@AngryAnt@mastodon.gamedev.place
@AngryAnt@mastodon.gamedev.place avatar

AngryAnt

@AngryAnt@mastodon.gamedev.place

Systemic Tinkerer, Logic Juggler.

#GameDev, #GameAI, #dkgame
https://mastodon.gamedev.place/@framebunker, ex https://mastodon.gamedev.place/@GameAINorth, ex @unity. Occasional @nixos_org contributor.

Phrases opinions badly, blocks dumb shit.

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LexGear, to linux
@LexGear@mastodon.gamedev.place avatar

Hey does any #Linux / #Godot expert know where player preferences are saved for each game? I've created a file "save_data.fly" but I can't find where it has been placed and it does not come up in a system-wide search.

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@LexGear @tracefree In case you did like the flatpak install aside from this issue, note that you can grant flatpaks access to the real file system (vs. the default sandbox they're restricted to).

Flatseal is a nice GUI app for this task. You can break the sandbox completely or give access to specific parts of your file system for example.

runevision, to random
@runevision@mastodon.gamedev.place avatar

Huh, I just learned that "foldout" is not an established term for UI controls that expand/collapse display of sub elements in a tree hierarchy. Apparently that's just in Unity it's called that.

Instead it's called overly specific things tied to the visual presentation, like "rotating arrows" or cryptic/technical general terms like "progressive disclosure controls" or "disclosure widgets". 🤯

https://superuser.com/questions/638139/whats-the-proper-name-of-that-symbol-to-collapse-expand-nodes-in-a-directory-tr

https://en.wikipedia.org/wiki/Disclosure_widget

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@runevision What the hell, Humanity? This is just embarassing...

AngryAnt, to gamedev
@AngryAnt@mastodon.gamedev.place avatar

After a long break from conferencing, working on our next piece of tech, I am back this week - attending #NordicGame.

@nulldiver & I will be at the venue and surrounding events all week.

We are open for #GameDev consulting in the immediate term, as well as talking longer term game/interactive tech & -services soon ready to roll out of the bunker.

Do reach out if either sounds interesting to you or you just want to catch up :)

secana, to random
@secana@mastodon.social avatar

A lot of booking.com phishing is going on today. Did I miss something?

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@secana Seasonal? Opportunity to run a campaign centered on late cancellation opportunistic travel?

NanoRaptor, to random
@NanoRaptor@bitbang.social avatar

The iMac cube was not a success.

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@NanoRaptor The push to ship a desktop mac with full day battery and water cooling really was odd.

A non-compromise product for sure, but quite understandable that later models were pushed more in the form direction than this function-over-all-else product.

fabraz, to random
@fabraz@mastodon.gamedev.place avatar

I'm curious: Do we have any data showing a bump in sales AFTER adding anti-piracy measures to an already released game?

It feels like the negative reception & loss of platform compatibility eclipses any possible benefits.

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@BreoganHackett @fabraz That's a good point. If stats showing such a bump exist, you'd think those middleware companies have them?

glukozavr, to ai
@glukozavr@mastodon.gamedev.place avatar

Am I the only one skeptical about modern developers focusing so much on making AI look and sound like humans? Is it god’s syndrome “create them to reflect their image” kind of thing? Because what I need from AI as an individual is do the mundane tasks and be recognizable. I don’t need it to be able to impersonate a virtual friend or anything.

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@glukozavr Your described needs align with mine, but that may not necessarily generalize as widely as we could be lead to believe.

fabs, to random
@fabs@mastodon.gamedev.place avatar

Weird question: I've been working outside game development for a few years in automotive, but I've not seen, even in our OOP C++ code, the deeply inherited class hierarchies of computer games.

I think the deepest I've seen is three layers. Otherwise, it's all composition.

In games, I saw up to 9 layers of public inheritance in some places.

What kind of depth of inheritance are you aware of in your industry(ies)? Is the 9-layer-deep-hierarchy a game dev oddity?

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@rhm @fabs We tend to do the same: Heavy interface use, sometimes the odd abstract class.

That said, we have a preference for dependency injection, which ofc. skews results fairly heavily.

b0rk, (edited ) to random
@b0rk@jvns.ca avatar

if you’ve written code to interact with a USB device (in userspace, not in the kernel), what tools/learning resources did you use?

right now I’m thinking gousb (and Wireshark to spy on USB traffic) but I’ve never done this before

the USB device in question is a USB-to-Ethernet adapter on a Mac

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@b0rk I worked on a small utility in Swift to send active application context to a keyboard.

Needing to probe that context made the high level approach desirable and from there I also had easy access to a higher level than straight USB interaction: Custom HID device interaction.

If I were to attack a problem like the one you describe, this background would drive me to see if engaging at a similar higher level again would be doable.

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@b0rk Ah and the resource I used at the time was just Swift API docs.

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