oj tak tak byczq +1
oj tak tak byczq +1
kill the imposter syndrome in you head because not only is there someone out there doing it worse than you, they're also using chat gpt to do it
Anyways.
Image from Twitter
What if we kissed at the abandoned KFC bucket?
now this is all speculation, as it's been a long time since I've used an llm at all. but to me, it sounds like it makes the most sense. I saw others mention the low availability of certain resources, which is a big factor as well, but yeah.
a long read but I needed to yap
another thing is that performance is a bigger concern amongst game devs. the program needs to handle inputs, process the game state, potentially simulate physics, and perform advanced multi-pass rendering with post processing, all within 16ms time window for consistent 60 FPS
this also contributes against llms because it's easier to train them when the inputs follow the same pattern. with gamedev being so diverse, it becomes more difficult to make them output consistently good code
when it comes to apps, most of them are made using one common pattern - make frontend, make backend, make them talk via rest api
there is no one way of writing a game, even when using engines. racing games require vastly different components than rts or platformer games
natural habitat
that's a fair point actually, thanks for help!
seriously if you're linux-curious but don't wanna fuck up your Important Computer, get a used thinkpad on ebay and pick one of the basic bitch starter distros like mint or ubuntu or cinnamon and play around on it. if you don't vibe with one of those try switching to another before giving up. no risk
also worth looking into native instruments and/or izotope stuff, had mixed experience with those
making a new compatibility list to show what plugins work and don't work under FL on Wine
if anyone got plugin recommendations for me to look at let me know, currently just jotting down what i know currently works and don't work
#FLStudio #FLonWine #Linux #Compatibility #MusicProduction #Plugins
khs suite works excellent, melda also works fine but now i've been having troubles installing it, spitfire stuff just doesn't work, vital is usable but its ui is very glitchy
just from the top of my head
to clarify, by "fastest" i mean in iteration speed, not setup. if it takes 1 hour to set it up in order to take 1 minute to compile then that's what i'd prefer
programmers of bsky, i have a question
i'm currently using linux and writing in a language that doesn't support cross-linking from linux to windows (namely Odin)
what's the fastest way of doing cross-compilation? i want to avoid vms if possible but if there's no other way then fuck it i guess
thx
After 9 yeareals, it's finally my turn to post the "a thousand cereals" clip, seeing as how I'm the idiot who made it.
looks normal to me
Nitrogen vs Nitrogen (12:30pm KO) Nitrogen vs Nitrogen (3pm KO) Nitrogen vs Nitrogen (3pm KO) Nitrogen vs Nitrogen (3pm KO) Nitrogen vs Nitrogen (5:30pm KO)
Here's what today's Premier League fixtures would look like if every team was named after the most common atmospheric gas in their town/city
a discord direct message from Bill "Microsoft" Gates reading "computer"
simple scene management!
next, a big one: inventory system
In today's episode of everything takes longer than I think it will, I'm finally putting a tutorial in my game
It's just cute dialog boxes that tell you about whatever scene you clicked a question mark on
If you want a playtest key, tell me! I'm expanding the test soon
#gamedev #indiegame #godot
multithreaded world generator! will add different layer later
next to do:
- basic world generation
- basic menus
- resources and entities
- inventory system
humble beginnings, but that's a start!
got world system and dynamic texture atlas generation working for tiles + basic chunk-based culling
Flags pack will be released March 15th (hopefully), who knew it was a lot of work to draw all flags of the world ๐
It'll be released as CC0, in both vector and bitmap with spritesheet(s)!
#gamedev #gameassets
small man who has spent this much time on ui should not be this bad at ui: twitch.tv/earend
also trying to bench like 330lbs but again I am just small
#gamedev #indiegame #godot
so yeah, i'll be using my favourite combo to write software in, which is odin + raylib
honestly, if it sounds like it could be fun to make something like this, i'll gladly accept any help.
ah fuck it imma start doodling something in neovim soon idk
iirc there's a video explaining how "hytale" works, which might come in useful eventually. i still want to make a 3d racing game with no engine, maybe in the future.
but yeah, im super inspired to work on something like this, but also i've got other things to deal with. the bane of creative people.