2,948 karma · joined September 12, 2014
Or, I find a lot of script runtimes in games have a strict boundary separating them from the native code (often for good reasons), but I wonder if we could integrate more tightly given static analysis has come a long way.
Or, if you wanted to enjoy fun video games in China in the 90s and 00s, your favourite stuff might have more likely been a pirated copy of Age of Empires II. The cream of the crop was coming from foreign powerhouses. Just this past year though, there’s a blockbuster Journey to the West action game made in China. I can imagine it’s a more accessible way of playing big-budget video games since the language and culture are more familiar.
In some ways, it reminds me of the console game crash of the 80s and Japanese software being very dominant in the United States until the late 90s and 2000s. The stuff from Japan was a little more foreign, but it was very good. Now though, western AAA games make up more of your average American’s playtime than they did in the past.
Maybe this is also a result of China being more developed and having a domestic market for its culture? Or, like, twenty years ago, I could imagine a lot of foreign media just had bigger budgets and writing, but today that’s less of the case.
When a game team is successful, it can often stem from having picked tooling and workflows that enabled them to be productive enough and avoid enough pitfalls. That’s going to change from project to project and team to team.
“Also when creating things with nodes, you have to go back and forth between node GUI and code.”
You can see Godot’s Node/GDScript setup as a bit of a response to this argument. Or, they try to make the “going back and forth” as seamless and integrated possible with things like the $ operator and autocomplete.
That said, I do think at the end of day, the “thing is a thing” mindset ultimately prevails, as you have to ship a game.
There is! It’s because healthcare is expensive and 20th century social democracy is out of fashion. Your premier can increase expenditures by improving healthcare infrastructure, or simply kick the can down the road for the next government to deal with. Many voters don’t like taxes or debt, so the latter is an easier sell.
Occasionally, the premier can roll a 20 on persuasion and suggest that it’s the Prime Minister’s problem too.
Now, the Prime Minister could look to changing the CHA and increasing services/taxes, but it’s probably too much of a can of worms to attempt to fix in our current political climate.
That said, I’m skeptical its wisdom will help us carve out a new future that’s better for everyone. I think Cloud Strife’s journey in the original release of Final Fantasy VII is better-suited to that.
I understand that your political views might see the Tories as Centre-Left, but your pegging of the PPC as centrist strikes me as mischaracterizing the present federal landscape.
Or, at first it seems overly verbose and hard to parse. As you get more familiarized with C++’s semantics though, it feels very useful for covering a lot of ground quickly.
That said, it feels like something that comes time.
If performance is an issue, or I want to do something that GDScript doesn’t lend well too, I’d probably just jump to C++.
I think everyone in games has met an “engine person” who spends a lot of time iterating on tech, but never quite getting to the creative expression that got them in the game. I think part of it comes a bit from mythologizing breakthrough games like DOOM, where cool technology made something completely fresh. We begin to think that emulating id Software is how you make compelling art, ignoring the latter half of Kushner’s novel.
Like, it lets people afraid of a seemingly scary, industrialized, effeminate, world feel virtuous, contrarian, and protected by tradition. Plus, you get to eat steaks and butter!
I haven’t really been wowed at all by LLMs over the past cycle, personally. That said, I wonder if it could truly shine as a tool that could conversationally explain a codebase to management to empower staff and cut down the red tape.
It’s not uncommon to see your typical engine have a script VM with some API calls into C++ and call it a day. GDScript’s syntax and semantics are a lot more integrated with how Godot does things. You start to see this when creating new Node/Resource types and stuff like the $ operator.