time for #rwbyposting! started season 5 today. ruby's relentless positivity in the face of everything feels more and more strained all the time... she's clearly gonna crack at some point. other than that, qrow is as drunk as ever and yang is as badass as ever
Yesterday, I cleaned up my old pc and I found the oldest #UnrealEngine 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 #gamedev around that time. I learned so much in the last years, and I still have many things to learn.
@sbseltzer I'm currently working on upgrading our project to a newer engine version. We recently integrated another system into our project, and guess what: we found so many bugs with that system that could have been prevented if we just took the time to test properly. Now part of those bugs are fixed and distributed, the other part is fixed on the upgrade branch...
finished RWBY season 4! the pacing problems are definitely there, but I love the character writing enough that I don’t really care. I think if I’d been watching this on release I’d be more frustrated that I’d have to wait another year to watch the team get together again.
I think it’s possible to recut this season into like a long film with better pacing. The meat’s all there, it just switches between the 5+ characters we’re following so often that it feels like there no motion sometimes
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) #plan9#9front#gamedev
Does anyone have any technology that works? I am becoming despondent over the state of things. So much technological progress and yet everything seems to be broken (or must be updated, which amounts to the same thing in user experience) all the time.
@robpike maybe a book in combination with a pencil? It's well supported by most manufacturers, it even has some compatibility using bookshelves. Also it has plenty of development time behind it and people can learn to repair it themselves. For pencils there's also a low-tech solution called "coal". Oh, and for books the low-tech "paper" exists.
(Somehow people keep forgetting that analog stuff is also technology)
Yesterday I found that #UnrealEngine 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.
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. 😉🙂
@inlovewithpda ich hab gute erfahrungen mit der ender-serie gemacht. Sind nicht die besten maschinen, aber gut bezahlbar, viel software-support, und relativ stabile ergebnisse.
@pixelherodev do you ignore common small "words" like "a" and "of"? For example, could you command "Take screenshot" or "take snapshot all active file systems"? How do you handle case sensitivity and typos?
I sometimes think about all the CPU cycles that are used on Linux machines to have the kernel convert integers to text for /proc and /sys files and then your metrics system convert the text back to integers. (And then sometimes convert the integers back to text when it sends them to the metrics server, which is at least a different machine using CPU cycles to turn text back into integers (or floats).)
@attero@eqe@cks I can imagine if you have many operations to calculate, the most efficient way is to open bc once in a pipe and send commands there when needed