Excellent notes on Rust from @federicomena "I think it's one of those languages that make you a better programmer and that let you tackle more ambitious problems." https://people.gnome.org/~federico/blog/rust-things-i-miss-in-c.html
This morning I've been thinking over these words from Soren Johnson: "No one knows a game both better and worse than the development team, which understands why every decision was made but is also blind to how the game appears to new players." http://www.designer-notes.com/?p=1170
So far I've never had to write serious networking code for a game project, but this looks like some really good advice/warnings (and covers more than netcode): https://richg42.blogspot.co.uk/2018/02/some-lessons-learned-while-developing.html
Looking at SIL Open Fonts and wondering if I think Lato & Lora look good (both individually and together) in some part because of the name similarity.
Happy for friends who were involved in the Falcon Heavy launch. We can talk larger issues tomorrow, that sure was 10 impressive minutes. Congratulations to everyone who worked hard for it to happen.
This reminded me of writing a paper where, during heavy editing of a paragraph, we once somehow rewrote "percentage points" as '%'. None of us even caught that major mistake until the 2nd pass & that underlying data wasn't included so it wouldn't have been picked up during (the most thorough of) peer review. https://randomascii.wordpress.com/2018/02/04/what-we-talk-about-when-we-talk-about-performance/
I feel like I was already hearing this type of sky-is-falling talk in 2003 when working on a Torque-powered game. The cost of data stuff feels weird to even include considering what constraints exist to shape how big a data set is once baked (imagine in No Man's Sky baked more assets, it could be a 150GB game if they wanted for the same dev cost).
So that Koster talk: old man yells at clouds? Engines (that do great rapid-prototyping) as blocking innovation and fixing cost/data seems off. https://www.raphkoster.com/2018/01/17/the-cost-of-games/
I've updated my list of graphics/game programming blogs. Added some new ones and cleaned up dead links. 188 awesome blogs and news sites to follow! https://gist.github.com/Reedbeta/dd800c6bda59c3351fbd3474acbea430
@_discovery @ACEfanatic02 I'm also wondering now: do they regen the 4 mips after every translucent draw or is there something crafty going on? https://mastodon.gamedev.place/media/GbQa5rgo6aElLqsp_VY https://mastodon.gamedev.place/media/lqpqt552l4e2db3-cQs
@ACEfanatic02 Having a quick poke around (try first room with demons in - pillars are glass clad & two windows) then it appears to at least not obviously miss them (hard to judge through the blur etc). Deep dive says they do it back-to-front for all translucents: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/#a_70_glass
I've been playing around with Rust. It makes a strong case for itself (especially for the future of high-perf programming), even if the tools aren't quite there yet & the ecosystem is young. http://blog.shivoa.net/2018/01/why-im-trying-rust-in-2018.html
Sometimes you write [0x238F, 0x46AF] as 0x238F46AF rather than 0x46AF238F and your day just goes downhill from there.