[-] spite@kbin.social 5 points 1 year ago

Pole here with Ukrainian wife. Actually it’s a traditional Ukrainian dish.
Ruskie has nothing to do with Russia, it’s how the land was named in the past (ruś).
Russia actually took the name for themselves as a part of the assimilation tactic. That’s when Ukrainians started calling themselves Ukrainians to differentiate themselves.

Say to my wife that pierogi are polish dish or have anything to do with Russia and she will rip your head off

[-] spite@kbin.social 2 points 1 year ago

Swiss were colluding with nazi germany. Where do you think they kept their money?

[-] spite@kbin.social 96 points 1 year ago

Jesus Christ. What fucking bond? My fiancée is Ukrainian. They fucking hate Russians. Not just now but always. They tried fucking with Ukraine for forever, even before there was Ukraine as it is now.

This is just weeb shit but for slavic nations

[-] spite@kbin.social 5 points 1 year ago

Im not sure how him not being able to play the game(s) he want because his pc can’t handle it translates to “pc is serviceable, wait a few years”

[-] spite@kbin.social 5 points 1 year ago

I heart radio is a podcast platform, not music one

[-] spite@kbin.social 10 points 1 year ago

See ya at your 4th marriage aita post

[-] spite@kbin.social 4 points 1 year ago

Im a programmer. Someone is definitely going to do this with my code

[-] spite@kbin.social 6 points 1 year ago

Elden Ring is apparently good. And the dark souls games as a whole. Almost no story

[-] spite@kbin.social 4 points 1 year ago

I do not want to recreate 40 years of best practices, I want to understand them and try to implement them. That’s why I’m asking for some reading, educational material. It’s not that I’m averse to using an engine, it’s just not something I set out to do

11

For some time I've been trying to create some rudimentary hack'n'slash game. I didn't want to use ready game engine because I consider it more of an exercise in programming a game than an honest attempt at creating one if that makes sense. So I started with SFML.
Along the way I've recognized the need for loading settings from files(Json library), logging, map editor(ImGUI) etc and it's posing a questions to me for which I struggle to find answers to.

For example let's consider map editor. Currently loading/saving the map to file is done by TileMap class itself but I don't know if it should be. If the map is not as big as render window, should it itself be responsible for centering it or class/function using it should do it? What about scrolling map bigger than render window?

Another example is I have Entity class (player, monster can be entity) which can have Graphics, Physics component etc and it is responsible for rendering itself. But I don't know if it's the right approach. I would like to have logic separate from drawing but Entity essentially merges the two with some extra steps

Add to that is that I would like to painlessly inject debug enabled logging into different parts of this code and I'm afraid I will end up with spaghetti monster for code

What this long windup is leading to is a question. How do I write render independent, reusable game architecture? Where can I read more about this so I can make better decision about what I'm creating.

Now that I've read all of this before submitting it seems to me like what I'm really asking is "how do I make a game engine?". And this was not supposed to be exercise in creating one, at least I didn't think so when I started

0
submitted 1 year ago by spite@kbin.social to c/DnD@kbin.social

I'm not sure if this is the right magazine to ask this because it doesn't pertain to pen and paper game.

With Baldur's Gate 3 release closing in I would like to learn how to make a mechanically sound character. How to distribute points, what abilities to take, why take them etc. Up to this point with cRPGs I was winging it and basing on gut feeling and brief in game description but for this one I would like to construct a proper character.

I've tried googling but everything I've been able to find either focuses on "make a backstory" and glosses over "here toss in those points" or is a full on dissertation about mechanics.

I'm looking for something lighter and easier to digest

0
submitted 1 year ago by spite@kbin.social to c/gaming@kbin.social

Hi, as it’s in my title. I’m looking for narrative driven games with good story, something I can play on my steam deck. Not something open open world but more of a on rails experience.
Things I’ve played that that should give rough idea what I have in mind:

  • The last of us
  • until dawn/the dark pictures anthology series
  • the quarry
  • new/remakes of resident evil games
  • Road 96
  • Alan Wake remake

I obviously have a horror/mystery preferences and I want the story to be told to me, I don’t like the dark souls approach of “guess or read all of the in game books or w/e to have a chance at glimpsing a hint of a story”

[-] spite@kbin.social 2 points 1 year ago
  1. It’s his body. The tape is the answer. When making everybody’s suits they used IT tape to seal the suit. That tape let in radiation or whatever and killed people sent to clean. In Julie’s case they used superior mechanics tape that properly sealed her suit allowing her to survive
  2. I would wager entrance to other silos
[-] spite@kbin.social 6 points 1 year ago

Everything companies do on the market is designed to eliminate the competition. Doesn’t mean it’s an achievable goal or achievable by legal means. Is MS buying up Activision blizzard anti competitive(and therefore illegal)? We will see

[-] spite@kbin.social 3 points 1 year ago

It doesn’t. Not well. And for larger files, even on cable connection without transcoding performance is god awful, sometimes it doesn’t play, or stutters or you get awful audio desyncs. Don’t do jellyfin on rpi

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spite

joined 1 year ago