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Search - "mechanics"
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I’m making a puzzle game! Cool!
Concept - done
Mechanics - done
Art - done
Ui - done
Puzzles - uhhh... this is harder than expected.31 -
To become an engineer (CS/IT) in India, you have to study:
1. 3 papers in Physics (2 mechanics, 1 optics)
2. 1 paper in Chemistry
3. 2 papers in English (1 grammar, 1 professional communication). Sometimes 3 papers will be there.
4. 6 papers in Mathematics (sequences, series, linear algebra, complex numbers and related stuff, vectors and 3D geometry, differential calculus, integral calculus, maxima/minima, differential equations, descrete mathematics)
5. 1 paper in Economics
6. 1 paper in Business Management
7. 1 paper in Engineering Drawing (drawing random nuts and bolts, locus of point etc)
8. 1 paper in Electronics
9. 1 paper in Mechanical Workshop (sheet metal, wooden work, moulding, metal casting, fitting, lathe machine, milling machine, various drills)
And when you jump in real life scenario, you encounter source/revision/version control, profilers, build server, automated build toolchains, scripts, refactoring, debugging, optimizations etc. As a matter of fact none of these are touched in the course.
Sure, they teach you a large set of algorithms, but they don't tell you when to prefer insertion sort over quick sort, quick sort over merge sort etc. They teach you Las Vegas and Monte Carlo algorithms, but they don't tell you that the randomizer in question should pass Die Hard test (and then you wonder why algorithm is not working as expected). They teach compiler theory, but you cannot write a simple parser after passing the course. They taught you multicore architecture and multicore programming, but you don't know how to detect and fix a race condition. You passed entire engineering course with flying colors, and yet you don't know ABC of debugging (I wish you encounter some notorious heisenbug really soon). They taught 2-3 programming languages, and yet you cannot explain simple variable declaration.
And then, they say that you should have knowledge of multiple fields. Oh well! you don't have any damn idea about your major, and now you are talking about knowledge in multiple fields?
What is the point of such education?
PS: I am tired of interviewing shitty candidates with flying colours in their marksheets. Go kids, learn some real stuff first, and then talk some random bullshit.18 -
Seven months ago:
===============
Project Manager: - "Guys, we need to make this brand new ProjectX, here are the specs. What do you think?"
Bored Old Lead: - "I was going to resign this week but you've convinced me, this is a challenge, I never worked with this stack, I'm staying! I'll gladly play with this framework I never used before, it seems to work with this libA I can use here and this libB that I can use here! Such fun!"
Project Manager: - "Awesome! I'm counting on you!"
Six months ago:
====================
Cprn: - "So this part you asked me to implement is tons of work due to the way you're using libA. I really don't think we need it here. We could use a more common approach."
Bored Old Lead: - "No, I already rewrote parts of libB to work with libA, we're keeping it. Just do what's needed."
Cprn: - "Really? Oh, I see. It solves this one issue I'm having at least. Did you push the changes upstream?"
Bored Old Lead: - "No, nobody uses it like that, people don't need it."
Cprn: - "Wait... What? Then why did you even *think* about using those two libs together? It makes no sense."
Bored Old Lead: - "Come on, it's a challenge! Read it! Understand it! It'll make you a better coder!"
Four months ago:
==============
Cprn: - "That version of the framework you used is loosing support next month. We really should update."
Bored Old Lead: - "Yeah, we can't. I changed some core framework mechanics and the patches won't work with the new version. I'd have to rewrite these."
Cprn: - "Please do?"
Bored Old Lead: - "Nah, it's a waste of time! We're not updating!"
Three months ago:
===============
Bored Old Lead: - "The code you committed doesn't pass the tests."
Cprn: - "I just run it on my working copy and everything passes."
Bored Old Lead: - "Doesn't work on mine."
Cprn: - "Let me take a look... Ah! Here you go! You've misused these two options in the framework config for your dev environment."
Bored Old Lead: - "No, I had to hack them like that to work with libB."
Cprn: - "But the new framework version already brings everything we need from libB. We could just update and drop it."
Bored Old Lead: - "No! Can't update, remember?"
Last Friday:
=========
Bored Old Lead: - "You need to rewrite these tests. They work really slow. Two hours to pass all."
Cprn: - "What..? How come? I just run them on revision from this morning and all passed in a minute."
Bored Old Lead: - "Pull the changes and try again. I changed few input dataset objects and then copied results from error messages to assertions to make the tests pass and now it takes two hours. I've narrowed it to those weird tests here."
Cprn: - "Yeah, all of those use ORM. Maybe it's something with the model?"
Bored Old Lead: - "No, all is fine with the model. I was just there rewriting the way framework maps data types to accommodate for my new type that's really just an enum but I made it into a special custom object that needs special custom handling in the ORM. I haven't noticed any issues."
Cprn: - "What!? This makes *zero* sense! You're rewriting vendor code and expect everything to just work!? You're using libs that aren't designed to work together in production code because you wanted a challenge!?? And when everything blows up you're blaming my test code that you're feeding with incorrect dataset!??? See you on Monday, I'm going home! *door slam*"
Today:
=====
Project Manager: - "Cprn, Bored Old Lead left on Friday. He said he can't work with you. You're responsible for Project X now."24 -
I am amazed. I witnessed (mostly heard) a 14 year old girl calm down a young adult female suffering an anxiety attack before I managed to push through people on the tram. She told her to close her eyes, breath, tell her what she smells, then open her eyes, name first thing that she sees, then look left, name first thing, etc.
This is called sensory grounding and it works. And yeah, what she did was pretty awesome but this isn't what amazed me the most. I asked where she learned that and she said "from a game about apes". And I knew exactly which game she meant. There's a title called Ancestors: The Humankind Odyssey and among many interesting mechanics there's one that puts the player in a state of anxiety when they venture into an unknown territory. The way to win that part is by analyzing surroundings by vision, hearing and the sense of smell before a panic countdown goes to zero. It's called "conquering your fear". Holly fuck, I played that and I didn't connect the dots. Are games nowadays teaching kids how to handle real life crisis? Where were those games when I was a kid??4 -
So, there was this person I met on the internet who was preaching about how the success of games depends primarily on luck.
His argument was that even though he made a great game(his opinion) and uploaded it to the appstore his game failed to gain popularity.
He stated that there are about 500 games uploaded daily and it is only the matter of luck whether or not a game gets noticed and that he ran out of luck.
Now, his game was a pretty ripped off copy of the overused tile matching games. I pointed out to him that the reason his game didn't do well was probably because he made a ripoff(I actually used 'a copy's but 'ripoff' sounds more rant like) and that he priced it fairly high, while there were free games with more features and better graphics and mechanics(based on the description of the game and screenshots).
He then began to rage(all caps obviously) about how I am talking out of my ass and that I probably haven't even made a game yet.
I politely(the only reason I was polite was because the account was known to my Twitter followers. Sometimes one has to protect one's name) told him that I am an indie game developer and that I have made a decent amount of games.
He then proceeded to mock me and dared me to name a few.
So I posted four links to my 48 hour competition games and one to an official game.
He then began to call me an imposter, so I did a shout-out to him through my Twitter account.
Instead of continuing on Twitter, he ran back to the forum, and began to shit talk about how anyone can do it if they have a team with them.
I corrected him on that, stating how I was alone at the time and these particular games were the results of me working hard and striving to improve myself.
Then the guy finally starts spamming on different threads about how I am an arrogant bastard and other explicit forms of abuses before finally getting banned.
Sometimes I don't even know why I bother.
When I was starting out, there was this developer who would point out the faults in my games so that I could work on them. That was a great help and probably accelerated my growth. He was a great mentor and is now a good friend and is now in my team.
I guess some people are so hung up on their pride that they will refuse to accept their mistakes and make any efforts to improve.9 -
The solution for this one isn't nearly as amusing as the journey.
I was working for one of the largest retailers in NA as an architect. Said retailer had over a thousand big box stores, IT maintenance budget of $200M/year. The kind of place that just reeks of waste and mismanagement at every level.
They had installed a system to distribute training and instructional videos to every store, as well as recorded daily broadcasts to all store employees as a way of reducing management time spend with employees in the morning. This system had cost a cool 400M USD, not including labor and upgrades for round 1. Round 2 was another 100M to add a storage buffer to each store because they'd failed to account for the fact that their internet connections at the store and the outbound pipe from the DC wasn't capable of running the public facing e-commerce and streaming all the video data to every store in realtime. Typical massive enterprise clusterfuck.
Then security gets involved. Each device at stores had a different address on a private megawan. The stores didn't generally phone home, home phoned them as an access control measure; stores calling the DC was verboten. This presented an obvious problem for the video system because it needed to pull updates.
The brilliant Infosys resources had a bright idea to solve this problem:
- Treat each device IP as an access key for that device (avg 15 per store per store).
- Verify the request ip, then issue a redirect with ANOTHER ip unique to that device that the firewall would ingress only to the video subnet
- Do it all with the F5
A few months later, the networking team comes back and announces that after months of work and 10s of people years they can't implement the solution because iRules have a size limit and they would need more than 60,000 lines or 15,000 rules to implement it. Sad trombones all around.
Then, a wild DBA appears, steps up to the plate and says he can solve the problem with the power of ORACLE! Few months later he comes back with some absolutely batshit solution that stored the individual octets of an IPV4, multiple nested queries to the same table to emulate subnet masking through some temp table spanning voodoo. Time to complete: 2-4 minutes per request. He too eventually gives up the fight, sort of, in that backhanded way DBAs tend to do everything. I wish I would have paid more attention to that abortion because the rationale and its mechanics were just staggeringly rube goldberg and should have been documented for posterity.
So I catch wind of this sitting in a CAB meeting. I hear them talking about how there's "no way to solve this problem, it's too complex, we're going to need a lot more databases to handle this." I tune in and gather all it really needs to do, since the ingress firewall is handling the origin IP checks, is convert the request IP to video ingress IP, 302 and call it a day.
While they're all grandstanding and pontificating, I fire up visual studio and:
- write a method that encodes the incoming request IP into a single uint32
- write an http module that keeps an in-memory dictionary of uint32,string for the request, response, converts the request ip and 302s the call with blackhole support
- convert all the mappings in the spreadsheet attached to the meetings into a csv, dump to disk
- write a wpf application to allow for easily managing the IP database in the short term
- deploy the solution one of our stage boxes
- add a TODO to eventually move this to a database
All this took about 5 minutes. I interrupt their conversation to ask them to retarget their test to the port I exposed on the stage box. Then watch them stare in stunned silence as the crow grows cold.
According to a friend who still works there, that code is still running in production on a single node to this day. And still running on the same static file database.
#TheValueOfEngineers2 -
Elixir:
solution = problem |> process |> process_more |> finalize |> format
Java:
New class() implements quantum mechanics; get(); set(); get(); set(); super.fuckshitup(); throw new nonsense 300 line error and crash6 -
So... I've seen my dad talking a lot about quantum computers, and it's getting quite embarrassing to be there when he talks about them. He doesn't understand shit about them, except that they somehow use quantum mechanics for something.
Last week my uncle from Spain visited us. He's a Cristian pastor, and a cool guy, so they always talk about god and similar themes. We gathered the family to have a dinner with my uncle as he only was going to be one day with us. This is how part of the dinner went by:
" so, <Uncle's name>, have you heard about quantum computers?"
me thinking:*Oh my God. Please not again... *
"The nasa, the US government and all kinds of powerful entities are getting the quantum computer."
He always talks about THE quantum computer as if it was just one big machine.
"They have found that multiple universes exist through it. If this is what they are telling us, imagine how far they've gone. Remember that technology is always 8 years ahead of actual public technology."
Me:*please dad, stop. Who the fuck is made that claim and how many fucking years ago?*
"Did you know that many people remember that Mandela died in prison, while in the oficial version, he died after it? They must be messing with multiple universes, or multiple timelines are getting intertwined."
Me: *please, not the mandela effect again*
Then my dad procceded to talk about multiverses and how THE quantum computer was the future and about some parts of the Bible that supported it. Bizarre, I know.
When we are alone, I always try to tell him how things actually work but he always twists my claims to support his. Last time I told him that the mandela effect was perfectly explainable by psychological phenomena around forgotten memories. But this is going to far... Fuck the guys that made zeitgeist. Fuck Alex Jones. Fuck random youtube conspiracy channels. They make technology look like fucking magic for muggles.10 -
My college forces you to take chemistry, physics, mechanics, philosophy, and Environmental science before you even take your first coding course. WHYYYYYYYYYYYYYYYYY......... I didn't apply for this XD7
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Imagine if you will, a fictional world outside our own.
In this world, the requirement for getting a drivers licenses is 4 years of research into quantum mechanics.
- Was it interesting? Yeah.
- Did I learn it because I had to? Yup.
- Will I use the harmonic oscillation calculations of a particle when driving my car. Fuck no!
- Did it cost me an ungodly amount of money? It sure did!
- Will some dumb people still say it was useful because it is the minimum (fictional) barrier to entry for driving a car. You bet your sweet ass they will!!!
It was about as useful as any made up requirement, make-work, self-funding, circle-jerking, waste or time and money to feed the pockets of people who are too scared to do actual work so they teach, can be.
I paid all that money to be taught technology that was old when my mother was in school.
In the first year out of school, with only a $300 subscription to PluralSight some uDemy courses and hard work, I learned 100X as much as everything they put in front of me in school.
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School has its place.
Children who don't understand the importance of learning and need their hand help.
Adult children (some of which on on their 3rd or 4th degree) who also need their hand held.
People too afraid to enter the real world.
Doctors.
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I would do it again because it is the minimum requirement of entry, but thats nothing more than a bullshit make-work project.
Play their game as long as you need to. Keep your own game in mind. Don't drink the koolaid, just fake a sip. Then when the time is right, play by your own rules.
Peace4 -
Tl;Dr - It started as an escape, carried on as fun, then as a way to be lazy, and finally as a way of life. Coding has defined and shaped my entire life from the age of nine.
When I was nine I was playing a game on my ZX spectrum and accidentally knocked the keyboard as I reached over to adjust my TV. Incredibly parts of it actually made a little sense to me and got my curiosity. I spent hours reading through that code, afraid to turn the Spectrum off in case I couldn't get back to it. Weeks later I got hold of a book of example code to copy out to do various things like making patterns on the screen. I was amazed by it. You told it what to do, and it did it! (don't you miss the days when coding worked like that?) I was bitten by the coding bug (excuse the pun) and I'd got it bad! I spent many late nights on that thing, escaping from a difficult home life. People (especially adults) were confusing, and in my experience unpredictable. When you did things wrong they shouted at you and threatened to take you away, or ignored you completely. Code never did that. If you did something wrong, it quietly let you know and often told you exactly what was wrong. It wasn't because of shifting expectations or a change of mood or anything like that. It was just clean logic, simple cause and effect.
I get my first computer a year later: an IBM XT that had been discarded by a company and was fitted with a key on the side to turn it on. With the impressive noise it made it really was like starting an engine. Whole most kids would have played with the games, I spent my time playing with batch scripts and writing very simple text adventures. And discovering what "format c:" does. With some abuse and threatened violence I managed to get windows running on it. Windows 2.1 I think it was.
At 12 I got a Gateway 75 running Windows 95. Over the next few years I do covered many amazing games: ROTT, Doom, Hexen, and so on. Aside from the games themselves, I was fascinated by the way computers could be linked together to play together (this was still early days for the Web and computers networked in a home was very unusual). I also got into making levels for Doom, Heretic, and years later Duke Nukem 3D (pretty sure it was heretic; all I remember is the nightmare of trying to write levels entirely by code!). I enjoyed re-scripting some of the weapons and monsters to behave differently. About this time I also got into HTML (I still call this coding, but not programming), C, and java. I had trouble with C as none of the examples and tutorial code seemed to run properly under a Windows environment. Similar for my very short stint with assembly. At some point I got a TI-83 programmable calculator and started rewriting my old batch script games on it, including one "Gangster Lord" game that had the same mechanics as a lot of the Facebook games that appeared later (do things, earn money, spend money to buy stuff to do more things). Worried about upcoming exams, I also made a number of maths helper apps, including a quadratic equation solver that gave the steps, and a fake calculator reset to smuggle them into my exams. When the day came I panicked and did a proper reset for fear of being caught.
At 18 I was convinced I was going to be a professional coder as I started a degree in Computer Science. Three months later I dropped out after a bunch of lectures teaching what input and output devices were and realising we were only going to be taught Java and no C++. I started a job on the call centre of a big company, but was frustrated with many of the boring and repetitive tasks we had to do. So I put my previous knowledge to use, and quickly learned VBA to automate tasks. It wasn't long before I ended up promoted to Business Analyst where I worked on a great team building small systems in Office, SAS, and a few other tools.
I decided to retrain in psychology, so left the job I was in and started another degree. During my work and placements my skills came in use a number of times to simplify and automate tasks. I finished my degree, then took a job as a teaching assistant while I worked out what I wanted to do next and how to pay for it. Three years later I've ended up IT technican at the school, responsible for the website, teaching a number of Computing lessons each week, and unofficial co-coordinator for Computing as a subject. I also run a team of ten year old Digital Leaders who I am training in online safety and as technical experts; I am hoping to inspire them to a future in coding. In September I'll be starting teacher training with a view to becoming a Computing specialist teacher. Oh, and I'm currently doing a course in Android Development in my free time.
And this all started with an accidental knock on the keyboard of a ZX Spectrum.6 -
If we are living in a simulation then I am pretty sure that the quantum mechanics part was written in javascript.3
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Is it just me who sees this? JS development in a somewhat more complex setting (like vue-storefront) is just a horrible mess.
I have 10+ experience in java, c# and python, and I've never needed more than a a few hours to get into a new codebase, understanding the overall system, being able to guess where to fix a given problem.
But with JS (and also TS for that matter) I'm at my limits. Most of the files look like they don't do anything. There seems to be no structure, both from a file system point of view, nor from a code point of view.
It start with little things like 300 char long lines including various lambdas, closures and ifs with useless variables names, over overly generic and minified method/function names to inconsistent naming of files, classes and basically everything else.
I used to just set a breakpoint somewhere in my code (or in a compiled dependency) wait this it is being hit and go back and forth to learn how the system state changes.
This seems to be highly limited in JS. I didn't find the one way to just being able to debug, everything that is. There are weird things like transpilers, compiler, minifiers, bablers and what not else. There is an error? Go f... yourself ...
And what do I find as the number one tipp all across the internet? Console.log?? are you kidding me, sure just tell me, your kidding me right?
If I would have to describe the JS world in one word, I would use "inconsistency". It's all just a pain in the ass.
I remember when I switcher from VisualStudio/C# to Eclipse/Java I felt like traveling back in time for about 10 years. Everyting seemd so ... old-schoolish, buggy, weird.
When I now switch from java to JS it makes me feel the same way. It's all so highly unproductive, inconsistent, undeterministic, cobbled together.
For one inconveinience the JS communinity seems to like to build huge shitloads of stuff around it, instead of fixing the obvious. And noone seems to see that.
It's like they are all blinded somehow. Currently I'm also trying to implement a small react app based on react-admin. The simplest things to develop and debug are a nightmare. There is so much boilerplate that to write that most people in the internet just keep copying stuff, without even trying to understand what it actually does.
I've always been a guy that tries to understand what the fuck this code actuall does. And for most of the parts I just thing, that the stuff there is useless or could be done in a way more readable way. But instead, all the devs out there just seem to chose the "copy and fix somehow-ish" way.
I'm all in for component-izing stuff. I like encapsulation, I'm a OOP guy by heart. But what react and similar frameworks do is just insane. It's just not right (for some part).
Especially when you have to remember so much stuff that is just mechanics/boilerplate without having any actual "business logical function".
People always say java is so verbose. I don't think it is, there is so few syntax that it almost reads like a prose story. When I look at JS and TS instead, I'm overwhelmed by all the syntax, almost wondering every second line, what the actual fuck this could mean. The boilerplate/logic ration seems way to off ..
So it really makes me wonder, if all you JS devs out there are just so used to that stuff, that you cannot imagine how it could be done better? I still remember my C# days, but I admin that I just got used to java. So I can somehow understand that all. But JS is just another few levels less deeper.
But maybe I'm just lazy and too old ...4 -
Woohoo!!! I made it to 1000++s :) Now I feel less newbie-like around here :)
So... I don't want to shit-post, so in gratitude to all you guys for this awesome community you've built, specially @trogus and @dfox, I'll post here a list of my ideas/projects for the future, so you guys can have something to talk about or at least laugh at.
Here we go!
Current Project: Ensayador.
It's a webapp that intends to ease and help students write essays. I'm making it with history students in mind, but it should also help in other discipline's essay production. It will store the thesis, arguments, keywords and bibliography so students can create a guideline before the moment of writting. It will also let students catalogue their reads with the same fields they'd use for an essay: that is thesis, arguments, keywords and bibliography, for their further use in other essays. The bibliography field will consist on foreign keys to reads catalogued. The idea is to build upon the models natural/logical relations.
Apps: All the apps that will come next could be integrated in just one big app that I would call "ChatPo" ("Po" is a contextual word we use in my country when we end sentences, I think it derived from "Pues"). But I guess it's better to think about them as different apps, just so I don't find myself lost in a neverending side-project.
A subchat(similar to a subreddit)-based chat app:
An app where people can join/create sub-chats where they can talk about things they are interested in. In my country, this is normally done by facebook groups making a whatsapp group and posting the link in the group, but I think that an integrated app would let people find/create/join groups more easily. I'm not sure if this should work with nicknames or real names and phone numbers, but let's save that for the future.
A slack clone:
Yes, you read it right. I want to make a slack clone. You see, in my country, enterprise communications are shitty as hell: everything consists in emails and informal whatsapp groups. Slack solves all these problems, but nobody even knows what it is over here. I think a more localized solution would be perfect to fill this void, and it would be cool to make it myself (with a team of friends of course), and hopefully profit out of it.
A labour chat-app marketplace:
This is a big hybrid I'd like to make based on the premise of contracting services on a reliable manner and paying through the app. "Are you in need of a plumber, but don't know where to find a reliable one? Maybe you want a new look on your wall, but don't want to paint it yourself? Don't worry, we got you covered. In <Insert app name> you can find a professional perfect to suit your needs. Payment? It's just a tap away!". I guess you get the idea. I think wechat made something like this, I wonder how it worked out.
* Why so many chat apps? Well... I want to learn Erlang, it is something close to mythical to me, and it's perfect for the backend of a comms app. So I want to learn it and put it in practice in any of these ideas.*
Videogames:
Flat-land arena: A top down arena game based on the book "flat land". Different symmetrical shapes will fight on a 2d plane of existence, having different rotating and moving speeds, and attack mechanics. For example, the triangle could have a "lance" on the front, making it agressive but leaving the rest defenseless. The field of view will be small, but there'll be a 2d POV all around the screen, which will consist on a line that fills with the colors of surrounding objects, scaling from dark colors to lighter colors to give a sense of distance.
This read could help understand the concept better:
http://eldritchpress.org/eaa/...
A 2D darksouls-like class based adventure: I've thought very little about this, but it's a project I'm considering to build with my brothers. I hope we can make it.
Imposible/distant future projects:
History-reading AI: History is best teached when you start from a linguistic approach. That is, you first teach both the disciplinar vocabulary and the propper keywords, and from that you build on causality's logic. It would be cool to make an AI recognize keywords and disciplinary vocabulary to make sense of historical texts and maybe reformat them into another text/platform/database. (this is very close to the next idea)
Extensive Historical DB: A database containing the most historical phenomena posible, which is crazy, I know. It would be a neverending iterative software in which, through historical documents, it would store historical process, events, dates, figures, etc. All this would then be presented in a webapp in which you could query historical data and it would return it in a wikipedia like manner, but much more concize and prioritized, with links to documents about the data requested. This could be automated to an extent by History-reading AI.
I'm out of characters, but this was fun. Plus, I don't want this to be any more cringy than it already is.12 -
I have been creating mods for Skyrim and Fallout for a few years now. One day another modder wanted to make his own game using Unreal Engine 4. I wanted to learn UE4 anyway and the other members have made many mods before, so I joined in.
Well, it turned out I was the only one with a professional programming background (this is where I should have run). The others were all modders who somehow got their shit working. "It works, so it's good enough right?" On top of that UE4 has a visual scripting system called Blueprint. Instead of writing code you connect function blocks with execution lines. Needles to say that spaghetti code gets a whole new meening.
There was no issue board, no concept, no plan what the game should look like. Everyone was just doing whatever he wants and adding tons of gameplay mechanics. Gameplay mechanics that I had to redo because they where not reusable, not maintainable or/and poorly performing.
Coming from a modding background, they wanted to make the game moddable. This was the #1 priority. The game can only load "cooked" assets when it got packaged. So to make modding possible, we needed to include the unpacked project files in the download. This made the download size grow to 20+ GB. 20 GB for a fucking sidescroller. Now, 1 year after release we have one mod online: Our own test mod.
Well we "finished" the game eventually and it got released on Steam. A 20 GB sidescroller for $6.99. It's more like a $2.99 game in my opinion. But instead of lowering the price they increased it to $9.99, because we have spent so much time creating the game. Since that we selled less than 5 more copies. And now they want to make it work on mobile. Guess who will definetly NOT help them.
I have spent ~6 month of my freetime for this project, my rev share is < 100€ and they got me a lot of headaches with all their dumb decisions. Lesson learned. But hey, I am pretty good with UE4 now.4 -
I hate it when you are enrolled in a college for a cse degree but they decide to teach you quantum mechanics and environmental sciences cause you never know, may need them someday. However in the name of cse they teach you what was magnetic optical drive and about mice and printers cause as a cse student you should know how the mouse, the keyboard, printers work. How is electricity that powers your tools is generated? How much energy is generated or required to display the colour on you monitor? And programming, well thats what the company train you in after recruitment!!3
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It has been a loooong time since i have had awesome programming day like today, i've been doing earth simulator kind of game for mobile and lots of its core mechanics are starting to take shape. Still long way to go but it feels great! Days like these remind me why i started programming. I will have to deal with memory management because there will be lots of shit happening on screen not yet sure how to deal with that in corona sdk. Sorry for good feels.11
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I just love how liferay keeps finding ways to surprise me...
Customer: need to fix this security issue
me: ok
me: fixed. Testing locally. Works 100%.
Me: testing on dev server. Works 100%
qa: testing on dev server. Works 100%
me: all good. Deploying to preprod
customer: it doesn't work
me: testing preprod - it doesn't work.
Me: scp whole app to local machine. App works 100%.
Me: preview loaded liferay properties in preprod via liferay adm panel. All props loaded ok.
Me: attach jdb to preprod's liferay to see what props are loaded. Only defaults are used [custom props not loaded according to jdb]
me: is there some quantum mechanics involved..? Liferay managed to both load and not to load props at the same time and the state only changes as it's observed...2 -
Helping a friend who's a brilliant at mechanics and has his own patents, and got this question when downloading on his 10Mbit line:
"This was supposed to be a fast computer, so why is it taking so long to download?"
To explain the reason was surprisingly hard, considering that this is a guy who's been invited to give a lecture about innovation at a top tech university.1 -
If you're making a game, dont start by thinking about your inventory system. Start by thinking about what you want your player to be able to DO, the cost of those things, and the constraints.
For example, ages of empires didnt have you worrying about unit equipment at all. every villager could do almost any job. while survival games, especially survival horror, like the recent RE remake, severly restrict inventory and stack sizes to make resource managenent more important.
Games like Fallout had list based inventories because lists are cheap, and it allowed a tighter interaction loop. players would loot. go into inventory. close container, onto the next container, keeping the player in the exploration loop longer. neoscav did the opposite *for effect* harkening back to diablo, but taken to the nth degree: *everything*, actions, combat, exploration, character design, all based on an inventory-style grid.
while games like rimworld and dwarf fortress have your inventory represented by zones where items are physically *stored* in stacks on the ground, extending the concept of base management to resource management through physical layout and build optimization.
its important to think about what kind of actions you want players to be able to do, and the kinds of challenges and constraints you want on them at each point of the game and each mechanic they engage in.
other examples, though terrible, include fortnite, where the limitations of competitive play had inventory limited to a resource system and a hotbar. while earlier battle royale and sandboxs games like rust and battleground induced tension by combining loot mechanics and grid inventories with the constant danger of competing players, allowing them to have richer inventory systems at the risk of frusterating players who frequently died while managing their inventory. meanwhile in overwatch, notice how the HUD changes to best represent the abilities of each character.
all in all it is better to stop thinking of inventory systems as a means to an end, and instead as the end representation of desired mechanics, or artificially selected representations for particular effects.
this applies likewise to ui and ux in general. because the design of interface is fundementally about the design of *interactions*, and what you want to enable a user or customer to *do* will ultimately drive those interactions.6 -
I will die younger because of node packages
It's like quantum mechanics, so undeterministic, even with yarn.lock, I had this meeting to demo software and I was ready for 2 min past the meeting time, having worked nearly all night to save monorepo yarn workspaces issues where some module has peer dependency it shouldn't have and some other module installed a newer version of a package which broke another module with another version of the same package, one module checks if it's got an instanceof another package, but it returns false because it's another version of the same package that created it so X !== X.
I nearly had a nervous breakdown and my node modules won't fix when I remove all node_modules in the yarn+lerna monorepo and reinstall from scratch... it's like seeing ghosts with these errors all works for months and then a butterfly splashes its wings near 1 node module and the entire app fails apart.
:'''(2 -
In only I were 1.15 times faster or had better planning (why didn’t I use the Saturday Sunday at the end of the first week 🤦🏼♂️), things would’ve happened differently. I think I’m becoming stupid and my tolerance levels are going down too.
So this happened a while back ..
I was given a code base which didn’t have any changes in the last two years and I was asked to add a feature to this. This was my first task in this new group I was part of. I had two weeks to do this starting on a Monday.
Partway through implementation I realised that the code base is a pile of shit and I wasn’t doing myself or anyone else any favours by shitting on it.
It’s Wednesday. I’ve dealt with many other codebases before but the urge to rewrite this particular one was just unlike anything else. And so I started changing code and before I realised, I modified almost all the important files.
I got sick of this mixed up code and started a rewrite from scratch. It was Friday and I finally had just the basic mechanics of the whole thing working. Now I needed to add all the functionalities and also my new feature.
It should be noted that at no point did I tell any of the superiors I was doing this fearing what they might say and also fearing going back to adding shit to shit.
By the end of the second week, the rewrite was complete and I only had the new feature to add. The rewrite was significantly smaller, compartmentalised and well commented because I did the bloody commenting (where it was not obvious from the code). So on Friday, I was asked about the progress and I told them that it needed some more work and that I need a couple more days. And I got shit for it. I was told it was a mistake giving this task to me and that I am not competent enough. One of the superiors told the other superior about perhaps giving me something more suited to my level. To be fair to them, they were expecting the work in the two weeks to be for the new feature.
And in two days’ time, on Monday (I worked on Saturday and half of Sunday), I finished the whole thing and gave it to them. New feature was working. And I still did not tell them what I did. The tool worked fine so they had no idea what happened because this project had no version control and I pointed them to a new directory with the new code with a first commit.3 -
I have nothing to play recently so I started playing old games.
Today I launched gta vice city on my old pc. Got more than 200 hours in that game during my childhood. Game from 2002 and I laughed when driving a car. It was so natural and fun. Michael Jackson singing Billy Jean and police chasing my ass when I’m trying to find a bribe in the city. That was fun.
For me most of today’s games can’t compete in gameplay mechanics with that game from 20 years ago.
Maybe we have better graphics but gaming fun got worse.
I think it’s cause most of games are made on commercial engines to save money and game studios focus on graphics cause it’s cheaper than paying software developer.
They focus on games to be competitive between players so ai got worse.
Big studio games became generic like movies, they don’t want you to have fun but they want to give you a story around by delivering lots of content in game, achievements, stars but the gameplay itself is bugged and meh.
They don’t focus on things people want to do but they focus on target groups. Most today’s big title games are meh cause they’re made by people who don’t play them.
They don’t play them cause they don’t have time cause of management that changes requirements cause they asked target groups and that would sell. Well if I play a game I’m not interested in story despite some basic stuff to keep the progress forward, if I wanted a big story I would watch a movie or tv show. I play games to explore, feel the world and have fun. I don’t need a linear deep story for that cause I’m in game so give me good gameplay so I can feel the world.
Most of classic game hits didn’t had tons of text and tons of stuff to do but they somehow wanted you to play more. Cause they were competitive between player and computer, the controls felt natural and while progressing you was eaten by the game mechanics more and more not by the story but by amount of stuff you could do as you progress or difficulty increase or enemies behavior change.
Now we’re getting all at once, mostly pointed and with detailed tutorial what you can do. There’s no explanation there’s no discovery what you can and what you can’t do at start. You get all and you decide to throw game away because the moment you launched it you got everything so you spent money just to get stuff you won’t play cause it’s meh and you go back to cs or other looter shooter to kill people cause you’re pissed off that the game was meh.
Well I’m glad I was a kid in 90s and 2000s cause I could enjoy gaming before it was targeted to broader public and become another shallow mass media industry that don’t give a fuck about gameplay cause they want to tell you so many things, they want you to know them cause they’re so important that they forgot that I can read a book and I came to play game to get a different feeling then reading book.
Modern games are like books filled with small stories and nice graphics where you can open it on every page and read a little piece of shitty crap.
Just take this piece and go to toilet so you can wipe your ass with that story and begin other one, look around, puke and go to toilet to take a dump again. I lost my hope to get something fresh or filled with nice gameplay from gaming industry. It’s dead.4 -
Ah, developers, the unsung heroes of caffeine-fueled coding marathons and keyboard clacking symphonies! These mystical beings have a way of turning coffee and pizza into lines of code that somehow make the world go 'round.
Have you ever seen a developer in their natural habitat? They huddle in dimly lit rooms, surrounded by monitors glowing like magic crystals. Their battle cries of "It works on my machine!" echo through the corridors, as they summon the mighty powers of Stack Overflow and Google to conquer bugs and errors.
And let's talk about the coffee addiction – it's like they believe caffeine is the elixir of code immortality. The way they guard their mugs, you'd think it's the Holy Grail. In fact, a developer without coffee is like a computer without RAM – it just doesn't function properly.
But don't let their nerdy exteriors fool you. Deep down, they're dreamers. They dream of a world where every line of code is bug-free and every user is happy. A world where the boss understands what "just one more line of code" really means.
Speaking of bosses, developers have a unique ability to turn simple requests into complex projects. "Can you make a small tweak?" the boss asks innocently. And the developer replies, "Sure, it's just a minor change," while mentally calculating the time it'll take and the potential for scope creep.
Let's not forget their passion for acronyms. TLA (Three-Letter Acronym) is their second language. API, CSS, HTML, PHP, SQL... it's like they're playing a never-ending game of Scrabble with abbreviations.
And documentation? Well, that's their arch-nemesis. It's as if writing clear instructions is harder than debugging quantum mechanics. "The code is self-explanatory," they claim, leaving everyone else scratching their heads.
In the end, developers are a quirky bunch, but we love them for it. Their quirks and peculiarities are what make them the creative, brilliant minds that power our digital world. So here's to developers, the masters of logic and the wizards of the virtual realm!13 -
I just finished designing an entire asset management pipeline and christ on a fucking pogo stick, if it isn't convoluted.
Theres a lot of game engines out there, but all of them do it a little different. They all tackle a slightly different problem, without even realizing it.
1. asset management
2. asset change management
3. behavior change management
4. data management
5. combinatorial design management.
6. Combinatorial Behavior management
7. Feature completion
ASSET MANAGEMENT is exactly what it says on the tin.
ASSET CHANGE management can be thought of handling the import, export, formatting, platform specific packing, and versioning (including forking) of an asset.
BEHAVIORAL CHANGE management is a subset of asset management, because code is a subset of assets (depending on how you define 'assets'). The oldest known example of this is commenting and uncommenting code.
Or worse, printf debugging.
This can be file versioning, basic undo services, graph management of forks and mergers, toggles for features or modules, etc.
DATA management is about anything that doesn't fall into the other categories, everything from mission text to npc dialogues, quests, location names, item stats, the works. Anything you'd be tempted to put in a database, falls under this category. Haven't yet seen many engines offer this as an explicit built in tool as of yet, because the other problems are non-trivial as is, so this is a bit of low hanging fruit that gets handled by external tools, or loaded from formats as simple as json.
COMBINATORIAL DESIGN management is the idea of prefabbing, blueprints of broader object design using nested prototypes of existing game objects, to create more complex, reusable set pieces. Unity did this well. GM does this in part.
COMBINATORIAL BEHAVIOR management is entity-component systems, plus tooling to make it easy to add, remove, and configure components and their values on entity blueprints, also not uncommon. Both stencyl and unity do this. GM has a precursor to this in the form of configurable fields, but these fields are not based on component scripts attached to objects.
FEATURE COMPLETION is that set of gameplay mechanics or styles of design that an engine naturally makes easier to include or build in a game.
I don't think I'm aiming for all that, but I think at minimum a good engine has to do asset management, behavioral change management, prefabs, and entity-component systems with management tools for that. And ideally, asset change management.8 -
Finally, after 42 days of in development, I can proudly say my game reached Alpha stage. All core mechanics are in place. I hope I'll be able to say the same thing for Beta in next 6 weeks too!
To be honest, I could do it better, but I didn't had much time.11 -
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
import time
while bottle.contents > 0.0 and time.datetime():
fuck.rant()
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.7 -
Today on forgotten games – Vangers.
Even though the game is extremely hard and very, very frustrating, it somehow has an ability to make you obsessed with it. A very complex pieces of information, either carefully crafted or accidentally emerged from the void, delivered straight to your brain, making you an addict. If you play it and not delete it after five minutes, there is no way back – you better get used to new, different you.
There are many hard but addictive games based on simple mechanics, but Vangers is a different story. Compared to Vangers, Dark Souls seems nice, simple and easy casual game.
One can easily imagine "the hardest game possible", but all of them simply makes you delete the game and not to play it at all. Vangers precisely balance over this, achieving a very fragile equilibrium, being hard enough to frustrate you like no other game does, but not hard enough to simply make you quit instantly. While doing so, the game makes you a junkie, addicted to its eerie psychedelic nature.
This game spits in your face. This game makes you a slave, a desperate addict. All of your previous gaming skill, and speedrun experience doesn't matter.
The plot roughly goes like this: humans fucked up while experimenting with portals and accidentally discovered an advanced hivemind race. Trying to escape they fuck up spacetime and the two incompatible civilizations annihilate each other, creating a primal soup of creatures, from which the whole new world emerges. So there are many different strange creatures trying to survive in fucked spacetime where incompatible worlds are forcefully fused together, and you are the Vanger, one of many other Vangers trying to figure out what they are and how they was created.
The game features a voxel, fully-destructible world mapped on a torus. The game lore and terminology are extremely complex, and no one will explain it to you, you have to figure everything out yourself. Skip the dialog and no one will repeat it, you're on your own now.
Every playthrough is different. There are very many game mechanics and play styles available.
Everything in the game including complex rendering engine was written in C and Assembler back in 1998.
There are two types of Vangers players: the ones who was able to escape early and the ones who think that Vangers is the best game of all time. This says it all.
Last warning – DON'T PLAY THIS GAME. You better watch some playthrough on youtube.12 -
I don't understand my brain when it comes to programming...
I know how to build complex modding systems and RPG mechanics that self balance themselves in games... Yet I don't know how to make a platformer (pretty much where everyone begins)...
And the most recent thing is I can't seem to grasp interpreters and put it into code yet in 4 hours at work when I was working the register I worked out how to build a virtual machine with its own custom vCPU architecture to use in my game engines terminal...
Anyone else have shit like this? I can't be the only one on this... -
It's funny how you start feeling bad for the next dev taking over your project because it turned into a total spaghetti code shit show that will be impossible to maintain in the future with new features coming in.
Honestly... if a projects starts out with a certain scope which then gets extended EVERY FUCKING WEEK with requirements that can't even be met in the initial timeframe it's no wonder the code quality will decrease over time.
This just reminds me daily how important good project management (and I'm not talking about suit wearing pain-in-the-ass-managers) and the inclusion of devs in the planning process really is.
It's so fucking crazy that companies run like that with people up front that have NO FUCKING CLUE what they are doing, nor do they understand the mechanics, tech and effort that go into certain features. They're like "beep, boop, it's done by Friday you fuck!".
The funniest part of this stupid charade is that the closer we get to a new "deadline" (we will not meet the deadline anyways) the more nervous the "managers" get. WHY didn't you properly plan this shit in the first place? WHY didn't you care for the last six months where all this fucking bullshit could still have been prevented?
Meanwhile I'm just so sick and tired of this shitty project and this sucky company that I just don't have any motivation left to keep on working. It's so fucking hard and painful to work on projects that suck ass, are poorly designed. I just got to the point where coding is no fun any more. Thank god I'm out of here soon... fml5 -
Does anyone else have that project that they work on in there spare time? Well mine was a Pokemon MMO because I'm not a games developer and found it a really nice challenge/break from normal work. It's almost ready to be played but it's sad that it'll never be released. I mean I could recreate all of the sprites and game mechanics but that wasn't what I originally set out to do.4
-
When I was challenged by my teacher to develop an application for a Solid Mechanics class at university. I developed a dedicated calculator which returned all the results of a given problem, one of which had a graph! I made it with MIT App Inventor and later on took it to Android Studio with a friend of mine.
Best feeling I had at that time! -
This year I could join the "Game Graphics" for my elective classes. After seeing that we are split almost exactly in half (graphics design and programmers) our tutor (graphic with 20+ exp in the field, worked on few Call of Duty titles and more) decided that instead of forcing everyone to draw something, we will be making games in groups.
So me, and my friend were grouped with two girls from graphic. I have to say, working close with them was an eyes-opening experience. They don't think like me, they don't see like me and they interpret everything different.
Anyway, as most experienced Unity dev (... Yeaaaah, one game self made and published) I was chosen to get rest of the programmers up to speed. Luckily no one objected and they did what I wanted them to do, so it wasn't bad.
Today was supposedly the last day to present finished prototype. After three weeks staying up till 1 am, working on this project, two other, and nornal job, it was supposed to end. But, no one was really ready. So tutor decided that we will only do this project, an 2D platformer, instead of two, this and 3D game.
While walking around and checking the progress he stayed with us at least two times, watching what we were doing. Since last two weeks were really hectic, we were finishing up animations, adding some polish and such. When he came to us for the second time, he played our prototype. He's a bit older guy, somewhere around his 60, and one could see he wasn't prepared for hard gameplay I presented him with my first level design ever.
He told us his feedback, about how hard it is and not really intuitive, but in the end, he was satisfied. We have made really great progress and brought him something he could play and finish. Which was more than most of other groups had at today. And, as a cherry on the top, he complimented me as a group chief. I don't remember the last time someone complimented my work. The feeling was... Incredible. Touching even.
So, yeah. My hard work wasn't in vain, even though we now have time till the end of the semester. Everyone in my team has given their all and now we can rest for a bit, while others are catching up. Right now I only have to polish some mechanics, rework a bit of level design and add tutorial, while girls from graphic design will be working on better background and sprites.
All in all, it was a pretty good day.6 -
A little example of how recriutment in IT works.
Mechanic gets a live mechanic skill test to get a job, as he really wants this job because of lack of money he asks recriuter couple of questions.
Mechanic: do I need to bring my own tools ?
HR: no everything will be provided in place
Mechanic: what would I do during this test ?
HR: everything will be explained just before the test I’m not an engineer so engineer will explain everything to you
The test day, mechainc goes to the test place and the recriuter says:
Recruiter: Your first task is really simple, please tighten those screws, you have 10 minutes
Mechanic: But I don't see the screw driver
Recriuter: I can't say to you how to do it, you figure something out
Mechanic somehow manages to tighten those screws using his belt
Recriuter: Ok so now tell me what force is needed to unscrew them and tell me if you did good if I’d say you need to tighten 1 million screws
Mechanic: I just want to do my job
Recruiter: Hey we are looking for people with broad experience for this position, of course you wont be asked to do that task but we want to know if you’re capable to do the job if we ask you.
Mechanic: answers the question that he will use tools and what devices he will use to measure the force
Recriuter: Can you write this as a mathematical equation ?
Mechanic: don’t know that
Recruiter: Well we can’t hire you we are looking for someone with more knowledge about the topic
Mechanic: But you keep asking me about the fucking screws
Recruiter: Watch your mouth sir because for me you are junior mechanics, you don’t know how to use proper tools and you barely manage to do the first task in time I would use: started elaborating about tools to tighten many screws at a time in a distributed fashion
Mechanic: but to run those tools I would need more than 10 minutes and besides that those are not here
Recruiter: yes they are, we open those doors to get them before our work you suppose to know that and we use those all the time, it was in job description, besides that it is recommended by company xyz to keep those tools behind blue doors, there is nothing here besides blue doors and room with tools and you didn’t know what blue doors are for, you need to learn the basics first
Mechanic resigns. 90% luck 10% skill
Every fucking time.7 -
First thought about programming was in forth class in school, I was 10, and together with a friend we where planing on building a robot.
When we had a basic Idea on how the mechanics would work (theoretically but maybe not really practically sound) we started to consider how to control it. We had heard about computers but had never seen one but we figured out you could not just say, “go shopping” but rather had to break the problem down and doing that we came to the conclusion we would have to start with getting it to take a step.
We never got further as my family moved and I switched schools.
Later the same year I got to play with an actual computer, the Sinclair ZX80, 80 for the year.
A monster with 512 bytes of internal memory ... yes bytes, not kbyte.
And then things got going, after a few curses in Basic I finally got my own Spectra video 128, 14 years old and 2 years later I was teaching basic in ravening classes and I have been working with computers and programming ever since.1 -
Me VS Dentist:
Me: Hey Doc, it hearts on the left side of my jaw, can you take a look at it maybe?
Dentist: Awh that’s nothing. If you just keep it clean there is no problem. Let’s make a picture just to be sure.
Also Dentist: i can’t see it with my bare eyes but the picture indicates an upcoming problem on the right side. I HAVE TO REPAIR THIS!
No fucking complaints there but still.
This reminds me of IT people and car mechanics. They can tell you anything to earn cash from you.2 -
Today i saw someone complaining that you have to edit a config file on ubuntu to change the behaviour of the laptop when you close the lid, which in my opinion is simple enough.
But what triggered me was another argument saying that how it would be if cars will require a mechanics degree to drive them.
Well maybe then there won't be so many fucking idiots on the road blocking the traffic in almost every fucking city bigger than a peanut plantation.
I swear, people believe they deserve to use the best things without a single clue about how they work.5 -
I am on a forum where we actually help each other out. However, when I see someone post something, and it feels like they are putting in low effort (post practically empty) I don't spend my time getting info from them. I let others in the forum do the "show us your code" or "explain what this means" posts. I also start getting sarcastic. That is not cool in that forum so I refrain from posting.
So today I saw a post where they posted an ambiguous problem. It had to do with scrolling speed of a list in a gui interface. People made the posts like "not enough info", or "it could be...". The person further explained it was not a performance problem, but a "it just scrolls slow". At this point I can tell they have made zero effort to understand the scrolling mechanics of the object they are using. So I left the post and decided to let others deal with this. I so wanted to post a sarcastic remark though. So I am going to share with you:
That is definitely a case of "pixel drag".2 -
Not a rant... But I have a question guys...
I am currently a student in 2nd year of college.
I have been using and learning C++ since like 4 years now and it is my truely favorite language. It just is a joy to work with. Tried others but couldn't handle them (no offense. Just a personal preference) so here is the question:
What should I do in future? Like which field would be most enjoyable?
Currently, I feel game programming is it... I do enjoy whatever puny game like thing I make way more than anything...
I also specifically enjoy creating backend stuff...
(I always end up creating mechanics for working of game engine but never creating the actual game... Like creating an asset manager or something but not using it).
By backend stuff, I mean something which requires me to think a lot as to how can I implement something and then implement it (again, in C++). And then another developer could make use of it.
I heard game development has a very low scope for growth and is very very tedious... Is it true? What route should I go to?
Edit 1:
Btw, I enjoy building stuff from ground up, although ofc that doesn't happen haha...9 -
My biggest dev epiphany was also my dumbest one. We were working on a payment system for a roadside rescue company where an employee would register payments "in the field".
The challenge was automating input with typeahead and autocompletes in order to lessen the workload as manual input had to be an absolute minimum; this will be used by truck drivers/mechanics as they are trying to hurry to the next customer who has been waiting for 3 hours longer than we said we'd take.
We managed to make the invoice path first (customer has not paid, employee logs personalia needed for billing), but when it came to "paid on site" we almost upended the entire system trying to find a way to fetch user personalia outside of the invoice path.
Neither of us realized it during the days we were banging our heads against it. Realizing we don't need to make an invoice for a job that has been paid for was equal parts relief and utter embarrassment.
Probably my greatest lesson in how important it is to pull my head out of the code once in a while, and to ask myself what I'm trying to do and why. -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
https://hotpot.ai/art-maker
playing around with this is so captivating. that it doesn't really work well and you have to "optimize" your input makes it even more interesting. but when you use it too long, it starts messing with your brain and you start questioning your own perception of reality. what are "things" anyway xD
would be nice if dall-e 2 (which seems to actually work really well) was available to the public soon.. also, i want this for 3D structures, animations & games mechanics, imagine the fantastic uncanney valleys that would open up ^^4 -
At the car workshop, the mechanics are trying to print some pdf from the net. It looks like the job is sent to the printer, but nothing comes out. Restart the printer: no luck. Restart the computer: no cookie. Open the pdf in chrome instead of IE: yep.3
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When managers try to guess what the cause of a bug is I now know how mechanics feel when I try to guess the cause of an issue with my vehicle.2
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Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
I love when games don't change their mechanics much between installments. That way, when I play later installments and feel like going back to the previous ones, I don't feel so out of touch due to being used to newer features.1
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I am fucking out of shape. I hate it. I also dislike gyms and exercising doing some repetitive boring set of things. I feel like exercise should be a functional thing. My mind has issues so I end up not exercising. I walk every day 2 to 3 times a day at work. So I am getting some exercise, but not enough. I also like to play games. I saw a reference to a "Skyrim workout". I thought, hey I should look into that. So I found a couple of workouts tied to game mechanics. I am going to start with the simpler one until I see how this will "work out"... If this is successful I think I will create a mod that people can customize their workouts. Less fatty gamers unite!
I have also changed my diet to mostly non carbs. I allow some carbs, but not most. I feel better in general. I just need to actually move more. Have found I don't really get hungry anymore, or not as much.
Anyway, here is the simpler workout I found:17 -
Sometimes, I feel my codes follow quantum mechanics... Uncertainty everywhere.. Either it will run or follow proper standards.. Expecting both at a same time.. is not yet possible..
I can find a new excuse about my uncertain codes... If quantum engineers solve the uncertainty principle, then only my codes also will learn to behave as expected.. -
Frnd : Array starts at 1
Me : ya, when donkeys teaches Quantum mechanics and Einstein shits black hole3 -
Programming gave me a sense of accomplishment. The feeling of being able to dream something up, and then make that come to life, and always improving yourself as you go. What else gives you the same flexibility to change and add on to projects? All of this combined for my love of math and mechanics, and I found that programming was my true love!
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RANT! Clown VISA developer (you know, the one with ”extensive experience”) has still not finished his task which he was assigned after failing the last one which was easier. I wrote that they would fail and they have not even deployed anything to any environment. Not even dev. They just fuck around on their machines and this VISA guy says some nonsense shit on daily standups using mother fucking big words like it is really some difficult task they are doing. NOTHING has been done. It’s such a moral sink for the team.
When I asked nicely and asked if they have automated test they responded with a yes. So, I just dive into the repo and… no. There is no tests at all.
It is almost like they _think_ that tests automatically ate induced by osmosis or quantum mechanics or something. There is no tests. None. Zero. Why the ”yes”? 🤔
I looked at the commits and I can see no actual brain activity.
It will take a miracle. A miracle I say, to get any productive work out of this guy. What should he do? I mean, what should he actually get paid for? I do not understand. And he walks around in these $400 dollar jackets and coats and shit like he knows stuff.
I am having a really hard time accepting that he actually get paid at all. -
For reasons I won't disclose, I am just switching off reality in a pretty hardcore way.
Hours, and I mean almost half the fucking day, spent soloing my own TTRPG. It's actually the most fun I've had in years, I think I'm becoming slightly addicted. Dude, I have an abyss of grimdark lore, it's fucking crazy. I'm just bending the space-time continuum with my sorcerous ways, turns out the piece of shit $2 mechanics I designed are so flexible the game simply takes no effort to enjoy.
Anyway, I don't feel bad for this specifically. I do my daily work hours so I'm at peace, and allow myself to just do what I want to do.
Everything else is what gets me down. Fucking shit, man. I'd be ashamed of complaning, as I have it very good. I like my job and I like my game too. No problems there.
But the fact that I cannot go anywhere beyond those two things does raise little bit of an alarm, buried somewhere deep beneath the hundred tomes of forbidden spells I'm collecting on the alcove, down by my quarters on the cursed tower.
Tomorrow night, I'm going on more mystical adventures together with my vampire homegirl. She's a total boss. I was at 1 HP with both my fucking legs broken and no mana, just sitting on the sidelines trying not to die, while she fended off an inquisitor two times her level, all by herself. I know she's a fictional character but I said thank you for real a couple times, just to be nice, as she totally saved my arcane ass.
Now, you get me, right? It's escapism, and I'm great at it, a little bit too much. Honestly, once I'm done with my responsibilities for the day, I just don't feel like doing much of anything else, and I'm not crazy enough (yet) to not notice the downside, that being, no fucking life outside of working and locking myself up inside dark fantasy wonderland.
I suppose this is my roundabout way to say this better than sex, but I don't know if you would understand the sentiment.
Anyway, shutting off reality again in twelve or so hours, can't fucking wait.3 -
What attracts coders to open source libraries?
If you ever contributed to open source projects, what was the reason?
I am contributing to my supervisor’s package which is really handy for biophysicists (quantum mechanics). It is basically tons of code in python, it has okayish internal design, coverage 39% and B+ codefactor. I wish we could get more attention from scientists in our field and attract people to contribute to our project.13 -
I don't have an ios device (and hope I'll never have to :p) but I hear people saying that apps never crash on it.
Is this true? And if so, how is this achieved:
Forcing devs to pay extra attention to this or some system mechanics/structure or...?
Although i think i already saw things crashing somewhere...4 -
Worst part of building a game with a genre and mechanics you've never even tried is not knowing how to start...
I've only ever worked on survival and RPG games, going into a stealth focused immersive with intelligent artificial learning is a cunt! -
A truly scary multiplayer gothic horror action RPG set in a Victorian world with a Lovecraft inspired story (already got the story written as it so happens) with multiple mutually exclusive but tightly linked story lines. That is to say you can experience only one part of the unfolding story with the player having to communicate and interact with others in the game world to discover the full horror of the world.
The world would not have instances the world would be in a state that players find it in, based on what other players had done.
I have a lot of the game mechanics thought out, but time and money... If only it were limitless...3 -
Really wish there was a site that contained a library of fundamentals of development processes like basic networking, specific game mechanics and the such.
I don't mean show code but explain some of the maths and algorithms that go into the programming itself.
If I had the time I'd build it...5 -
I guess the moment I wanted to become a dev was when I was playing Skyrim and just got curious on what the underlying mechanics of the game looked like (and obviously how they worked). That lead to me embracing math (CS is derived from math and they both exercise logic flow and abstraction) and realized how good it felt solving problems. I get the same euphoric feeling from solving problems in mathematics as I do when I solve problems through code. I can say that I will be happy and have meaning developing software for the rest of my life, but I wouldn't lie and say that'll be my only focus. Along the way I'll definitely pursue other interest, but from my standing and mindset now I'll definitely be
developing things as more than just a hobby in the near future. -
This aesthetics in physics that is hard to explain to someone outside the field. How beautiful for example that you can express the whole classical mechanics in just 1 equation and electro magnetism in 4, that sense of symmetry and clarity they express. Essentially in what Einstein and others believed: that the universe is a orderly place not chaos and that its rules can be understood by our crippled minds.
And I think there is a similar notion in code. As physicists are driven to more general and powerful theories that shall some time explain all interactions of matter that we know of, programmers, I believe, strive for similar ideals: brevity, conciseness, generality, abstraction, powerfulness of your symbolic system - one line of code to end it all. -
Astronautics. Admiring the coolness of space flight and orbital mechanics.
Because who don't think that space flight and orbital mechanics are cool? -
As a machine (plc) programmer I regularly have to get my 17mm laptop out to fix mechanical problems.
It really winds me up when mechanical or electrical bods can't find the faults so they blame software, I prove to them that it's not software by using hand tools and doing their job for them.
Bone idle people! -
Fuuuuuuck!
Our client changed the project 3 times in 2 days!
Sometimes I wish to have a rocket launcher!
"Now we need to add a new rule in the mechanics... "
Thank you! We spent 2 days creating this shit for nothing.
Aaaargh fuck youuu!2 -
One day I decided I wanted to build robots.
And not kidding the reason I wanted to build them was because I wanted someone interesting to talk to and stil not kidding I even fantasized about a robot girlfriend... Lame I know I think I was a lonely little guy back then, though even after 7 years or so it doesn't feel as though it's that long ago. Maybe because things didn't change that much. Which is worrying but it's not the topic so I will pass on that future-past worries bullcrapper. After learning how robots worked and what made them function so things gradually led up to me being more interested in machine learning applications and software. I learned Arduino at first, I think I still have some messy circuits and old arduinos around. I only finished one robot though and it couldn't even support it's own weight. The servo motors were taking too many amps that heated up the little arduino even with a fan attached. Provably I should have made use of mechanics for robots books and calculated things first. But even though it couldn't walk properly I still felt success and I loved it like my own kid (me taking it apart was questionable but believe me). After that I focused more on writing code than using my hands to make things which was a pain in the ass if I might add.
After learning arduino and making that failed project of mine. I then picked up C++ wrote hello world program usual things a starter would do. It was the language I wrote my first game which I finished and this time it worked. But I never released it which was partly because I didn't want to spend a hundred bucks on a license for the engine and I also knew that it was a shit game. If I were to describe; lines in different colors come from the top you need to hit the lines with the same colored columns to break them. The columns changed their height and location on random. The lines sped up and gap between them decreased. Now that I think about it it wasn't half bad. But the code was written in game maker studio's version of C so I have no way to salvage it.
But I learned a lot of things from that project and that was the goal, so I would call it a win. I don't remember but after sometime I switched to python. And I'm glad I did, it's fun to code in which was the main reason I coded in the first place. Fun.
Life happens and time passes,
Now I'm waiting to enter college exams in a few months after hopefully passing them. My goal is to get into computer engineering which will be extremely challenging because it's the highest point department in the university I'm aiming at. But hey if the challenge is great the reward is greater right ? To be honest I'm still not sure about my career path. Too many choices. So I will just let my own road called <millions of similarly random events that are actually caused by deterministic reactions, to affect you and your surroundings leading up to a future which only the Laplace's demon can forsee> guide me. Wish me luck.1 -
commodore amiga 500, when I was 5 or 6.
what was the very first thing on it that i experienced, i don't know, but some things i remember:
Cannon Fodder 2
A-Train, a game that i played for months, it utterly fascinated me and i was utterly unable to keep my company afloat, because i was utterly unable to understand how the mechanics of the materials moving around worked (i still don't, actually, but in a different way)
some Apache simulator, which took us (me and father) literally a week to figure out how to get into the actual game from the main menu stylised as a military office. it took us several days to even realize it's the menu.
the Lotus Esprit 2 game, which we played regularly.
some Airbus simulator where i took two weeks of trial and error to figure out how to take off, without manual.
some experiments with midi sequencing and notation music programs.
how every two months, dad came with a 20page long list of programs and games from some pirate seller, which we would go through, mark stuff that sounded interesting (going by name only), then he would send it by post to him, and after a week, we would go take a package from post office full of floppies, literally like 200, and the next two or three weeks, we would be trying all of it out, seeing what the things we got were about, putting the good ones on one pile, the boring ones on another (cheap floppies for use)...
ah the magical times of wonder and exploration...2 -
Ever have a game you see you want the mechanics of altered where the ui is concerned by someone else and the ability to mod the backend code yourself to change how game play works ? That game is eve online for me
Because it should not suck as much as it does -
#justathought
What do people need? What will be the requirements of future?
App development, webdev, blockchain,.. snapchat, tiktok, insta... These are all just careers and apps whose sole purpose is to engage people with their phones... Every new app/website in the market wants to make the youngest of the young and oldest of the old to keep their eyes fixed on this glass screen for as long as they can... For the current decade, this has been the most successful market and profitable scheme of business in the world, leaving other careers like medical, astronomy, mechanics., Etc far behind.
So is this the future? In the next generation too we will be having users who are addicted to smaller and smaller and larger and larger screens, with their spectacle width thickening ... Or are we going to shift to some other form of business?3 -
Maybe you people will like this story.
The past semester I studied Java in class. First time doing object oriented programming, I had an annoying teacher but got the hang of it. I still miss C from the last year.
As a final project we had to do any program and apply some stuff we saw in class (The program should have an array list, use interfaces, bla bla bla bery simple stuff). It also must have a complete documentation, a manual and a diary explaining what was developed every week. Bonus points if it was in a repository like GitLab.
I wanted to do an RPG game in a matrix, like a rougelike or an old FF game, that should be a map or two, a few monsters and items and that's it. Enough to show what can I do and to have enough excuses to apply everything that the teacher asked. I had a team with two friends who wanted to do the same.
After making accounts in three different pages that apparently would help us to be more organized (One to make charts and two task trackers) I lost all patience and made an account in GitLab, made the basic classes that we had defined in a chart, divided the tasks and put them in to do on GitLab and we started to work.
One of my companions caused a lot of problems. First, he didin't wanted to learn how to use GitLab (I simply asked them to do merge requests) and he insisted to use GitHub. Then he started to say that using the console version was even better (Pretty sure he said thet he never used Git, but maybe was gas poisoning). The GitLab repository never had a single commit to his name.
BUT WAIT IT GETS BETTER all the entire time, he was complaining about the graphical interface of the game, wanting to use some SDK for RPGs that he found. I told him that we will see that at the end, that first we should have all the mechanics done, test it in ASCII in the console and then, if we have time, we will put the visual interface, separated and optional from the main program to avoid problems.
After two weeks where he gave me very simple standard stuff late, half done and through Google Drive, I discovered he was most of the time working on... the graphical interface SDK! He took the job already done by me and the other guy and making a pretty hardcoded integration with the graphical interface and making everything that he tought it would be necesary. Soon enough the GitLab repository was totally outdated and completly useless. He had the totallity of the project in his half broken laptop, and sometimes he gave us a zip with all the code, outdated after a few minutes. Most of the stuff that I made was modified, a lot of the code was totally unknown to what it was and I had no idea even of how the folders were organised.
We had a month to finish it. I got totally disconected from the project and just hoped for the best, sometimes doing a handful of generic and adaptable lines of code for a specific thing (Funny enough, many core mechanics were nonexistent). The other guy managed to work more on the project, mostly fixing the mess that the guy did: apparently he didin't read the documentation of the SDK and just experimented and saw tutorials and tried to figure out how to do what he wanted.
Talking about documentation: we dont had yet. The code wasn't even commented propely. We did all that the last week and some stuff was finished the last night. The program apparently worked but I had no idea.
Thank God, the teacher just looked over everything and was very impressed by the working camera and the FF tiles. I don't think he saw the code or read too much of the documentation, much less when I directly wrote how I lost all access to the project.
I had a 10/10. I didin't complained. Most easy and annoying ten I ever had. I will never do a project with that guy. -
Well i got my motivation back.
So i decided to make a game in unity.
It is going to be simple FTL like game. It is going to be much simpler than that mamoth of a game in 3D that i planned. I want to learn and have some fun designing the game from scrach. Yup and creating all of the assets.
If I manage to create a decent game im planning to sell it for like 5$. It might boost my funds a bit if i manage to finish it.
I have few great ideas how to develop that game. Mechanics, community support and others. Of course first i have to make a boilerplate. I cant start on those ideas if i dont have anything to work with! I hope it will be fun! Wish me luck! (And i wish everybody else luck too!)2 -
So I have an idea for a game. While I'm still learning the code required to make it run I'm also fleshing out ideas in my dome box. Keep in mind this is a basic rundown of said game. Not an all inclusive list of features or mechanics.
A Text RPG MUD loosely based on Stargate. Make a world creator for it and let people connect thier own worlds to the network. Original idea came from games like Neverwinter Nights where people could run thier own privately hosted modded servers.
Base game is effectively a tutorial leading up to powering on the gate.
At which point you will have one or two randomly generated worlds that can be explored by other players and role played in.
I'm a long way off of being able to make this but what do you all think?2 -
Doesn’t the discovery of gluons and W/Z bosons kinda make Einsteins unified field theory…. Not a theory?…. The man was brilliant but, didn’t really believe in quantum mechanics… Only reason he would of been wrong in my opinion…. And I already thought he was right.10
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http://alnaselevator.com/cargo-lift... -
The Turing Test, a concept introduced by Alan Turing in 1950, has been a foundation concept for evaluating a machine's ability to exhibit human-like intelligence. But as we edge closer to the singularity—the point where artificial intelligence surpasses human intelligence—a new, perhaps unsettling question comes to the fore: Are we humans ready for the Turing Test's inverse? Unlike Turing's original proposition where machines strive to become indistinguishable from humans, the Inverse Turing Test ponders whether the complex, multi-dimensional realities generated by AI can be rendered palatable or even comprehensible to human cognition. This discourse goes beyond mere philosophical debate; it directly impacts the future trajectory of human-machine symbiosis.
Artificial intelligence has been advancing at an exponential pace, far outstripping Moore's Law. From Generative Adversarial Networks (GANs) that create life-like images to quantum computing that solve problems unfathomable to classical computers, the AI universe is a sprawling expanse of complexity. What's more compelling is that these machine-constructed worlds aren't confined to academic circles. They permeate every facet of our lives—be it medicine, finance, or even social dynamics. And so, an existential conundrum arises: Will there come a point where these AI-created outputs become so labyrinthine that they are beyond the cognitive reach of the average human?
The Human-AI Cognitive Disconnection
As we look closer into the interplay between humans and AI-created realities, the phenomenon of cognitive disconnection becomes increasingly salient, perhaps even a bit uncomfortable. This disconnection is not confined to esoteric, high-level computational processes; it's pervasive in our everyday life. Take, for instance, the experience of driving a car. Most people can operate a vehicle without understanding the intricacies of its internal combustion engine, transmission mechanics, or even its embedded software. Similarly, when boarding an airplane, passengers trust that they'll arrive at their destination safely, yet most have little to no understanding of aerodynamics, jet propulsion, or air traffic control systems. In both scenarios, individuals navigate a reality facilitated by complex systems they don't fully understand. Simply put, we just enjoy the ride.
However, this is emblematic of a larger issue—the uncritical trust we place in machines and algorithms, often without understanding the implications or mechanics. Imagine if, in the future, these systems become exponentially more complex, driven by AI algorithms that even experts struggle to comprehend. Where does that leave the average individual? In such a future, not only are we passengers in cars or planes, but we also become passengers in a reality steered by artificial intelligence—a reality we may neither fully grasp nor control. This raises serious questions about agency, autonomy, and oversight, especially as AI technologies continue to weave themselves into the fabric of our existence.
The Illusion of Reality
To adequately explore the intricate issue of human-AI cognitive disconnection, let's journey through the corridors of metaphysics and epistemology, where the concept of reality itself is under scrutiny. Humans have always been limited by their biological faculties—our senses can only perceive a sliver of the electromagnetic spectrum, our ears can hear only a fraction of the vibrations in the air, and our cognitive powers are constrained by the limitations of our neural architecture. In this context, what we term "reality" is in essence a constructed narrative, meticulously assembled by our senses and brain as a way to make sense of the world around us. Philosophers have argued that our perception of reality is akin to a "user interface," evolved to guide us through the complexities of the world, rather than to reveal its ultimate nature. But now, we find ourselves in a new (contrived) techno-reality.
Artificial intelligence brings forth the potential for a new layer of reality, one that is stitched together not by biological neurons but by algorithms and silicon chips. As AI starts to create complex simulations, predictive models, or even whole virtual worlds, one has to ask: Are these AI-constructed realities an extension of the "grand illusion" that we're already living in? Or do they represent a departure, an entirely new plane of existence that demands its own set of sensory and cognitive tools for comprehension? The metaphorical veil between humans and the universe has historically been made of biological fabric, so to speak.7