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i don't think i've ever used a float professionally. if i have it was probably just to align elements in CSS or something.
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# ? Sep 11, 2018 16:47 |
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# ? Apr 25, 2024 18:05 |
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i have, however, converted floats that were being used for money to big dec and/or integer cents.
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# ? Sep 11, 2018 16:49 |
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floats are ok as long as you keep in mind that pretty much every single thing you do with them can go horribly wrong NaNs are really fun too we had a bug once where a nan caused by an edge case when projecting a collision point onto a vehicle's tire would propagate NaNs into to the vehicle's matrix, then into the camera's matrix (since it was trying to position itself relatively to the vehicle) and then into the render view matrix resulting in an instant white screen of death
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# ? Sep 11, 2018 16:54 |
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take a vacation thread
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# ? Sep 11, 2018 16:56 |
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brap posted:take a vacation thread i am taking the ultimate vacation atm (i quit my job).
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# ? Sep 11, 2018 16:58 |
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Zlodo posted:floats are ok as long as you keep in mind that pretty much every single thing you do with them can go horribly wrong I can see why they'd be the only option in javascript then.
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# ? Sep 11, 2018 16:58 |
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jony neuemonic posted:neat, they have an office here. At the risk of spoiling https://www.kotaku.com.au/2016/01/what-its-like-to-work-on-a-massive-ubisoft-game/ DONT THREAD ON ME posted:tl;dr i dont loving know but i'm really liking the games stuff i'm doing atm, i can't imagine anything more rewarding than participating in world building. You should read the linked article and maybe just skip to indie games: http://gingearstudio.com/why-i-quit-my-dream-job-at-ubisoft
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# ? Sep 11, 2018 17:03 |
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I feel like learning to program in Perl and Basic prepared me to abandon lovely languages asap and just do c# all day
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# ? Sep 11, 2018 17:36 |
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DONT THREAD ON ME posted:i am taking the ultimate vacation atm (i quit my job). given all the anxieties that can come with not having a settled work life, I think "vacation while jobless" is basically unpossible for me. like a really good vacation is one where I can forget about work because I feel like I'm coming back to something and ideally I feel like I'm coming back to something that's at least an okay job. but a vacation where I'm thinking about getting another job because I don't have one? does not sound like vacation to me e: I mean given that I have a child this should be the opposite of surprising but, um, yeah. prisoner of waffles fucked around with this message at 17:47 on Sep 11, 2018 |
# ? Sep 11, 2018 17:43 |
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prisoner of waffles posted:given all the anxieties that can come with not having a settled work life, I think "vacation while jobless" is basically unpossible for me. i have enough money and live minimally enough to go for about a year without panicking, so i'm focusing on a) life balance b) finding a career path that I enjoy. like i'm definitely cutting into my savings but i was going to die on the job if i didn't stop and rethink everything. DONT THREAD ON ME fucked around with this message at 17:51 on Sep 11, 2018 |
# ? Sep 11, 2018 17:47 |
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DONT THREAD ON ME posted:so, i need some life balance, but i also want to do something that i'm really excited about. You're making the assumption that you will have excitement in a job working directly in poo poo you like, but part of why people are able to have fun doing their side projects is because they do them on their own terms, at their own pace, in the order they like. The big risk is that you'll take something you enjoy, and kill it by handing over all of your excitement to someone else who is mostly in charge of the schedule, who picks who works with you, chooses what are the priorities, and only asks your advice in passing to know when you're going to be done to introduce something else. Be careful about too easily dismissing the context and environment that lets you enjoy the things you do in your free time. They're really important variables that have a huge impact in what you can find fun or not.
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# ? Sep 11, 2018 18:08 |
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I found more job satisfaction switching to a place that is a bit less challenging, gives fewer boasting factors, but also doesn't ask me to be on call, do overtime, or check emails outside of working hours so that my free time is truly mine. I've been buying back a level of energy I didn't have in prior jobs just because it would take so much head-space and caring about it super hard made it even worse.
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# ? Sep 11, 2018 18:11 |
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Zlodo posted:floats are ok as long as you keep in mind that pretty much every single thing you do with them can go horribly wrong whats super exciting are compilers that don't understand ieee 754 very well and think that these are equivalent for floats: a > b !(a <= b) NaN ruins everything and most excitingly, they generate functional or broken assembly as a fascinating function of optimizer flags. like, given a > b, replaces with !(a <= b) with no optimizations enabled; with optimizations turned on, leaves alone as a > b
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# ? Sep 11, 2018 18:12 |
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MononcQc posted:You're making the assumption that you will have excitement in a job working directly in poo poo you like, but part of why people are able to have fun doing their side projects is because they do them on their own terms, at their own pace, in the order they like. The big risk is that you'll take something you enjoy, and kill it by handing over all of your excitement to someone else who is mostly in charge of the schedule, who picks who works with you, chooses what are the priorities, and only asks your advice in passing to know when you're going to be done to introduce something else. this is absolutely true and i'm weighing it very heavily. if i do games, it will probably be in the indie-world but i'm actively researching the industry and trying to understand what working in indie games is actually like. part of me wants to be talked out of this which is why i'm posting about it.
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# ? Sep 11, 2018 18:13 |
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unrelatedly, i am trying to solve a problem that may not be a problem or may be very stupid. I have a rust project in gitlab. every release is just a tag on master. master is protected. every merge request to master should appropriately increment the version in the cargo.toml and tag the commit on master with a tag that matches the version in the cargo.toml. idk how to do this, basically. like i found some poo poo on crates.io (https://crates.io/crates/cargo-release and https://crates.io/crates/rusty-release) but cargo-release doesn't work with a cryptic error and rusty-release doesn't seem to do what i wanna do. also, i dunno how to get it to actually integrate with gitlab. i want the merge commit to do this poo poo but idk how to hook that into gitlab? idk maybe through jenkins or gitlab ci??? or maybe i should just be less stupid and not gently caress up the version number in every commit and just do this poo poo manually???
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# ? Sep 11, 2018 18:16 |
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Bloody posted:unrelatedly, i am trying to solve a problem that may not be a problem or may be very stupid. You're on the right track, I think. If it were me, the next step I would take is to maybe leverage a docker image. The rust container looks pretty dece. https://hub.docker.com/_/rust/ I don't know if Gitlab CI supports docker, but if not you might look at hosting in github and using drone. Jenkins might be good, too, idk.
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# ? Sep 11, 2018 18:30 |
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ya weve got the project building and deploying to our internal package repository via jenkins and a docker job so i think i can just update the jenkins job to do some extra release-y crap in response to commits to master? maybe i'll have it tag master with the current version then create a branch and commit an updated cargo.toml with the next version or something. idk. we don't actually follow anything resembling semver so i suppose it could work
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# ? Sep 11, 2018 18:37 |
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ulmont posted:At the risk of spoiling https://www.kotaku.com.au/2016/01/what-its-like-to-work-on-a-massive-ubisoft-game/ my post was absolutely not a joke; it really depends on what your expectations are. obviously, in a large team your personnal contributions will feel much less significant towards the project as a whole, although it also depends on a number of factors (i work on a multi-studio aaa project too but i am lucky to work at the lead studio so i get to be part of more impacful design decisions - if some gameplay feature i'm working on is unclear I can directly walk to the designer in charge and talk to him, and if we're unsure how to solve it we have the lead designer and game director within walking distance as well) and large teams do have a tendency to push people into specializing more (although in my team we are actively fighting this because even though producers in the short term have a tendency to want to assign tasks to whoever is already the most familiar with the topic so that it will go faster and be less risky, in the long term it means if that guy is not available you don't have backup options because no one else know the subject, and it can easily result into overloading a few specialists, etc so at least my lead really tries to make sure that everyone gets to touch a bit of everything within our sub team so as to spread the knowledge and experience around) but in this article what you don't see is "working conditions were terrible" or "the work hours were insane" (only the kotaku article mentions crunch and only as a perpetuation of the stereotype that game dev = crunch), now of course you can have more challenge and excitement in smaller teams, but also not as good working conditions, more overtime and more pressure (I don't have a lot of good memories from the various small companies I worked for). you can experience all that too in big studios (in which case it really sucks because you have the worst of both), but it is not always the case and again, ubisoft is generally a pretty good place to work as far as video game companies go. but like any other job, you can't expect a video game job to never be boring. i think the people who wrote those articles had wrong expectations in that regard
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# ? Sep 11, 2018 18:56 |
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Zlodo posted:stuff i am pretty sure that i have never had illusions about working in the game industry; if i didn't i'd be working in it already. i can very easily imagine slaving away on some feature just to find out that the producer didn't communicate their needs and having to rewrite the whole thing only to have them change their mind again. this is probably 90% of what making a game is. it sounds really frustrating.
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# ? Sep 11, 2018 19:09 |
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DONT THREAD ON ME posted:thanks for this. well you do have to always make sure that your code is flexible enough and to anticipate possible additions that the designers will probably want - and the designers try to also anticipate what leeway they need (since game design isn't an exact science, design evolves as you play test the game). as a programmer you learn to think a bit like a designer to try to flag issues with the design in advance, and the designers learn to think more like programmers as well to make sure that what they want makes sense from a logical pov and that they think of how corner case interactions between different game systems should behave it does happen that you work on something that is eventually scrapped but generally everyone wants to avoid wasting man hours and if you're in a team with enough experienced people they are often able to put an end to bad ideas early enough i don't think video games are really much different in the grand scheme of things than any other kind of development, but the video game industry tends to suffer from a shortage of experienced people because people tend to burn out and leave the game industry before they get there. some companies do understand that and try to keep people sane and happy, and some don't
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# ? Sep 11, 2018 19:34 |
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Zlodo posted:in this article what you don't see is "working conditions were terrible" or "the work hours were insane" (only the kotaku article mentions crunch and only as a perpetuation of the stereotype that game dev = crunch), Right, because the stereotype is pretty typical. That article links to another ex-Ubisofty, who just talks about crunch as the suck part everyone already knows about : quote:People knows about the basics, the stuff that gets out like crunches, unpaid overtime and so on but people don’t know how it is on a daily basis. Long crunches leads to burnouts. I’ve a few friends who had to leave for a long time because they were totally burned down. Zlodo posted:i don't think video games are really much different in the grand scheme of things than any other kind of development, but the video game industry tends to suffer from a shortage of experienced people because people tend to burn out and leave the game industry before they get there. some companies do understand that and try to keep people sane and happy, and some don't This paragraph pretty bluntly states that video game development is worse than other development.
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# ? Sep 11, 2018 19:43 |
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this guy is just describing the bureaucracy found in every large company ever
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# ? Sep 11, 2018 20:11 |
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I'm not particularly interested in doing AAA but I don't really have a realistic picture of what an "indie game studio" really is. In my imagination, the perfect indie studio is going to work on small focused games in a niche genre full of dedicated fans, but in reality "indie" can also mean producing mobile shovelware or working for people who have absolutely no idea what they're doing. Also I'm not sure that the industry can be divided into just "indie" and AAA. There are plenty of sub-AAA studios that are much larger than what I'd classify as "indie" (paradox, etc). i would be very happy working on something of that scale if it's reasonable to do so. indie would probably work for me because i'm not very risk adverse (not having kids). DONT THREAD ON ME fucked around with this message at 20:37 on Sep 11, 2018 |
# ? Sep 11, 2018 20:33 |
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i want to make a god game but that’s waaaay too ambitious to start with so shmup it is.
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# ? Sep 11, 2018 21:01 |
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I made (started)a game once. It was meant to be a roguelike, but in space. Got to the point where you could move your ship and shoot (with a cool animation!) and there were asteroids and enemies with different ais. It was fun and easier than I expected but I'm sure if I did it as a job it would quickly become like any other job
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# ? Sep 11, 2018 21:08 |
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im working with some third party c++ code, they chose to pass size arguments through templates instead of ctors, so instead of code:
code:
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# ? Sep 11, 2018 21:13 |
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learning to program in Logo and then having to fall back to BASIC for a couple years taught me the value of good languages and tooling I was the only kid I knew who’d use Apple Writer II and FrEdWriter to write BASIC because not having a full screen editor sucks
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# ? Sep 11, 2018 21:46 |
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if there was a gamedev union and that union wasn't toothless then i'd totally work in game dev. the technical challenges seem very fun and interesting
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# ? Sep 11, 2018 22:38 |
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Sapozhnik posted:if there was a gamedev union and that union wasn't toothless then i'd totally work in game dev. the technical challenges seem very fun and interesting the wobblies have a general computer toucher union : https://www.iww.org/pt/unions/dept500/iu560 and there's these people: https://www.gameworkersunite.org but idk if they do anything
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# ? Sep 12, 2018 01:03 |
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update: my lisp now supports addition AND subtraction also fortunately i don't seem to be having any problems back porting it to VC6 which I thought I'd run into
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# ? Sep 12, 2018 02:37 |
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fritz posted:the wobblies have a general computer toucher union : https://www.iww.org/pt/unions/dept500/iu560 and there's these people: https://www.gameworkersunite.org but idk if they do anything game workers unity don't do anything, they're like a complaining dealie
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# ? Sep 12, 2018 02:43 |
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bob dobbs is dead posted:the iww don't do anything, they're like a complaining dealie
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# ? Sep 12, 2018 03:54 |
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look at the code number the wobblies gave to the sex workers union
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# ? Sep 12, 2018 04:02 |
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i've avoided gamedev because i'm not super interested in being underpaid for less job security can solve the same problems elsewhere with more paper and a less lovely culture
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# ? Sep 12, 2018 05:22 |
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homemade lisp status:
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# ? Sep 12, 2018 08:02 |
Luigi Thirty posted:homemade lisp status:
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# ? Sep 12, 2018 08:35 |
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Luigi Thirty posted:homemade lisp status:
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# ? Sep 12, 2018 11:55 |
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scala status: gently caress you oracle, seriously
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# ? Sep 12, 2018 14:39 |
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gonadic io posted:scala status: gently caress you oracle, seriously That trustarc thing is such garbage, I can't work out if they've intentionally made it slow just to gently caress with people who don't want advertising cookies.
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# ? Sep 12, 2018 14:51 |
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# ? Apr 25, 2024 18:05 |
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Chalks posted:That trustarc thing is such garbage, I can't work out if they've intentionally made it slow just to gently caress with people who don't want advertising cookies. in order to be fair to people that did select ad cookies it should load 200mb of junk every page
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# ? Sep 12, 2018 14:58 |