theyliesoeasily
Joined 3 months ago
Joined 3 months ago
For example: race conditions in animation events (killed a game jam project), contact filters not being passed to 2d collisions in the API (added days of debugging to a simple prototype, has since been fixed), list/arrays causing the editor to bug out and require a restart after editing one (in the LTS version in 2026 - unforgivable).
Sure, don't roll your own SDL (but also if you can, do - you'll be a better game developer for it). Do for example roll your own animator - you don't need their features, clarify what you actually need and design for that. Do you want to trigger scripts with frames? Should those scripts be executed before the next frame, or with it? Do you need a bones/rigging system? How should those bones warp the mesh exactly for your visual style? A game isn't just a collection of scripts moving objects around, it's a pipeline of design intentions from bottom to top. Someone else's engine will be mediocre for your project at best, and inheriting their bugs and workflows is far more painful than designing and fixing your own.
Even with frameworks like monogame, you inherit their asset pipeline and rendering API decisions. Better to create exactly what you need, and understand it.
Even when you reach the deployment phase, you'll be hit with errors and incompatibilities you couldn't foresee. E.g. the Signalr .net library is incompatible with WebGL builds, so have fun maintaining an additional js signalr bridge for your WebGL build separate to your editor build.
Using a half-baked semi-supported game engine which you don't understand will destroy your project sooner or later. The cognitive overhead of understanding someone else's code is far, far higher than using your own. If you can't handle any of this, get a developer on board who can - you aren't equipped for this.
Why?
Why?
Why?
Why?
What evidence in that video do you refute? What evidence would change your mind?
The AfD who he appeared in support of has been found in court to use nazi imagery in political advertising (https://www.world-today-journal.com/afds-moller-fined-e12000...).
So the seig heil didn't happen in isolation, there's a followup of explicit support for nazi-adjacent political ideologies.
Does this count as evidence to support that this was an intentional seig heil to you, even if it doesn't change your mind? What evidence would change your mind?
I don't care about your policies, go fuck yourself.
You're spouting easily refuted nonsense, and then immediately making ad hominem attacks because your points are extremely weak and not backed up by the evidence you vaguely cite.
You're also getting ratioed because people here are not idiotic ideologues. Please do better.
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I'll also leave you with a nice quote from Sartre which was directed at the fascists of the time - we've seen this shit before, we know what you're doing:
“Never believe that anti-Semites are completely unaware of the absurdity of their replies. They know that their remarks are frivolous, open to challenge. But they are amusing themselves, for it is their adversary who is obliged to use words responsibly, since he believes in words. The anti-Semites have the right to play. They even like to play with discourse for, by giving ridiculous reasons, they discredit the seriousness of their interlocutors. They delight in acting in bad faith, since they seek not to persuade by sound argument but to intimidate and disconcert. If you press them too closely, they will abruptly fall silent, loftily indicating by some phrase that the time for argument is past.”
Either it was deliberate, or the richest man on earth is so incompetent that he accidentally made a motion exactly mimicking a seig heil while welcoming a self-proclaimed king and dictator. Twice - once towards the audience, and once towards the flag of the united states. Neither option is good.
What was it?
Let's say you're making a visual novel. Do you need a fully 3d editor? No, so having Z coordinates on all your objects is a liability: you'll have bugs with Z-fighting sprites or your designer will accidentally place gameobjects at depth and not understand why they're not rendering, because this is a 2d game and they set the rendering layer correctly not thinking about 3d space.
Specify exactly what you need and execute that, using libraries for the low level stuff, and taking responsibility for as many design decisions as you can. It will save you so much frustration. If I could go back and give one piece of advice to myself when I was learning, it would be ditch the engine - they are false promises. One size fits all means it truly fits no one.