There's a really noticeable difference in time frame covered in your examples (80s and 90s) and the one in the comment you're replying to (2010s and 2020s).
Is that just two people with different go-to examples? Or is there something going on here?
(I don't mean this as a leading question to some conclusion in my back pocket, I genuinely have no clue.)
Gosh that Polish language scores graph is good. Clean bell curve, slight skew, classic little bump at 100 because the measure is truncated, and then this giant mess at 30 that looks more like something out of a heart rate monitor than a normal distribution.
There's a whole scene around making bots for Starcraft: Broodwar, using an API (BWAPI) that doesn't allow cheating. They're quite good now, better than most humans. But the top bots still can't beat a pro, or even a high ranked ladder player.
It looks like some of these terms aren't indexed (or the site is just too hug of deathed right now), but I'd like to see the graph of like, social media, iot, cryptocurrency, ai.
Yeah, Love2d is a great option for gamedev. It doesn't have the same built-in tools as Godot so you'll need something else for putting together maps (use Tiled [1]), and you'll need to write your own main/render loops (these are just two for loops, nothing fancy).
I watch things from unknown-to-me creators in a private window, then copy the URL over to logged in window if it's any good. Same idea, might be an easier workflow.
Absurd that we have these sorts of workarounds, but of course the view numbers are better if it keeps fishing for just the right kind of clickbait trash that you'll wolf it down endlessly.
When I was a kid, we'd host the pics we want to post on forums on geocities and rename the file extensions to .txt to get past its "no hotlinking images" policy. So it's not like much has changed.
There are a lot of barriers between kids and better solutions, one of which is that anything needs a domain and a server, and that means a credit card.
Modern AAA games take tons of people because of ballooning scope and graphical fidelity expectations. Games like Super Mario World have went from highly technical team efforts to something a person with no training can accomplish solo. (However, 3D tools have lagged behind dramatically. Solo dev Mario 64 is possible but needs way more specialized knowledge.)
My favorite maze algorithm is a variant of the growing tree algorithm - each time you carve a cell, add it to a random one of N lists. When choosing a cell to visit, pop the last cell off the first non-empty list. It's considerably faster than the standard tree algorithm, but more importantly, changing N has a dramatic impact on the texture of the maze (compare 1 2 4 8 etc on a decently large maze).
People are working on recovering PBR properties, rigging, and editing. I think those are all solveable over time. I wouldn't start a big project with it today, but maybe in a couple years.
If you want a real cursed problem for Gaussian splats though: global illumination. People have decomposed splat models into separate global and PBR colors, but I have no clue how you'd figure out where that global illumination came from, let alone recompute it for a new lighting situation.
> The kernel is still adding support for some 32-bit boards, he said, but at least ten new 64-bit boards gain support for each 32-bit one.
And
> To summarize, he said, the kernel will have to retain support for armv7 systems for at least another ten years. Boards are still being produced with these CPUs, so even ten years may be optimistic for removal. Everything else, he said, will probably fade away sooner than that.
Nothing if you're good at it. But if you're hoping to learn something from someone, it is pretty disappointing. How to make it up as you go along is far less teachable.
Thoroughly commented code tends to end up a couple changes out of date. A separate file in the same directory ends up a couple major refactors out of date. A separate file in a separate system ends up a couple company-wide reorgs out of date.
I think something to rush the player is necessary for it to work well as a roguelite.
But I also think Noita has enough cool exploratory stuff in it doesn't necessarily have to be a roguelite. It'd also be a good game with some fast travel options and a system of respawn points.
Yeah. Some games fix it by having small enough dungeons that scouring them all isn't such a big deal (Brogue comes to mind). Others use a hunger clock (I think Spelunky's ghost is actually the best hunger clock I've seen).
I think Noita would benefit from harder monsters, with much higher gold drops (or cheaper shops), and a tight hunger clock. Though that's somewhat at odds with the cool side dungeons (which are already at odds with the rest of the game).
Is that just two people with different go-to examples? Or is there something going on here?
(I don't mean this as a leading question to some conclusion in my back pocket, I genuinely have no clue.)