257 karma · joined August 15, 2014
Wait it already exists... we had the answer from a long time ago! https://en.wikipedia.org/wiki/Tab-separated_values
It even avoids the comma/semicolon issue when using CSV in excel in spanish... maybe avoids some other problems in other locales.
Zelda has a 'Pro' mode where it hides all UI but the health. I was fully decided on using it through the whole game and I think it is the best way to play the game.
The absence of minimap is the biggest change. When you have your minimap is like when you drive with gps. You only wait til the map says you to turn, and after some turns staring at the minimap you get to your destination missing all that was in between. If you don't have the minimap you actually need to understand the map, know more or less where you are, where the landmarks are, and how to get through to your destination. In the end, the absence of minimap makes you learn better the world and the map, instead of relying on the digested info that the minimap gives you.
Also in a small form factor, the actual usage is very different than workstation usage (at least for myself, it would be messaging+email+browser+youtube vs visual studio/blender/UE4 in the workstation) and having a powerful cpu/ram would be pointless... The storage doesn't need to be that big either, I think that just storing the equivalent of %appdata% in the phone would work as it keeps your setup and preferences in your device, work software/data can be kept in the workstation attachment devices.
there are blueprints, that are really easy to use, and are really powerful. just decorate any function in c++ with UFUNCTION() and bam! you have a blueprint callable function. besides, there are things that just work better in blueprint, like latent actions (in c++ you would have to code timers and stuff, in BP is just action1()->delay(0.5)->action2() ) and curve driven stuff is easier in blueprints
there are animation blueprints: in these you get 'animation data' and you have nodes that help you mix different sources of animation, transform, blend, or simulate rigidbody on certain bones, is like a functional programming where you have this `animationstate` type that you operate with in every node. It also has a graphic state machine where you can describe the animation output in each state, and the rules of transition (for example, transition from idle to run if velocity>5.
also you have materials, is also like another functional programmming, where you grab inputs and put it in material outputs, again like functional programming, you sample textures, pan the samples, mix with colors and do a lot of stuff.
These uses (mostly animation and shaders) are mostly for people without technical inclinations, I would recommend you to try UE4 or godot and see how well visual scripting fits the project.
I think the possible explanation on why they may look different to you than other PBR engines (say renderman or unity) is that IIRC UE4 has slighly different curves for roughness and other properties. but still I would credit it to what the other comment said about shared assets and people using defaults.
you can see information from disney here: https://disney-animation.s3.amazonaws.com/library/s2012_pbs_...
and here are the ue4 docs, with some other references at the bottom: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Ma...
In the end I stuck with Fedora because I preferred GNOME over Unity, and because it would let me try Wayland before any other distro... I like the "consumer focused bleeding edge" that Fedora offers.
I think that this kind of break is not that bad, swift is a young language, and there are some things that only after so much testing you realize it could be better.
Swift is 2.5y old, it has just one year being open source, so I don't think these breaking changes as a big deal. It is not in a situation like Python 3. Even the compiler helps you fix it and XCode is very helpful when translating Swift 2 to Swift 3, so it is not that bad.