobs in the industry does gain a lot more from being fully remote…
There is also the angle of generated CSAM looking real adding difficulty in prosecuting real CSAM producers.
Machine learning and LLMs isn’t the only way to do AI though. (though your second point I do kinda agree with)
Which probably wouldn’t work well. All it would do is make the game “release” when the time is up no matter what making it harder to know if you are buying a complete product or not. It’s not like valve will go in and kick a game out if they don’t think it’s complete enough, or even be able to define that in a way that wouldn’t just be arbitrary…
Sure but bland is often that kind of design often ends up as…
Sounds very intuitive. (Not actually being serious here… But if there is a more intuitive option as well then it being a shortcut as well is fine)
IIRC for a some handguns this could actually work as long as you are actively pushing. Because if the barrel moves back a bit it will be out of battery blocking it from even firing.
Memory leak
Destructor
Dynamic dispatch
Execute
Not really. Unsafe doesn’t allow you to sidestep the borrow checker in a decent way. And even if you do it the Rust compiler assumes non aliasing and breaking that will give you loads of unexpected problems that you wouldn’t get in a language that assumes aliasing…
Testing something that only has side effects to the local scope is probably not too hard but that isn’t the most common case for gameplay code in my experience…
Going through another language basically has the same issues as unsafe except it’s worse in most ways as you’d need to keep up to date bindings all the time plus just the general hassle of doing it for something that could have been a 10 min prototype with most other setups…
Now sure it’s possible that I would have better result after doing even more rust, especially with some feedback from someone who really knows it but that doesn’t really change anything in just general advice to people who is already working on something in C++ as they likely won’t have that kind of support either.
I’m a gameplay programmer who have worked with Unity and Unreal and I’ve experiment with Rust for gamedev(though only for hobby projects) and for regular code. My conclusions so far is that Rust sucks for gameplay code, for most other things it’s kinda nice.
The biggest reason is that it’s much harder to write prototype code to test out an idea to see if it’s feasible and feels/looks good enough. I don’t want to be forced to fully plan out my code and deal with borrowing issues before I even have an idea of if this is a good path or not.
I would say though that because you are using ECS stuff it is at least plausible to do in Rust but at least for my coding/development style it still isn’t a good fit.
One does not simply fall asleep (insert Borimir picture)
No. It will be called Waterbill.
It’s not just the correct amount of lines but connections between the lines are actually there, if they should be that is, if you look closely.
I mean there is arguments against creating test for everything but that definitely isn’t a good one…