• TJA!
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      10214 days ago

      This comic is so old, that both should be rather easy now

            • @[email protected]
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              12 days ago

              Or there’s fish and we are one, or there’s fish but hagfish, dogfish and lungfish are something else.

              I guess we could return to medieval and say it’s based on shape not taxonomy, too, so whales would be fish.

              • @[email protected]
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                112 days ago

                It’s why taxonomy uses latin for this… the definition of english words are based on common usage which isn’t going to line up to any kind of scientific categorization. English is always changing and scientific categorization is also always changing when there’s more empirical data. These changes are independent of each other so it was wisely decided long ago to not even try to make english words consistent with scientific taxonomy.

                So in common usage, yeah it’s based around the general shape but it isn’t a whale (big mammal) a dolphin (a relatively smaller mammal). A shark might be called a fish but more likely someone will just call it a shark instead of just using just “fish”. This is fine for communication among laypeople, if marine biologists are having a conversation about those same animals, they break out the latin and there’s no confusion.

                Also my understanding is that in medieval times, the word whale actually refereed to a specific species of whale… what we know call the Right Whale, which is nearly extinct. So a word for a species became a word for a group of species and then it was awkward how to refer to that original species. What kind of whale is that? “It’s a whale whale… you know the original whale… the proper whale… the right whale.” There’s actually a paragraph in Moby Dick about this.

                English is weird and changes in weird ways. Just use latin if you want to be scientifically precise.

                • @[email protected]
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                  12 days ago

                  I mean, some of the taxanomic divisions do have common names as well - jawed fish and ray-finned fish might come up in that conversation. And don’t forget some of the formal names and roots are Greek as well.

                  What kind of whale is that? “It’s a whale whale… you know the original whale… the proper whale… the right whale.” There’s actually a paragraph in Moby Dick about this.

                  Was that the weird chapter that was just a biology lesson, but was also completely wrong?

      • Rose
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        2914 days ago

        Well, sure, with an image classifier, the bird identification is doable. I’m sure I could implement that if I went looking for some open source thingamabob that does that. But it’s still not something I could actually understand. That part definitely hasn’t changed over the years.

        • @[email protected]
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          14 days ago

          Having taken an ML class, with some of my college notes I could do this and “understand” it… but the weights would still be a black box. AI training is black (box) magic.

        • OpenStars
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          514 days ago

          Plot twist: it will be written and created by AI:-(.

      • @[email protected]
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        5314 days ago

        Oh, yeah, the specific example listed was solved within roughly a month of the comic being posted. But the idea still applies, as seen with the twitter post above.

      • @[email protected]
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        13 days ago

        TBF it had been a long standing problem for roughly a half century before this. Specifically birds were the thing researchers tried to identify first, which is probably the reference here.

  • @[email protected]
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    2114 days ago

    I worked at a company that made IoT stuff (which is an increasingly archaic term). The web team was pitching using a third party tool called ThingSpace to view and manage the things. The web dev said ThingSpace could do all these amazing things automatically. The manager said “can we change the color of the background?” The web dev said “…. no.”

        • @[email protected]
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          314 days ago

          It doesn’t really matter how good of a web dev you are, you really shouldn’t be changing any part of someone else’s website… They tend to do things like call the police on you for “hacking” and other such frivolities /s

  • @[email protected]
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    512 days ago

    No problem, just mention it in the requirements - early on. Not when everything is built to work this one specific way.

  • @[email protected]
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    14 days ago

    Always have to remind myself of this when managers ask me if something could be done. If it’s easy, I naturally get a little annoyed that they’re even asking. But knowing that is my job, not theirs, and it’s good that they ask. There’s lots of places where they assume and things go badly.

  • @[email protected]
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    2314 days ago

    There’s already a codebase for bursting from the ground in an explosion of lava. Everyone wants that.

    You’re the first person asking for a scarf, and our system doesn’t even know what a neck is.

  • @[email protected]
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    14 days ago

    Well yeah, we have a character model for the giant demon and the giant demon has a huge use case.

    A scarf? That’s a model extension. Either you’re asking me to create a whole new character with a scarf baked into the mesh that will deform weirdly as the character moves, or you’re asking me to implement an accessory-anchor system all for the sake of a scarf (albeit other accessories might use this new framework) which will then need a physics/cloth sim to even look half good.

    • Natanael
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      2614 days ago

      You could import fabric physics and just have it lie there, but that’s going to be a bigger hit on performance than you possibly can imagine and it will move weirdly (in large part becomes we’re not modeling wind, just fabric in a vacuum) and the model features it will lie on top of won’t deform accurately from the simulated weight, etc…

    • HubertManne
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      714 days ago

      my thoughts. system has to be made for costuming from the get go and you bring in a wierd new character race and everything breaks for them.

      • @[email protected]
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        513 days ago

        A character model is made up of “slots”. The head slot, the chest slot, the legs slot and so on. When you equip a piece of gear, it replaced the body mesh in that slot. So a helmet model replaces the head, a cuirass replaces the chest, I think you follow. If you want a piece of gear to only partially cover the character, you need to create a new slot. But gear is easy to implement, since it conforms to the character’s “body” and uses the same animations.

        Now add a scarf. First, you need to create a new slot, so that equipping the scarf doesn’t replace the head or chest. And then comes the question of animations. Are you going to have the scarf just lay flat against the character? That’s the easiest approach, but it’ll be completely static, look like ass and probably clip through at least some of your armors. You could use a cloth sim. If your scarf mesh has enough polygons, it’ll look the best. But it’s also computationally expensive, especially if you go with mesh-based collisions for maximum eye candy. And what types of objects can the scarf collide with? Just the character, or world objects as well? Every object the scarf collides with will create a whole new slew of physics calculations, all the time, dropping your performance in the gutter like a mob snitch. Or you could create a bespoke rig for the scarf. It’ll look better than a static object and won’t have a notable performance hit, but won’t look as good as the cloth sim, especially since it won’t collide properly with whatever else your character is wearing. And you’d need to create matching animations for literally every animation the character can possibly do. Every. Single. One. Your animators would want to murder you. And they will, when you come back to them a little later and say “Okay, real impressed with the scarf, now let’s make 5 different ones. And I want capes.”

        TL;DR: It’s not just another piece of gear.

          • @[email protected]
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            413 days ago

            I didn’t think I’d have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn’t set up for them from the start, implementing them is not as simple as “just plop it in there bruh”.

  • @[email protected]
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    1013 days ago

    The giant is easy. The ground is easy. The lava though… Do you want the particles to stick together? To visually connect? To collide with each other? To interact with dynamic objects?

  • nocturne
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    2714 days ago

    I just want a game that lets my avatar be left handed.

    • @[email protected]
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      614 days ago

      changes all weapons to be two-handed

      This way, no one will complain and there’s only one thing to maintain!

    • @[email protected]
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      3714 days ago

      As a gameplay programmer, I got anxiety from reading this (and I think the animators are already in a fetal position on the floor)

      • @[email protected]
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        414 days ago

        Would it be possible to just mirror what the player is seeing so literally everything is backwards? Like a visual effect ‘in-post’? Obviously that would mess with any printed text but other than I cant think of big issue?

        • @[email protected]
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          514 days ago

          You could even do that on the player’s model specifically. But it’s still a maybe, you’re almost guaranteed to get some cursed bugs due to every preexisting code having been made with right handedness in mind.

          I’m sure animators are internally screaming at the reasons why this will make some originally right handed animations look off but that’s not my area of expertise.

          In reality it’s probably not the hardest thing to do gameplay-wise, especially if you’re doing it from the very beginning of the project, but I don’t think you can simply mirror animations (and some animations-related logic) and have it look natural, so you’d have to make dedicated animations and possibly logic for left hand strikes, right hand blocks etc. which would obviously be much more expensive. But yeah that’s probably what Minecraft does now for example, and since they have a very low level of detail on player characters and their animations it looks alright.

      • @[email protected]
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        2614 days ago

        Can’t you just swap x for -x. Run some unit tests just in case. We’ll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

        • @[email protected]
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          914 days ago

          The location that the player is visually interacting with would be different, but the world wouldn’t know that. Eg. in a cutscene, the player reaches out and touches a button on a control panel. If the player’s X is flipped, their left hand will be further left than their right hand, and will miss the button visually as they go to press it. Asymmetrical animations might also be fucked, ie. sidestep/jump right normally extends the left leg for leverage, but now their right leg would push off visually and they would still move right.

          • @[email protected]
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            814 days ago

            I don’t want you to come to me with problems. I want you to come with solutions. I’m going to schedule some action orientated soft skills training for you next month. There is a push to increase our education KPIs so budget is available.

        • @[email protected]
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          1014 days ago

          As a programmer, I’ve learned to cringe at any suggestion from someone that starts with “can’t you just”. Cause I guarantee you, I can’t “just” do that. It’s way more complicated than just.

          • @[email protected]
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            114 days ago

            Noted. I’ll talk to Jeff in FX and get all the .wav files reversed. Shouldn’t add too much to storage. I wonder if lip sync will be affected? I’ll mention it to Sue when she gets back next week.

  • Lovable Sidekick
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    14 days ago

    Way back in the 90s I did a contract job at MS Research on a project called “V-Worlds” - a world simulator similar to the Doom or Quake engine, but it was browser-based and everything was a script, so changing how the world worked didn’t mean you had to restart a server, just change the scripts and new stuff would appear right in front of you.

    Anyway the concept of adding accessories to the player’s avatar and even having a pet follow you around came up, and I remember there was an involved discussion of how difficult/impossible that would be. The player’s avatar was a special object class that represented a user, and didn’t have the same capabilities as ordinary objects in the world. I remember asking, “Why isn’t the avatar just a world object the player happens to control? Then you could do all kinds of cool stuff like let the player transform into something else just by switching objects, or let another player run your character.” Dead silence. I was just a contractor, what did I know?

      • Lovable Sidekick
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        14 days ago

        I wouldn’t mind seeing that! After V-Worlds was declared “completed” MSR tried to find a product group to fold it into, but nobody wanted to own it. I don’t remember if XBox existed then, but the code just sat there for a few years, then I heard they opensourced it. When my kids were playing ToonTown I found a bug that let you slide behind the background and move around, like you could see that a clerk behind a counter was just a legless floating torso. The method of getting there seemed to be exactly like a V-Worlds bug, so I wondered if Disney might have been using the code. But it could have just been a common graphics bug, I dunno.

        I remember finding another bug while creating a demo with a snaky sea creature swimming around. To animate a multi-segmented object you had to animate each segment separately. After the animation ran for a minute or two, enough unrelated interrupts would happen in the computer that would throw the body parts out of sync, making body parts either merge into each other or move apart, and the whole thing would look like crap. Same thing if you had somebody ride in a car or on a train - the car and character were animated separately and you’d end up with the character floating along behind the car.

        I asked the dev about making the animation itself an abstract object whose position would be moved around, and attaching in-world objects to it, with position offsets. Each animation step would be computed just once instead of for each body part (or for the person and the car), and all the parts would be rendered with offsets from that one position, guaranteeing them to stay in sync visually. He said yeah that’s a good idea, but we’re not working on that code anymore. Oh well.

        Another bug involved moving from room to room. The engine only loaded graphics for the current room, so when you went through a doorway it would load the new room and dump the previous one, causing a very unnatural visual delay that looked like a glitch in the matrix. The way we coped with this was by putting an entire world in a single room, so all the world’s graphics were loaded all at once. But this not only limited the world size, it meant we had to create our own version of the room system in script. To keep track of where players and objects were, we put invisible barriers in doorways and used event handlers when things passed through them. Then we used this to enforce which players could talk to each other or hear sounds made in a given “room”.

        I suggested loading a cluster of rooms at once - the current one and those that were one connection away. Then when an avatar passed into a doorway the new room’s graphics would already be there, no glitch, and the graphics for nearby rooms could be loaded and unloaded in the background. Again, nice idea but we’re done working on that code. Sigh. I really wish I had joined that project about 6 months sooner. Not like I’m a genius or anything but these seemed like really fundamental things that should have been addressed up front.

        Okay, rant over. I haven’t thought about this stuff in quite a while - I’m kind of amazed so many details are in my head. I must have agonized over it a lot at the time lol.

        • @[email protected]
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          211 days ago

          Hey if it’s still out there as open source could finally fix those bugs lol!

          But yeah seems interesting especially if it had a second life once it was opened sourced. It kinda boggles my mind how much companies are willing to scrap things after putting so much work into it, but I guess that’s the whole sunk cost thing but still.

          Plenty of nostalgia for toon town so if it was used could broaden audience of video def.

          Thanks for your ‘rant’ was interesting seeing some of the same problems that pop up for me in my current game dev (how to handle when to load certain things).

    • @[email protected]
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      13 days ago

      A browser based Doom or Quake engine world sim to run around playing with others sounds like such an awesome concept. I’d love that!! And in the 90"s no less. That would’ve been crazy impressive.

      Microsoft and MMOs, man. I remember they were gonna make a really neat online fantasy one for the Xbox and canned it, too.

      That’s such a wild story. Thanks for sharing that with us! I wish they wouldn’t have cold shouldered you like that…

      Here’s how I was imagining that went down the whole time I was reading it lmao. Just for you.

  • Destide
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    1214 days ago

    Shadows in the real world a lack of energy Shadows in games imma need it all boss