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Joined 1 year ago
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Cake day: June 18th, 2023

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  • As someone who works in gamedev, I’m sure that some of the people there are passionate about it and it is gutwrenching to see your work fail so hard. I’m sad for every project that launches after years of work and fails to get any attention or sales, and I’m definitely sure there’s someone losing sleep due to that.

    I never worked in super-large projects, but I did work for a AAA studio and even there, you got people invested into the project.

    From how I’ve seen it, you wouldn’t work in gamedev unless you are passionate about it, because you can get drastically better pay for the same job in other, more business focused, industries. So, if all you cared about is money, you have better options.



  • 76% of all respondents are using or are planning to use AI tools in their development process this year, an increase from last year (70%). Many more developers are currently using AI tools this year, too (62% vs. 44%).

    What the fuck. That’s horrifying. I also though that every sensible workplace bans the use of AI.

    A friend was telling me about a discussion between CTO’s at a conference, where they were talking about whether it’s even worth it to hire junior developers anymore, since there’s a high risk of them just being “AI-raised”, without much (or any) experience of coding without AI. And, this survey result… I can see where they are coming from. The future of programming looks pretty bleak - our job will not be replaced. It will just get worse, with good developers being more of a rarity.

    And the amount of people who use vim or neovim as their IDE is surprisingly high. Is it skewed by sysadmins?


  • That’s a good question, and I never through about it like that. I think that the lack of documentation isn’t that much of a problem, rather that the code stands out in the project in that it is complex to understand and requires some more though, effort and imagination to grasp, since it’s generic with lot of interfaces and polymorphism.

    Now, that usually wouldn’t be much of an issue, however - the project is a game we’ve been actively working on in our spare time in a team of 2 programmers for the last 6 years, and we are all fed up with it and just want it to end. Most of the (pretty large by now) codebase is kind of simple - it’s a game code, after all, and since we started it when we were 20, there aren’t many overenginered ideas or systems, but everything is mostly written in the ugly, but simple and direct way, so if we had wanted to change something, we may have had to rewrite a part of it, but it never really needed much effort to understand what’s going on.

    But now I need to change this code, which is one of the only parts that requires some kind of imagination and actually sitting down and trying to understand it, and since my motivation about the project is so low, it’s a pretty large hurdle to cross. One that is also unnecessary, since most of the generalism isn’t needed and will never be used. But since the code is written in such extensible way, it’s hard to just hack up a simple and ugly solution somewhere into it and be done with it, without really figuring out what the hell is going on.

    A documentation wouldn’t help with that - it would still take the same amount of mental effort to be able to work with that code, which we generally lack in the project. I think that if I actually took the time to properly look through the code, figuring out what’s going on wouldn’t be too hard - the naming convention is pretty ok and it’s not that difficult, it just requires some mental effort.

    I’m not trying to make excuses, the code very probably has problems, I’m just trying to better sort my thoughts about why I have so much problems working on it. It probably has more to do with my motivation, rather than the code in itself, and the fact that the complexity here wasn’t required, and is now a needless hurdle that actually hinders progress. Not due to it’s quality, but do to unrelated motivation issues and us having to basically force ourselves to work on and finish the damn project.


  • There’s a piece of code in our hobby game project that I’ve written after attending classes in college about how to write clean and SOLID code. It’s the most overengineered piece of shit I’ve ever written. I’m not saying it’s the fault of the lectures, of course it’s on me being a little bit over zealous, but it does check all the boxes - It’s a simple “show selectable list of stuff”, follows MVC, it’s extensible without rewriting to adittional data-types and formats, extensible view that can show any part of data you need, generic, and in general it could be used anywhere we need, for any kind of data.

    There’s only one place where we need and use such list in our game.

    I needed to rewrite a part of it, since the UI changed drastically, to not need this kind of list, while also adding events into the process. I haven’t seen the code for almost 4 years, and it’s attrocious. Super hard to understand what’s going on, since it’s too generic, interfaces and classes all over the place, and while it probably would be possible to rewrite the views for the new features we need, it’s just so complex that I don’t have the mental capacity to again figure out how it was supposed to work and properly wire it up again.

    I’m not saying it’s fault of the classes, or SOLID. It’s entirely my fault, because the classes inspired and hyped me with ideas about what a clean code should look like, that I didn’t stop and think whether it’s really needed here, and went over-the-top and overengineered the solution. That’s what I’d say is the danger of such Clean Code books and classes - it’s easy to feel clever for making something that passes SOLID to the letter, but extensibility usually comes at a complexity, and it’s super important to stop and think - do I really need it?






  • I still use Parsec for remote, and I don’t have any issue with it, it works great and I like it. However, they also did offer a free SDK (Unity plugin) to integrate remote play into your game natively (just like you can have “Invite to Steam Remote Play” button from Steam SDK), which was exactly what we needed - and Steam Remote was never working without issues for us, in comparison to Parsec which worked amazingly well every time we tried it.

    I found numerous mentions of Parsec SDK and how easy it is to integrate, but after Unity bought it, I couldn’t find it anywhere. Only mention was that if you need it, you should contact them.

    So I did that, mentioning that we are a small team of students working on a offline co-op only 2 player game in our free time, and that since Steam Remote wasn’t working for us and I have great experience with Parsec, I asked what we have to do to get access to the SDK/Unity plugin.

    Unity’s answer? Sure, no problem, they will be happy to give us access, with first step being that we pay them 1 000 000$ for it.

    Like, wtf? Did they even read the email? How out of touch you have to be, to casually ask a small student team to pay 1 000 000$?


  • If you have a desktop at home, what was working super well for me was to just get a cheap laptop, and figure out Wake on Lan through RPI. When I needed to do anything that demanded more than running a simple text editor from my laptop, I just WoL my desktop and connected using Parsec. I never ran into issues, but it depends on WiFi you have (or having an unlimited mobile data plan, which I also have).

    I could play any game through Parsec without any issues, and when they asked us to work in Unreal Engine, I was one of the only ones actually being able to run it without major stuttering and such a long loading times.



  • While I’m not using it, since we started our small-team hobby project in git and moving away from it would be a bother, there is one use-case of SVN that would save us a lot of headaches.

    SVN being centralized means you can lock files. Merging Unity scenes together is really pain, the tooling mostly doesn’t work properly and you have no way how to quickly check that nothing was lost. Usually, with several people working on a scene, it resulted in us having to decide whose work we will scratch and he will do it again, because merging it wouldn’t work properly and you end up in a situation where two people each did hundreds or thousands of changes to a scene, you know that the Unity mergetool is wonky at best, and checking that all of those changes merged properly would take longer and be more error prone than simply copying one persons work over the other.

    We resorted to simply asking in chat if anyone has any uncommited work, but with SVN (or any other centralized VSC, I suppose) we wouldn’t have to bother with that - you simply lock the scene file and be safe.



  • I self-hosted it few months ago, and it’s actually surprisingly easy! Someone has made an Ansible script for Matrix with Element and some bridges, that (at least a month ago, IaaC tends to be pretty fragile) worked out of the box on a first try. I just set up some config values (mostly about enabling bridges I want) based on their amazing documentation, and then ran it once and everything is working so far. I even updated it several times already, and every time it was smooth, and it was basically just running a single ansible command. Their documentation is pretty well written, and with my basic cloud, IT and Linux knowledge I had no issues with following it. All you need to know is how to set up cloud VM, get a domain and set DNS, and set up SSH keys to access the server.

    In total it took me about two hours in total, from when I decided “I’m setting up Matrix tonight” without any prior knowledge, looking up my options and finding the ansible script, setting up cloud and getting Matrix up and running.

    I’m renting a VM on Hetzner for like 6$ per month, and it worked without issues so far. I use it for Discord and Messenger, although the Meta bridge does have some problems, for example I didn’t figure out how to message someone with whom I haven’t had a conversation since I set up the bridge, since only then it creates the room for it. But that can be solved by keeping the Messenger app or usign the browser to send a first message, and it immediately shows in your Matrix bridge (and stays there forever).



  • My favorite windows update was when I was attending an onsite coding competition hosted my Microsoft. We were all in this large meeting hall that looked like a theater, and we spent first 10 minutes or so at the start of the competition just looking at Windows update, with the Microsoft rep apologizing to us, because his pc decided to do the “Forced update restart you cant postpone any more” literally two minutes into the presentation



  • I’d like to mention one exception, because it took me ages to properly debug.

    If your endpoint is serving mirrors for APT, don’t redirect to HTTPS.

    APT packages are signed and validated, so there is no need to use TLS. Lot of docker images (such as Kali) do not have root certificates by default, so they can’t use the TLS, because cert validation fails. You also can’t install the certificates, because they install through APT. If your local mirror redirects to https by default, it will break it for people who choose the mirror, which IIRC happens automatically based on what’s closest to you. I think this issue is still there for Czech Kali package mirror, and it took me so long to figure out (because it’s also not an issue for most of the users, since they have different mirrors), so I like mentioning this when talking http/s. It’s an edge case, but one that I find interresting - mostly because it would never occur to me that this can be an issue, when setting up a mirror.

    But that was more than a year ago, it may be better now.