@bitinn@mastodon.gamedev.place
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bitinn

@bitinn@mastodon.gamedev.place

Trying my best to talk more about gamedev | currently Tech Artist and R&D at an AAA publisher.

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sinbad, to random
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Bleh, Git 2.45 broke fresh clones of repos using git-lfs because they disallow post-checkout hooks by default, this broke my overnight game builds. https://github.com/git-lfs/git-lfs/issues/5749

Should be fixed in Git 2.45.2 apparently, but the temporary workaround is to define the env var GIT_CLONE_PROTECTION_ACTIVE=false during clone

bitinn,
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@sinbad UE is perhaps uniquely better for git because of the asset file format (even asset files are uasset), try Unity and you would be very very mad.

bitinn,
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castano, to random
@castano@mastodon.gamedev.place avatar

Is there a way not to burn quithub's LFS quota on github actions?
I have a repo with GBs of LFS data, and it looks like the checkout action downloads the entire thing every time it's triggered.
This is not only is extremely wasteful, but also gets expensive very quickly!

bitinn,
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@castano I have a feeling this might be working as intended, even on an indie project it burns bandwidth faster than anything else I have seen.

bitinn, to gamedev
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Can older gamedev share some wisdom on how crunch manifest in the early 90-00s era?

These days crunch feels like a “feature” of game industry:

  • yes, by market cap we are definitely one of the biggest video game companies.

  • but even within it, your choice is to either crunch to meet increasingly difficult deadline;

  • or see your project cancelled in 2-4 years, then either continue on with other big projects or get layoff.

Are the 90s’ crunch different?

#gamedev

bitinn,
@bitinn@mastodon.gamedev.place avatar

@dphrygian yeah it is one of my working theories: cycles. Both the cycle for a big game is longer and the cycle of game market is at a point where you go big or go broke.

But still, we are creating much more values then before, the market matured, yet the project management regressed?

bitinn,
@bitinn@mastodon.gamedev.place avatar

My question here can be shorten into:

Are we worse of, globally, in comparison to the “EA Spouse” era?

3 factors:

  • In recent years, GDC survey suggest crunch is reducing. But I have always suspect it is undercounting crunch in non-western part of the world.

  • Crunch are now much longer, not weeks or months, but year long.

  • The assumption from leadership is those who don’t crunch will get replaced by those who do, eventually, though project cancellation and layoffs.

bitinn,
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@bentomn yeah, the problem for large company is sometimes the “cutting scope” option are not even on the table.

bitinn,
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@DKesserich @dphrygian changing design is definitely a huge factor in overtime and burnout.

In my part of the world, it often feels like leadership insists on keeping the same scope but also demand the team to deliver faster.

If you can’t, no problem, we will find those who can; and there are enough people on the market who will make such sacrifice.

bitinn,
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@obviousdwest I do agree with you 100%, but clearly few at the top is listening. They still think they can move fresh people in and keep the same momentum and knowledge. It is madness.

bitinn, to random
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Just a fun thought:

  • For the past 2 decades Google’s web evangelists has released so many tools to encourage websites to be fast and accessible, sometimes to a fault.

  • Yet Google search, the company’s main offering, had became slower and less usable on phones over the same period. (I find Google search struggles on my iPhone 13 Safari.)

  • One must ask, when revenue drive comes to town at Google Search HQ, do every web evangelists just go on vacation?

clive, to random
@clive@saturation.social avatar

If you haven't seen it yet, go check out @ernie's new search engine ...

... which automatically appends "&udm=14" to the end of your search query ...

... thereby triggering Google to give you your results with no AI answer at the top, and (for me, anyway) no ads

It's like google from 2004 or something

https://udm14.com

bitinn,
@bitinn@mastodon.gamedev.place avatar

@clive @ernie Also interesting to note: the web search interface is much more responsive with udm14; the latest web interface has been very vey slow on my iPhone 13 Safari, which makes no sense hardware wise. My gut feeling is Google intentionally did this to force people into their search app.

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

was playing Dark Souls 2 and got invaded with hacked items

so now the inventory menu crashes the game, my account is shadow banned, and I have to delete the character

and it’s like a real curse, more interesting and powerful than any game lore or mechanic

thank you griefer for turning me to stone

bitinn,
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@radiatoryang I see your point, but you have an unique opportunity to get a “cursed inventory speedrun WR”

bitinn, to random
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What's your pet hate in UX design?

Mine is right-click menu that lengthen then reposition itself after a second.

Yes I am looking at you Safari.

a demo of safari's right click menu where "copy subject" will pop up and reposition the whole menu after a second.

bitinn,
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bitinn, to random
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AI industry:

just sit back and enjoy the prosperity we bring to society!

Actual people:

we need to rebuild the search and internet that you broke;

we need to restart operating systems and social media that you had invaded;

we need to retrain writers and painters that you put out of jobs;

Where is the prosperity?

AI industry:

just look at how fast it can response to your request for a joke or a 4-line bash scripts!

bitinn,
@bitinn@mastodon.gamedev.place avatar

Silicon Valley trolley problem:

A. do a bit manual labor to figure out how to write a simple script or lookup some documentation.

B. do mass destruction to the internet and human culture.

They will pick B but still end up having to do A sometimes anyway.

BrendanSinclair, to random
@BrendanSinclair@mastodon.social avatar

I've been laid off and need a new job. Maybe game journalism, maybe something else in games, maybe not games at all. Entertaining all possibilities at this point, so please reach out if you think I might be a good fit for you.

bitinn,
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@BrendanSinclair Hi Brendan, I just want you to know I was reading your news back in Gamespot era when I was still a high schooler; and now I have been in game industry for 8 years, and still enjoyed your column at GIB, best wishes to you landing somewhere safely, you got someone into this industry by words, thx! (I hate that we can’t even provide proper industry coverage with so many billions flowing, this will change someday.)

bitinn, to procreate
@bitinn@mastodon.gamedev.place avatar

Hi users, how do you manage your brush set?

  • I find myself wanting to fit them into a quick menu (which means 6 items max for fast switching).

  • Going for the brush library are too slow sometimes (because when I have more than 10 brushes in a custom set, I end up scrolling to reach a brush anyway, and it breaks my flow).

  • My sketch is pretty basic so often 6B + Monoline + Dry Ink are all I needed; but I would like to get into more texturing, 1 or 2 textured brush should do?

bitinn, to random
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“Tone Mapping Considerations for Physically-Based Rendering”

Cool interactive comparison.

https://modelviewer.dev/examples/tone-mapping

bitinn,
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@BartWronski I was surprised by how it matched the PBR color appearance to matte color, which is a very tech artist thing to do when you don’t want actual PBR but had to keep the workflow consistent 😀

bitinn,
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@BartWronski yeah I can feel the PR energy in this post, its naming can be very misleading. And it should definitely have a discussion on scanned content. I feel it is specifically made to make authoring by eye easier.

https://www.khronos.org/news/press/khronos-pbr-neutral-tone-mapper-released-for-true-to-life-color-rendering-of-3d-products

bitinn,
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@BartWronski @smilebags so khronos could have address these assets from 3 angles: 1. Release a tool that fix textures 2. Add some additional switch in their PBR material to address the problem, 3. Use a tonemapper to remove the PBR effect, and they picked the 3rd option? I think the main reason would be e-commerce don’t care for the first 2 options and they don’t have to deal with a scene, so for single model display they invented this.

bitinn,
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@BartWronski @smilebags my experience in games suggest art directors and lead artists really don’t care for PBR correctness when it comes to a stylized game. I can only imagine e-commerce GM feels the same. I do question why Khronos need to throw their body in on this, perhaps politically this is the only way to get adoption.

So dirtying the PBR asset pool is at least “by design” here.

bitinn,
@bitinn@mastodon.gamedev.place avatar

@BartWronski @smilebags and a final thought is PBR continues to be too hard for artists that have to deal with non-hyper realistic video games. I don’t know how to address this because this industry have so many workers with varying degrees of knowledge of PBR. And no unified workflow currently exist to allow them to work consistently between DCC and Game Engine, unless you follow PBR through and through; in our studio every project do things a bit differently to get by.

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

You probably all already know this, but since I only got around to installing it relatively recently - I’m slow to take on new sw, maybe you too - PowerToys is fantastic & everyone on Win should use it. https://learn.microsoft.com/en-us/windows/powertoys/#current-powertoy-utilities

All those QoL things you wish Windows had are here; window layouting, easy access to accented characters like macOS, file quick look like macOS, Alt+Space quick launch like ma…

Look it takes a lot of stuff from macOS before Apple became like they are now. This is good

bitinn,
@bitinn@mastodon.gamedev.place avatar

@aras @sinbad great, we are back to “version v0.79 is the most stable and usable version of the software”, I was used to this as a child back when change log is mostly a nfo file.

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