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Probably my favorite comic is "Top 10" written by Moore. I highly recommend it.

https://en.wikipedia.org/wiki/Top_10_(comics)


I will never not find it insane that in college they have word minimums for essays, instead of maximums. Imo going to college ruins many people's ability to write clearly.

At university in the UK it's almost always maximums rather than minimums. It's damn hard as well, you never get the word count you actually need to fully cover the subject and always end up desperately counting those last few as you trim it down. My university would cap your grade if you went over the count by a certain % as well.

I do think it made me better at writing though, and it certainly made me aware of how much people are actually willing to read.


I definitely had classes in college that had maximums as well (often assignments were supposed to be 7-10 pages, for example), but generally it's unnecessary and most people struggle to meet the minimums.

Why?

ublock origin \ my filters

youtube.com##ytd-rich-grid-renderer:style(--ytd-rich-grid-items-per-row: 5 !important)

Ive had that for a couple years.


You can turn off the Unity splash screen with free version in 6.. Thats something I want in 6 tbh.


Currently working on a new game and it was hard for me to decide between unity and Godot.. I ended up going with Unity cus..

* I have 10+ years experience with it.

* C# integration in Godot is not great

* Cant build to webGL with C# in latest version of Godot

* gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)

* With Unity I have access to the asset store, which has a massive amount of content, some very high quality stuff also that's much better then Unity's built in features (eg. Rewired)

I feel dirty using Unity vs Godot, but I primarily want to get my game done, and it will be faster with a better result using Unity, its just superior from an engineering point of view right now imo.


> gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)

I'm going to break this down:

> gdscript is not a serious option imo

Subjective, but fair enough. If this is a general argument against "scripting languages" versus more "advanced" languages, I should remind you that Lua and JS are still very popular languages in game development.

> stupid whitespace language

The only other big "whitespace language," Python, is immensely popular and widespread in server, client, AI, etc. applications. This is a question of taste, and has nothing to do with the objective quality of GDScript.

> They need to drop it and focus on C# like Unity did years back with UnityScript

The irony is that JavaScript (real JS, not a JS-like language) is almost certainly very viable in a game engine nowadays.

> Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example

C# is popular for a variety of reasons (fast, mature ecosystem, etc.); however, "just use C# because others are using it" is by itself not a compelling argument.

Syntax and language aren't that big of a deal for professional developers.


I disagree, going from C# with full visual studio (having a compiler with a lot of information about your code), and all of .net available, to gdscript feels like moving to a kids toy language like Scratch.

I could do everything in gdscript, but it would be slower, more error prone and less maintainable.

.. Ive done some js recently, I did a web app. and the difference is shocking..

* you can actually make spelling mistakes

* there no find all references

* You cant rename things

* without types autocomplete does very little

* without compiler autocomplete suggest random things based on spelling, not actually viable fields

I could go on.. All these things add up to make the work go slower, and produce more error prone and less maintainable code. I thought the freedom of no types and less boilerplate would make js really fast to write but I found it the opposite in practice.

I can write 1000's of line of game code in C#. Complicated stuff like procedural level generation and I dont even need to run it, usually its perfect 1st time. I couldn't do that in js, the IDE experience is not the same.


> I feel dirty using Unity vs Godot

Unity doesn't make me feel dirty at all. Quite the opposite actually. I am not going to apologize for using tools that don't suck. I feel like I am on the bridge of an imperial star destroyer when I am observing others get caught up with this "X is better than Y" bullshit, especially when X is definitely not better than Y.

> its just superior from an engineering point of view right now imo.

If you are building a game, this is the only thing that should matter. Imagine deluding yourself into believing that by picking exactly the right OSS hammer from Home Depot that your woodworking project will magically go better. If you have involved other humans in this effort, playing tooling tribalism simulator is a pretty lame thing to do, especially if those other humans are non-technical artists and otherwise trying to simply contribute to some shared creative vision.


My experience with GPT and Claude, is that they are fantastic for learning something brand new to me, as a kind of tutor..

But for writing code in some domain I am good in, they are pretty much useless.. I would spend a lot longer struggling to get something that barely functions from them VS writing it myself, and the one I write myself will be terse and maintainable + if it has bugs they will be like obvious ones, not insane ones that a human would never do.

Even just when getting them to write individual functions with very clear and small scopes.


Well good riddance to the fucking parasites.


If u dont wanna do it, then why are you doing it?

I mean we all know those things are stupid and an employer who puts stock in them is defo not someone you'd wanna work for, cus they are building teams on stupid principles and clearly dont have a clue about making software.

I'd say spend your time building something you always wanted to. That will really show off your skills.


cool


It's defo efficient imo. The optimal team size is 1.

You could try devlogging. I'm a total misanthrope but I still devlog about my games.


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