Kiko

I'm so cool

  • She/Her

trans girl with a little bit of autism busts is down silly style, is she goated with the SwawS?
also vicously watching #deep-rock-galactic , green beards feel free to come say hi

Discord:MewtKiko#5911


psilocervine
@psilocervine

there's so many fucking things that piss me off, but one of the things that pisses me off the most is basically every tech-focused indie dev who sees a shiny new toy (raytracing, nanite in ue5, DOTS/ECS in unity) and then apparently immediately suffer a blow to the head and completely forget about how people have made games for fucking decades

like for some reason a lot of unity devs are currently CONVINCED you just can't make games with the aforementioned tools. every time somebody asks how to do something, down to how to implement systems that were used minecraft, they do that thing like they're a stereotypical car mechanic and go "welllll it looks like you're going to have to implement a robust entity component system based architecture, gonna be pretty hard to learn" as if minecraft hasn't been around for nearly 12 goddamn years at this point

and like somebody else asked how to check if a player was in shadow in a game, something you can do in a particularly naive implementation just by casting rays from the player to each light, y'know? but somebody was like "okay so you're gonna want to use command buffers to blit a shadow map to a custom render texture and sample from that to see what the light level is there" like what the fuck? like this isn't a new tech thing but it's one of those dramatically overengineered solutions that drives me nuts

and there's a much of people who are like "unity is GARBAGE if they don't implement nanite. I NEED nanite to make my game" as if every other engine out there has been using virtualized geometry for a billion years and it's not just something that became generally available in ue5 for a bit over a fucking year while they've got a bunch of WIP screenshots and they're making a fuckin' 3d puzzle platformer

I understand the allure of shiny new tech, but people need to fucking chill and think about how we actually have been making videogames for fucking ages


MOOMANiBE
@MOOMANiBE

a really big part of the problem on a fundamental level is that gamedev tooling is exceptionally poorly supported and exceptionally secretive.

This industry has had literally decades to develop a robust set of gamedev tools but because we are

  • completely insistent on reinventing the wheel absolutely every time
  • impossibly secretive over the most basic features
  • completely unwilling to fund, use, or support open source tools
    we end up with situations where - I've been working in games for literally 12 years and nearly every game I've worked on has reimplmented some fundamental thing like dialogue systems from scratch.

Can you imagine how film would have ended up if everyone had been like no I can't tell you how to move the camera nicely it's a SECRET

But that's basically where we are, in this embarrassing situation where gamedev just hates itself so thoroughly as an industry that we have no institutional foundation and even the 'easy solutions' we point new devs at still require them to build them from more-or-less scratch


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in reply to @psilocervine's post:

I don't have a lot of dev experience but I also experienced this. A few months ago I made a jam game about recognising shapes drawn with the mouse. I didn't really know how to do this so I just drew a bunch of lines and measured angles, it wasn't perfect but it worked better than I expected, I could even do stars!
Then after the jam I searched online to know how people actually did this and... oh my god obviously everyone was saying "it's machine learning!". Even for stuff like Okami, it's just a freaking line in a circle! Do you really need a complicated algorithm for that?!

in reply to @MOOMANiBE's post:

As a technically inclined indie developer, I am reminded that the plein air movement in the 19th century of painting outdoors in natural light, freeing the artist from the studio, and the development of new forms of realism and impressionism was made possible by three technical developments:

  • synthetic pigments
  • the invention of the metal paint tube (in 1841, by a man by the name of John Rand)
  • and the development of glycerine which enabled portable watercolors in 1835 (previously they were unreliable, and made of honey)

I wonder if Turner and Constance had to put up with a bunch of old graybeard Raphaelites shouting at them, "What do you mean you get paint in TUBES? You don't grind your pigments up as you need them? You aren't pulverizing large quantities of sapphire every time you need a little blue? BAH I SAY I SHALL WRITE A LETTER I SAY"

People should ship whatever, and if Nanite kitbashing helps you make a game faster and get it out the door, I think that's to be encouraged. Maybe we can actually have people rapidly edit levels again and stay in the zone? Nah...