• 0 Posts
  • 96 Comments
Joined 9 months ago
cake
Cake day: October 16th, 2024

help-circle

  • I feel like a sloth demon would take it a step further. You’d be enticed to napping, until one day you wake up from a nap, your face is wrinkled, every one of your friends has forgotten you, you’re alone with only the sloth demon. Your life has been wasted away lying in bed.

    Remember that time you said you were gonna travel? You were gonna go to Japan, you said. Too late now. You’re too tired, you don’t have any money. All you have is the Sloth Demon.

    One day, your girlfriend calls you for your third nap of the day, and little do you know, you won’t be awakening from that nap.

    Your funeral has no attendees, at most you’re a minor headline on a social media post about mental health. Your girlfriend? Gone, gone to find her next victim. Sloth Demons may not go through as many victims as their lustful cousins, but they get every last morsel out of them.


  • You’ve got some weird teachers. My teachers were all pretty keen to nurture curiosity. When we’d just learned about combustion and how fire needs oxygen, I asked my teacher after the lesson about the sun and how it could be burning without oxygen, and she just explained nuclear fusion and what the sun actually was, and that the words “burning ball of gas” is a bit of a misnomer because that’s not what’s happening.




  • I 100% guarantee the people who wrote that statement don’t know or care how much effort it would take to build the infrastructure to run their server-side components.

    I’m fairly confident that any AAA production uses Infrastructure As Code to spin up infrastructure in their dev and qa environments, so it’s literally just a matter of handing over the Terraform or BICEP and some binaries for any custom code they need to use. I also highly, HIGHLY doubt that the vast majority of game servers are hosted on-prem. They’re most likely either using Azure or AWS.



  • I just wanna be one of those old timey blacksmiths hitting things on an anvil and getting paid for it. Nowadays though it’s all like “Throw the glowy thing into the bang bang thing and it does all the work for you!”. What if I wanna hit things with a hammer, huh?! What if I like the catharsis that comes with hitting something?!











  • I would wear suncream more often, but:

    1. I’m allergic to something in most brands of suncream so if I run out I’m having to deal with rashes all over where I used it.
    2. I hate how it makes me feel slimy after using it

    There’s this Loreal suncream spray I like that I can’t seem to find that feels like water and when it’s dry, it doesn’t feel like you have suncream on. It’s perfect for me! I’m not allergic to it either so I can actually go in the sun without turning red and blotchy!


  • Ideally though, if this became law, you would be accounting for the fact you might have to swap out the server implementation into your initial development of the game.

    Also, some of those tools you might not need for production client code. Yes it’s gonna be a pain in the arse to develop server code without those tools, but not necessarily impossible. You could release server code with those tools stripped out, or able to be configured to work with those tools if someone else has the license for them.

    In essence, you could modify the client to include configuration points that can point to specific servers, and then release documentation to say “Hey, this is what tool was originally used, these are the kinds of packets the client is sending (and whether they are expecting a response), and these are the kinds of packets the server is sending to the clients”. You then leave the actual server development to whoever wants to build one. That is, effectively, how private MMO servers are made, but regardless of the type of game, you’re still sending UDP packets to a server and receiving UDP packets from the server. You just need to know the purpose of those packets.


  • I’ve never worked with Unreal’s server setup, but I imagine it doesn’t absolutely require to use their code, right? You can still make an Unreal game on the client and use something else for your server, meaning there must be some sort of common interface between them.

    The point is yes, there is going to be code you can’t legally release, libraries you can’t use, but you can release what code you can, and then leave the interfaces for code you can’t, leaving hobbyist devs to pick up the slack. You can even make servers from scratch that way, as with stuff like AzerothCore, where all of the code was figured out from scratch based on packets from client to server and studying hex code for hours. Technically AzerothCore was just building on top of MaNGOS but that was created using packets.

    Even if you strip out the code you can’t legally release, that’s a hell of a boost to development that you wouldn’t otherwise get.