psilocervine

but wife city is two words

56k warning


cohost (arknights)
cohost.org/arkmints

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


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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?!