• 0 Posts
  • 223 Comments
Joined 3 years ago
cake
Cake day: June 15th, 2023

help-circle
  • Every function has side effects and variables will need to be modified in multiple places in the same frame

    We try to avoid exactly that, because it is what caused us man-years of bug-hunting and bug-fixing over our past projects. Our end-goal (that is still very far away…) would be to have the state from the previous frame and the user inputs, do only pure computations based on this data, and write out a new state before rendering the current frame.

    We do use C++ though (because Unreal, and console platforms), what makes this extra hard, because C++ is a language for writing bugs, not for writing software.







  • I’m willing to bet that it’s AI. It soft-contradicts itself quite often, emphasising that C++ is “Performance First”, but then also claiming stuff like “Rust achieves memory safety with zero runtime overhead”.

    Edit: What I am trying to say is that I have seen text like this in LLM output quite often, if the LLM is mixing text from different sources in its training data.

    Also, there is just wrong stuff in the text itself, not only in the conclusion. For instance the claim that Rust’s type system makes data races impossible. They are easier to avoid, but there is nothing stopping you from writing data races… Here, for instance, have a data race in safe Rust




  • There are several small differences between the Xbox 360 and the Xbox Series X gamepad. No single point by itself would be a very big difference, but overall it sums up. I have both gamepads in front of me, and will try to make a comparison:

    • The material of the Xbox 360 gamepad feels “better”. I can’t exactly say why, but I think it’s because of its smooth material on the bottom.
    • The Xbox 360 gamepad has bigger analogue sticks, with stronger springs.
    • Similarly, the triggers of the Xbox Series X gamepad are “weaker” than of the Xbox 360 gamepad.
    • I would have sworn that the Xbox Series X controller is a lot lighter too, but turns out, after weighing them both, that the Xbox 360 controller is slightly lighter. It does not feel this way though, with the Xbox 360 gamepad feeling way sturdier and heavier (but, as said, it’s actually lighter?!?).
    • The buttons on the Xbox 360 gamepad feel a lot smoother. They don’t make a “cheap, broken device” noise when being pressed.
      • This also applies to the D-Pad.

    I think the last point - the feeling when using the buttons and especially the D-Pad - is the most important one for me. On the Xbox 360 gamepad the buttons feel like actual buttons. On the Xbox Series X gamepad they sound and feel like a fidget toy. Using the D-Pad on the Xbox Series X gamepad is really annoying, because of the noise it makes.






  • shocking and horrifying the player is kind of the whole point of the game

    I disagree on the “shocking” part here. DDLC is psychological horror. It does have shocking moments, like the end of Act 1, but this is not the main point. It is way more about relationships than about shock moments. Sadly discussing that part of the game (the later acts…) is massive spoiler territory, so I’ll stop here.

    The fact remains though, that it is a horror game, and if the end of Act 1 is already too much, then sorry, but it is only going to get worse. A lot worse. (Or, if you enjoy psychological horror: Better. A lot better.)