HackerTrans
TopNewTrendsCommentsPastAskShowJobs

LugosFergus

220 karmajoined vor 7 Jahren

comments

LugosFergus
·vor 10 Stunden·discuss
Since no one is talking about it: T2 isn’t about machines taking over the world. That has happened (or will happen). But humans eventually defeat the machines. Skynet is trying to prevent that by killing John Connor. That’s what the movie is about. I suppose it’s also about John searching for a parental figure through the T800. He doesn’t get that through is foster parents and his estranged mother.

Anyway, I don’t think this dude actually watched this movie. It’s too bad because it’s a classic.
LugosFergus
·vor 14 Tagen·discuss
Parents have the ability to take any phone or pad out of their hands.
LugosFergus
·vor 25 Tagen·discuss
I said read access. The point is that there’s restricted information that only some can access.
LugosFergus
·vor 25 Tagen·discuss
Does it actually restrict read access to specific directories? Unless I missed it, I didn't see anything in the docs about that.
LugosFergus
·vor 26 Tagen·discuss
It's a separate tool from Unreal Engine, so you don't need to constrain yourself to its conventions. You're also not going to use UObjects, its reflection layer, serialization, and all that other stuff for a tool that's strictly for version control. Plus you're going to tie yourself to all the issues and slowness of the engine. Epic made this mistake with the Epic Games Launcher, which is essentially an instance of the engine running, and a huge source of various issues.

As for Verse vs Rust, Verse is used in UEFN experiences, but it is _far_ from any kind of production state. It's also intrinsically tied to UEFN. It's not like you can download a standalone compiler or REPL for Verse.
LugosFergus
·vor 26 Tagen·discuss
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the required NDAs. That's not something that you can do in git: it's all or nothing. Maybe you can set something up with submodules, but that's going to upend your repository if you hadn't planned for it.
LugosFergus
·vor 26 Tagen·discuss
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).
LugosFergus
·letzten Monat·discuss
A couple of holdouts? Hardly. Capcom uses the RE Engine. Released ~4 games with it in the past three years. In fact, SF6 went from UE to RE Engine. Death Stranding 2 is Decima. Id still uses IdTech, and that's never changing. Ubisoft still uses Anvil, and Outlaws was Snowdrop. EA still uses Frostbite. Bethesda continues to use their crappy engine, which I forget the name of. FromSoftware will likely never give up their engine, which has been used for Elden Ring and its successors. There's more that I can't be bothered to look up.
LugosFergus
·vor 2 Monaten·discuss
That'll never happen. The engine's entire serialization system is built around their custom reflection layer and UHT. Not to mention how this would affect licensees. PLUS, they just laid off a bunch of people, and the leftovers are focused on Tim's Verse fiasco. I hate to use jargon here, but there's no "business value" to switching.

EDIT: and based on these compilation time results, this would be a major setback for building the engine, which already takes an eternity.