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Negitivefrags

6,789 karmajoined 14 ปีที่แล้ว

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Negitivefrags
·5 วันที่ผ่านมา·discuss
This has been the case for software since the very beginning. And people have been complaining about it since the beginning. See the Free Software Foundation.
Negitivefrags
·9 วันที่ผ่านมา·discuss
I am not a fan of this take.

It's possible to not make an engine, or use a 3rd party engine. You just make a game. Use SDL or something. It's honestly easier and more fun. Definately don't use Rust.

It doesn't take two years.

The more you focus on making gameplay, and not making an engine the better. Which sounds like similar advice to "use an existing engine", but it's not, because using existing engines is also a pretty sad time. You can waste just as much time farting around in Unreal as you do making your own engine.

At the end of the day, most people are just not serious about making a game. Using someone elses engine, building from scratch, both will work if you are actually making a game and not just wasting time.
Negitivefrags
·17 วันที่ผ่านมา·discuss
When the author said “bringing work home” they didn’t mean literally working at home.

They meant that they spend a huge amount of time feeling stressed about work situations at home.
Negitivefrags
·21 วันที่ผ่านมา·discuss
I get the sentiment, but it's possible to go too far with the "It's always the process's fault" direction.

It's trendy in buisness culture right now to erase the individual. Zero accountability can also mean zero growth. I don't think it's honestly the most enjoyable situation to be in.
Negitivefrags
·เดือนที่แล้ว·discuss
> The way this position conforms to the interests of the capital class, and conflicts with those of the labor class, is a red flag.

If being in the office conforms to the interest of the capital class, it implies that WFH is inherently less efficient.

This is one of those things that I often find strange with work from home advocates. They seem to imply that business owners just want employees to suffer as a goal in itself.
Negitivefrags
·เดือนที่แล้ว·discuss
People haven’t responded to your very first point, and I want to really stress it because I don’t think most people really get it.

Margins.

Game development doesn’t pay more because game development companies can’t afford to pay more.

Sure, an individual game dev company may make a lot due to the hit driven nature of the field, but the totality of the market simply makes less money per developer than big tech does.

In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like. And these are the people who the workforce of game developers form from.
Negitivefrags
·3 เดือนที่ผ่านมา·discuss
> But most employers don't go around reducing previously-hired people's salaries for a variety of reasons.

The main reason being that it's illegal in NZ. The employee would have to agree.
Negitivefrags
·3 เดือนที่ผ่านมา·discuss
> I guess the question is, since we know these things can happen, however unlikely, what mitigations should be in place that are commensurate with the harms that might result?

This isn't a defence of using LLMs like this, but this statement taken at face value is a source of a lot of terrible things in the world.

This is the kind of stuff that leads to a world where kids are no longer able to play outside.
Negitivefrags
·3 เดือนที่ผ่านมา·discuss
Yes, there are a large number of ways to fall into traps that cause you to do a different series of operations when you didn't realise that you did. But that's still ultimately what all your examples are. (Except the NaN thing!)

I still think it's important to fight the misinformation.

Programmers have been conditioned to be so afraid of floats that many believe that doing a + b has an essentially random outcome when it doesn't work that way at all. It leads people to spend a bunch of effort on things that they don't need to be doing.
Negitivefrags
·3 เดือนที่ผ่านมา·discuss
This is the kind of misinformation that makes people more wary of floats than they should be.

The same series of operations with the same input will always produce exactly the same floating point results. Every time. No exceptions.

Hardware doesn't matter. Breed of CPU doesn't matter. Threads don't matter. Scheduling doesn't matter. IEEE floating point is a standard. Everyone follows the standard. Anything not producing indentical results for the same series of operations is *broken*.

What you are referring to is the result of different compilers doing a different series of operations than each other. In particular, if you are using the x87 fp unit, MSVC will round 80-bit floating point down to 32/64 bits before doing a comparison, and GCC will not by default.

Compliers doesn't even use 80-bit FP by default when compiling for 64 bit targets, so this is not a concern anymore, and hasn't been for a very long time.
Negitivefrags
·3 เดือนที่ผ่านมา·discuss
Cars are not popular becuase people pushed them. Cars are popular because the utility is undeniable.

This is true for any kind of transformative technology. Marketing and lobbying can only get you so far. If something has enough utility, it will be used regardless of what people say they want.
Negitivefrags
·3 เดือนที่ผ่านมา·discuss
That is a way better syntax. I wonder why C++ didn't adopt it.
Negitivefrags
·4 เดือนที่ผ่านมา·discuss
We use floating point operations with deterministic lockstep with a server compiled on GCC in Linux a windows client compiled with MSVC in windows, and an iOS client running on ARM which I believe is compiled with clang.

Works fine.

This is a not a small code base, and no particular care has been taken with the floating point operations used.
Negitivefrags
·4 เดือนที่ผ่านมา·discuss
I’m curious how you would respond to the arguments in this video.

https://youtu.be/9KJTWmRrneo?si=I9mvSPfDnhkckb9n
Negitivefrags
·4 เดือนที่ผ่านมา·discuss
Can we get an Amen quicksort now?
Negitivefrags
·4 เดือนที่ผ่านมา·discuss
I've written a lot of code using that method, and never had any portability issues. You use types with number of bits in them.

Hell, I've slung C structs across the network between 3 CPU architectures. And I didn't even use htons!

Maybe it's not portable to some ancient architecture, but none that I have experienced.

If there is undefined behavior, it's certainly never been a problem either.

And I've seen a lot of talk about TLB shootdown, so I tried to reproduce those problems but even with over 32 threads, mmap was still faster than fread into memory in the tests I ran.

Look, obviously there are use cases for libraries like that, but a lot of the time you just need something simple, and writing some structs to disk can go a long way.
Negitivefrags
·4 เดือนที่ผ่านมา·discuss
Why is it such a terrible idea?

No need to add complexity, dependancies and reduced performance by using these libraries.
Negitivefrags
·5 เดือนที่ผ่านมา·discuss
Well our game runs faster in DX12 under Proton than Vulkan under Proton.

Of course since Proton uses Vulkan to implement DX12, it means that our Vulkan implementation is simply worse than the one that Valve created to emulate DX12.

I'm sure it's possible to improve that, but it implies that there way to get the best performance out of Vulkan is less obvious than the way to get it out of DX12.
Negitivefrags
·5 เดือนที่ผ่านมา·discuss
Support for DX12 under Proton in linux is incredibly good. Some games actually run faster under DX12 in Proton than the native versions do.
Negitivefrags
·5 เดือนที่ผ่านมา·discuss
The reason you use DX12 in a new project is so that you can get good linux support.

I'm making a joke, but it's also true.