popcar2

joined 2 years ago
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[–] popcar2@programming.dev 2 points 1 month ago (1 children)

Bloody tiny ribbon cables…

Yeah... They're sturdier than they look but it's still scary that pulling on one of them could completely ruin the joycon. My bigger problem was the battery connector, I intended to remove the battery completely but after trying to disconnect it twice, I gave up and just moved it aside. I was too worried I'd break it.

[–] popcar2@programming.dev 2 points 1 month ago (5 children)

Oof, how did that happen? Left it out under the sun?

[–] popcar2@programming.dev 16 points 1 month ago (9 children)

Yeah I'm aware of the hall effect replacements which are pretty cheap, but this fix was essentially free and should last me at least a few months until the sticks degrade. Once it really stops working I'll look into opening it again and fixing it for real.

[–] popcar2@programming.dev 8 points 1 month ago (1 children)

Just finished the video, and I think it's a fantastic intro to using lights in Godot! I want to mention though that SDFGI runs terribly whenever you move the camera quickly, so I wouldn't recommend it for any serious projects. There's a PR to replace it with something better (also mentioned in the video) but there hasn't been movement in a year, so who knows when that'll come around.

[–] popcar2@programming.dev 4 points 1 month ago* (last edited 1 month ago)

Yeah, it depends on whether you expect the 2D view to be on the floor or on the wall. If it's on the floor, Z is up. If it's on the wall, Z is forwards & backwards (depth). Personally I think it being on the wall makes way more sense since we already expect from 2D view that Y is up and down, it feels weird to shift it to forwards & backwards when switching to 3D.

[–] popcar2@programming.dev 14 points 1 month ago

After all those years... I can't believe it...

[–] popcar2@programming.dev 1 points 1 month ago (1 children)

As long as it isn't illegal, I guess. That said it'll be really hard to find people on an already niche community using tor.

[–] popcar2@programming.dev 2 points 2 months ago (1 children)

There hasn't been movement on terrain editors, but there is one or two popular addons for terrains that have gotten good improvements. I think Terrain3D is the most popular.

For level streaming, the devs said they need to rework a lot inside the engine for it to happen, it's a long-term goal. There's been a lot of improvements to the codebase and especially performance in 4.5, but yeah it's not quite there yet. I wouldn't recommend the engine if you're trying to do something open-world or with huge levels.

[–] popcar2@programming.dev 1 points 2 months ago* (last edited 2 months ago)

I forgot about this, but AFAIK you're still better off with fstab to give yourself all permissions for everything to work properly.

[–] popcar2@programming.dev 8 points 2 months ago (21 children)

I was just adjusting my fstab today... Genuinely blows my mind how far Linux has come and I still have to delve into hard to read text files to open my damn drive when I boot my computer.

[–] popcar2@programming.dev 10 points 2 months ago* (last edited 2 months ago)

I haven't worked on anything that big but I have gotten a ton of feedback on my free games and apps, some of which was really harsh. Positive reviews are always fun to read but usually I focus on the negative reviews. Negative reviews are hard to read but tend to be the most insightful, you get an idea for the things in your game that need work or are too frustrating for others. I think your review is pretty good feedback in general.

Many people definitely need a reality check - just don't be rude. Lots of people think their game is going to be the next big thing or that somehow people aren't going to compare it to games that are extremely similar and probably the same price.

I was at a gaming event once and one of the demos I tried was extremely unintuitive and at some point you had to search the floor for a key that's way too hard to see (me and friends spent like 5 minutes running around a dark room). I pointed this out to the devs and they got super defensive, telling me that it's not supposed to be obvious and you're supposed to be looking for items for real. This is how not to take feedback. When someone says your game sucks, take notes and try to improve.


In terms of taking feedback, the best advice I can give is just be open minded. When someone says the game sucks, no matter how stupid their feedback is, just give them the benefit of the doubt. Maybe they're right. Maybe they suck at video games and the tutorial needed to be clearer, maybe the writing really is boring and not as interesting as you thought, maybe it's just not clear enough where you're supposed to be going, etc. It's good to get perspective of others.

Not all feedback is useful though, sometimes the game just isn't for them. If Dark Souls actually took all that criticism about the game being hard and added an easy mode, it wouldn't be as gripping or popular as it was. Don't let players bully you into changing your vision just because they wished your game was a different game.

TL;DR: Feedback is always good, don't be afraid to voice your opinion. For devs, keep an open mind but don't let it get under your skin.

[–] popcar2@programming.dev 6 points 2 months ago* (last edited 2 months ago)

I work in the industry. You're pretty much right. I wouldn't recommend people to get into the field unless you're SUPER into making games and are okay with working way harder than others. That said, other tech jobs are also suffering right now, layoffs are way more common than they used to be throughout the entire field feels very competitive.

 

What a gorgeous demo page!

 

For personal reasons, I no longer feel safe working on Linux GPU drivers or the Linux graphics ecosystem. I've paused work on Apple GPU drivers indefinitely.

I can't share any more information at this time, so please don't ask for more details. Thank you.

If you think you know what happened or the context, you probably don't. Please don't make assumptions. Thank you.

I'm safe physically, but I'll be taking some time off in general to focus on my health.

Well that's sudden.

 

This was a fun one. Here's my newest post on how to dramatically reduce Godot's build size.

Some sacrifices were made... But the end result is a Godot project that works exactly the same, albeit with slightly worse performance. Hope this can help others in achieving tiny build sizes!

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