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LugosFergus
searching Neon…
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1.
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by
LugosFergus
26d ago
Thanks. Really wish this was higher.
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by
LugosFergus
2mo ago
I was just thinking that we were overdue for a Fil-C post on HN.
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LugosFergus
2mo ago
I never said father issues. If you want to frame it like that, mother issues would be more accurate. The story is that Skynet is trying to defend its existence by killing John Connor. In order for John and crew to defend themselves against
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by
LugosFergus
2mo ago
Of course. How else are you going to milk a franchise?
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by
LugosFergus
2mo ago
Not exactly. Terminator Salvation didn't have time travel.
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by
LugosFergus
2mo ago
Since no one is talking about it: T2 isn’t about machines taking over the world. That has happened (or will happen). But humans eventually defeat the machines. Skynet is trying to prevent that by killing John Connor. That’s what the movie i
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by
LugosFergus
3mo ago
Parents have the ability to take any phone or pad out of their hands.
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LugosFergus
3mo ago
I said read access. The point is that there’s restricted information that only some can access.
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LugosFergus
3mo ago
Does it actually restrict read access to specific directories? Unless I missed it, I didn't see anything in the docs about that.
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by
LugosFergus
3mo ago
It's a separate tool from Unreal Engine, so you don't need to constrain yourself to its conventions. You're also not going to use UObjects, its reflection layer, serialization, and all that other stuff for a tool that's
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LugosFergus
3mo ago
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the requi
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LugosFergus
3mo ago
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).
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by
LugosFergus
4mo ago
A couple of holdouts? Hardly. Capcom uses the RE Engine. Released ~4 games with it in the past three years. In fact, SF6 went from UE to RE Engine. Death Stranding 2 is Decima. Id still uses IdTech, and that's never changing. Ubisoft s
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LugosFergus
4mo ago
That'll never happen. The engine's entire serialization system is built around their custom reflection layer and UHT. Not to mention how this would affect licensees. PLUS, they just laid off a bunch of people, and the leftovers ar
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LugosFergus
1y ago
Lack of sufficient tooling support was my issue. Debugging and autocomplete was a flaky mess in VSC. The plugin for VS pro wasn’t much better. I did not like DUB at all. Its default behavior was to not segregate artifacts by configuration
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LugosFergus
1y ago
I found the lack of mature tooling to be hugely problematic. The Visual D extension always felt flimsy and unreliable when debugging D. DUB also exhibits weird behavior. For example, I wanted it to produce separate debug and release binarie
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by
LugosFergus
3y ago
They are there.
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by
LugosFergus
7y ago
You and me both! I thought this thread would have a bit more praise for Jeff's work after all of these years, but it's just a bunch of Debbie Downers taking a collective dump on it just because they don't like the look. While