Recent submissions

Comment · 6 years ago
Comment · 6 years ago
The standard approach to this, at least on Windows, is to build the debug symbols into a separate database (PDB file), and reconnect the addresses to the symbol names on the back end. Microsoft makes tons of symbols available for their own code via a symbol server which debuggers can query by the combination of a module hash and a relative virtual address.
Comment · 6 years ago
Sure, I didn’t say changes don’t happen. Plenty of teams gutted UE and made it into something unrecognizable. But it shouldn’t be your first choice.

How about this... stick to small changes, freeze your engine upstream version, or hate your life: pick one? ;)

Comment · 6 years ago
It’s true that you really, really want to avoid making changes to the engine. Even for AAA studio source licensees in prior UE generations this was widely agreed upon. The good news is, you really shouldn’t have to.

In my mind, the big win from having the Unreal source code is understandability. But also, in contrast to Unity, if you should for some reason need to—say a critical bug that’s stopping your game from shipping at the last hour—you at least have the option.

Comment · 6 years ago
Comment · 6 years ago
I haven’t been through the process recently, but I believe the i1 Display Pro I have includes optional workflow steps which ask you what controls are available on your display, and gives you a chance to make those kinds of coarse adjustments before building the LUT. For some monitors it can also automate that process via DDC/CI, but I think that’s an extreme minority.
Comment · 6 years ago
This is neat, but it seems strange to call it a "port" of a closed source proprietary commercial product. It doesn't actually seem to be related beyond also being a firewall with a UI that kinda imitates Little Snitch.

I think a better term might be "clone"?

Comment · 7 years ago
Comment · 7 years ago
>Some excerpts from many years ago did defend the alleged liberty of children to have sex – even with adults – “if the child accepted it”. For example, in 2003 Stallman wrote

>>"I think that everyone age 14 or above ought to take part in sex, though not indiscriminately. (Some people are ready earlier.)"

>In 2006 he was skeptical of the claim that “voluntary” pedophilia harmed children. He wrote something similar in January 2013, but within limits.

>This author opposes such an opinion! However, Stallman later changed his mind and, on 14 September 2019, (belatedly) retracted it.

YIKES. I hadn't even heard that part. Convenient timing to suddenly change his views on the subject.

Comment · 7 years ago
Hmm, I swear this must be new since last time I checked the Blender site, but it seems to address my concerns very succinctly, and apparently that's not relevant:

> Sharing or selling Blender add-ons (Python scripts)

> Blender’s Python API is an integral part of Blender, used to define the UI or develop tools for example. The GNU GPL license therefore requires that such scripts (if published) are being shared under a GPL GPL compatible license. You are free to sell such scripts, but the sales then is restricted to the download service itself. Your customers will receive the script under the same license, with the same free conditions as everyone has for Blender. Sharing Blender or its scripts is always OK and not piracy.

Comment · 7 years ago
Very impressive, and I'm also seriously tempted to look into a pipeline to take these into Unreal Engine as an alternative to SpeedTree.

There's something I've been curious about, though, which is that since Blender is licensed under the GPL, aren't all these add-ons also forced to release under a GPL license? Which means the first person to pay the ~$500 is legally within their rights to reupload this product for the rest of the world to download freely?

Not trying to troll, though I worry it may come across that way. It's just that I've actually had a friend try to convince me to work on Blender add-ons for supplemental income, and it seemed like a bad idea for that reason... so I'd like to make sure I'm not missing something.

(I guess you can make the case that all the comparable non-GPL software gets pirated too, but this seemed somehow more demoralizing to me.)

Comment · 7 years ago
>I’ve heard of developers that don’t use debuggers because they have a mental model in their head.

Having heard these claims myself, I firmly believe that developers who eschew debuggers are either severely handicapping themselves out of misguided bravado, or at best are too lazy to invest minimal learning time to establish basic proficiency for huge reward. There's no reason not to avail yourself of extremely powerful tools like that.

That said, maybe don't start with text-mode debuggers...

Comment · 7 years ago

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