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Joined 2 years ago
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Cake day: June 20th, 2023

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  • I’m sure that there are tools to automate some of the work, but my understanding is that in most cases modelling artists want some kind of control over the generated LODs to ensure they don’t look like shit. Removing vertices on a 3d textured object is not nearly as simple as scaling a 2d picture as far as I understand it. You need to avoid mismapped textures, clipping vertices, the wrong missing details causing obvious pop-in, etc. A triangle in one place can be redundant but another triangle elsewhere may be a critical detail whose removal will be obviously missing from a distance (for example if you model the white house, you really want to keep the small flagpole up top at ALL levels of detail, but automated systems might remove it).

    TBF part of the problem is that modern graphics cards mostly can shrug off insane amounts of geometry and badly optimized models, so management must have heard “high prio but not strictly blocking for release” and said “put it in the backlog” (aka “lmao whatever nerd I don’t care then, please focus on Marketing’s feature list happy please and thank you”).



  • Game dev is not my wheelhouse but from what I gather in the article it is supposed to do some things better but the engine features (HDRP, DOTS, etc.) are still missing important features that led to a low of low-level re-implementations by Paradox…

    However AFAIK game engines will not create LODs for you (and certainly won’t prevent you from using overly detailed models) so that part is squarely on Paradox.

    At the end of the day a game engine is like any framework, it can make things a lot faster and easier but will not prevent you from shooting yourself in the foot if you don’t know what it is doing.



  • It’s not wrong to work with modern languages, but don’t pretend that you have the answer to the debate if you don’t work in a field where it applies.

    Linting bash/perl is a TERRIBLE idea. Consider the following, extremely common piece of code (perl has equivalent syntax as well):

    #!/bin/bash
    
    cat > testfile < < EOF
        test1
    	test2
    EOF
    

    (lol lemmy bug found, can’t write the actual “left angled bracket - left angled bracket” syntax, it somehow truncates the comment)

    OTOH if you use a modern auto-formattable language, then you can auto-format to tabs with a git hook or IDE plugin (and back for committing) if you want, so the debate doesn’t matter in that case. It goes both ways.



  • Because other people are fucking morons and their editor doesn’t have visible whitespace enabled - or it does but they don’t give a shit.

    Therefore these fucking morons have anywhere between 2 and 8 spaces-per-tab configured and will happily mash the tab key however many times is convenient for them to align their code or comments because they don’t understand shit about fuck when it comes to alignement (or they don’t care). Now I open their file and everything is predictably misaligned. Spaces and tabs are mixed from one line to the next, and in particularly egregious cases no tab width I can locally set on the file will make it readable because multiple different morons used different tab widths to align with tabs - sometimes within the same goddamn function or comment.

    Have you ever tried to read an important technical diagram in ASCII art aligned with tabs by different people with different IDE settings? Because I have. Emphasis on tried.