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sirjofri, to github German
@sirjofri@mastodon.sdf.org avatar

I don't like that encourages people to fork(!) repos although they only want to download/clone it. If you never plan to contribute to that repo, why not just star and clone it?

dboehmer,

@sirjofri I don't understand. GitHub does prominently offer the clone URLs. In which UI would they promote fork over clone?

sirjofri,
@sirjofri@mastodon.sdf.org avatar

@dboehmer maybe they changed the web interface, I remember a few years back it was like that. I only judge based on the many forks one of my repo gets without any contribution ever. Why would people fork a repo just to clone it (or maybe even just bookmark it)? I don't understand that

sirjofri, to gamedev German
@sirjofri@mastodon.sdf.org avatar

I'm looking for a new . My expertise is in , mostly / , but also tech in general, and is the engine I know best.

sirjofri,
@sirjofri@mastodon.sdf.org avatar

Though I should mention that I'm also considering other jobs, too, like other Unreal related jobs (simulation, virtual production) and non-gamedev jobs that match my other interests (low-level programming, drivers and operating systems, plan 9). Obviously I'd have to learn more in those areas to be fully useful

sirjofri, to gamedev German
@sirjofri@mastodon.sdf.org avatar

I really hate the trend that is no longer written but the details are in video , especially in . I want to READ documentation, with graphics and explanation. On long pages with varying degrees of details. Not some obscure 50min video where I can find the missing piece of information in a single frame at minute 34.

skyboygames,
@skyboygames@mastodon.gamedev.place avatar

@sirjofri Might I humbly also suggest that documentation generated from code header files that adds no additional information should not count as "documentation."

sirjofri,
@sirjofri@mastodon.sdf.org avatar

@skyboygames I'd say it counts in some way, since there's different levels of documentation. In this case, it might be easier to read and to navigate under given circumstances than the code. For example, I sometimes sit on the toilet reading documentation on my phone, and that's where I can't fire up a big IDE to navigate Unreal source code.

Though you're right, if there're no comments in that header file it still makes sense to generate it, but I wouldn't call it "docs".

sirjofri, to random German
@sirjofri@mastodon.sdf.org avatar

2024, and computer systems still have problems with that extra day in a leap year. Wow.

sirjofri, (edited ) to retrocomputing German
@sirjofri@mastodon.sdf.org avatar

So, my dad found an old IBM PS2 model 50. It powers on, but displays weird stuff he can't make any sense of (doesn't help that it's probably english). He tried starting with the original floppy (yes, it's still there), without success. I personally would like to keep it. Is it treasure enough to keep?

sirjofri, to random German
@sirjofri@mastodon.sdf.org avatar

hack to prevent a certain permutation from happening:

Just learn the appropriate algorithm. Seriously! It won't let you train it.

sirjofri, to Signal German
@sirjofri@mastodon.sdf.org avatar

I wonder if someone ever analyzed the "mobile cost" (bandwidth, battery usage, ...) of messengers like / / , chat systems like , and maybe even more "exotic" chat systems like , @delta -chat, ?

zash,
@zash@fosstodon.org avatar
sirjofri,
@sirjofri@mastodon.sdf.org avatar

@zash @polezaivsani @delta wow, that's basically exactly what I was looking for. Thank you for sharing (and thanks @autkin for doing that research). I'd certainly like to see deltachat in there, too, just because it's "weird" in its own way

sirjofri, to Unreal German
@sirjofri@mastodon.sdf.org avatar

@sbseltzer Just yesterday I found another weirdness in . The controller SetMoveInputIgnored(bool) is not a setter, but a stack, kinda. For example, you can call it with "true" two times, then with "false" a single time, but move input will still be ignored. Quite neat, but you have to know that and the name is misleading

sbseltzer,
@sbseltzer@peoplemaking.games avatar

@sirjofri Weird. Usually they're good about using "Push" and "Pop" nomenclature for those types of features. Honestly, I'd like more things in the engine to work that way. I've thought about making a plugin that wraps a lot of actor settings into stacks because I have to do it so much for NPCs.

sirjofri,
@sirjofri@mastodon.sdf.org avatar

@sbseltzer I guess it's for legacy reasons. Also "stack" is kinda a big word for that, it's just an integer that's incremented or decremented based on the supplied boolean value.

sirjofri, to random German
@sirjofri@mastodon.sdf.org avatar

I'm doing a survey on plan 9 and touch user interfaces. Any plan 9 user (on any distribution) can participate. https://9fans.topicbox.com/groups/9fans/T71948c07cc50eb8d-Me06755e6c739e09f5e5285a1/survey-touch-user-interfaces-and-plan-9

sirjofri, to random German
@sirjofri@mastodon.sdf.org avatar

Tomorrow I'll be at the if someone in my bubble wants to meet 😆

sirjofri, to unrealengine German
@sirjofri@mastodon.sdf.org avatar

Yesterday, I cleaned up my old pc and I found the oldest version I had installed. It was 4.8! Which is something I didn't expect (I expected more like 4.12 or so). I didn't do much back then, but the fact that I had it installed back then means that I started learning around that time. I learned so much in the last years, and I still have many things to learn.

sirjofri, to gamedev German
@sirjofri@mastodon.sdf.org avatar

Again, thinking about writing a full 3d game engine in C, but the only C I really like is Plan 9 C and we have no gpu support... (And I don't like software 3d rendering)

dboehmer,

@sirjofri How about ? I have few experience in C. Managing existing C code might be fine but if I'd start such a new project I'd rather use a safer and more comfortable language like Rust from the beginning.

yuart,

@sirjofri or maybe Vlang? We already have a bunch of game libs for rendering, and GPU (OpenCL) support

sirjofri, to gamedev German
@sirjofri@mastodon.sdf.org avatar

Yesterday I found that UPROPERTY GetOptions meta specifier works in a blutility DetailsView and it's very practical! We don't have GetOptions in Blueprint at all, but using a simple non-UI C++ object for the DetailsView you can build more fancy editor UI easily without playing around with editor code/slate. Usually I just use the editor utility widget itself as the object, but again, no GetOptions in blueprint.

sirjofri, to random German
@sirjofri@mastodon.sdf.org avatar

Hey @zuggamasta it's funny to meet you again here, after many many years! If you don't remember, we had a chat conversation about blender many years ago, probably around the 2.5-2.6 era. 😉🙂

sirjofri, to random German
@sirjofri@mastodon.sdf.org avatar

@mwl it seems I missed your move to another instance. Now you have your follower back 😉

mwl,
@mwl@io.mwl.io avatar

@sirjofri

welcome back!

I hit the "automigrate" button, sorry it missed you.

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