• 7 Posts
  • 327 Comments
Joined 1 year ago
cake
Cake day: June 18th, 2023

help-circle
  • As someone who works in gamedev, I’m sure that some of the people there are passionate about it and it is gutwrenching to see your work fail so hard. I’m sad for every project that launches after years of work and fails to get any attention or sales, and I’m definitely sure there’s someone losing sleep due to that.

    I never worked in super-large projects, but I did work for a AAA studio and even there, you got people invested into the project.

    From how I’ve seen it, you wouldn’t work in gamedev unless you are passionate about it, because you can get drastically better pay for the same job in other, more business focused, industries. So, if all you cared about is money, you have better options.


  • I spent three days trying to get a RaycastCommand (Unity’s jobified raycasts) working to get multiple hits per raycast. Should have been easy, according to the docs:

    The result for a command at index N in the command buffer will be stored at index N * maxHits in the results buffer.

    If maxHits is larger than the actual number of results for the command the result buffer will contain some invalid results which did not hit anything. The first invalid result is identified by the collider being null

    maxHits The maximum number of Colliders the ray can hit

    Well, no. I was getting super weird results and couldn’t get it to work properly. First thing I checked was if I’m getting two+ hits for any of the raycasts, because you simply can’t trust Unity. And I was getting multi hits, but seemingly at random.

    The error? I was sorting the hits by distance using bubblesort, and made a simple error with index in it. Which resulted in me seemingly getting two hits per ray sometimes, but it was just a result for another ray moved there by faulty bubblesort. Because unity actually doesn’t support multiple hits per ray.

    I couldn’t find the original thread about the issue (which was two years old by the time I was dealing with it), which had an amazing reply from Unity:

    I have discussed it with an engineering team, and RaycastCommands don’t support multiple hits because it was difficult to implement. The documentation just doesn’t explains it really well

    The fuck doesn’t explain it very well??? It literally describes a parameter that sets max hits per ray and tells you how to get the multi hits from results…

    Fuck unity :D


  • Whi getting through college, I was always bummed that we have to learn a lot of stuff that seemed super irelevant to my future carreer, while also being annoying. Stuff like prolog, Phyro, Lisp, Assembly, or bunch of obscure math.

    It was only years later when I finally realized why it was important - the school wasn’t for teaching me to be the C#/Java programmer, but it taught me to be A programmer. I can pick up and start successfully writing anything I need, in any language, relatively quickly and without issues, nonmatter whether it’s functional, objective, or wharever style of language, because I’ve very probably already had to deal with, learn, understand and pass exams in language that is similar to it, since college made me learn a language from almost every style or flavor of languages there are.

    I was surprised when I first saw colleagues struggle with picking up languages other than the ones they work in, and that was when I finally realized why and how sneakily did the college make me a universal programmer without me noticing it. And that’s something that’s harder to get when self-taught, because you don’t get exams and it’s easier to miss the point and just skip courses on lisp, prolog or lambda calculus, because it seems irrelevant, but the different point of view and approach used when writing in those languahes is what will teach you the most.


  • On the topic of Mullvad, what made me choose Kullvad over LibreWolf was the VPN being bundled in. If I’m not mistaken, the whole point of ToR browser is that you have exactly the same fingerprint as any other Tor browser user, making it a lot harder to distinguish you from others using your extensions, browser and other minor stuff your browser reports about you, that combined makes for a pretty unique fingerprint, evej of you are using a VPN.

    But, if you have a browser that has the same fingerprint for all users, and it has an accompanying VPN, you can partly expect that most of other users of the same VPN will also be using the same browser, making it a lot harder to track you - because while there may be only a few thousands users of Mullvad in the wild, which renders the same fingerprint not much of an advantage (because you would be one of the few users of i.e Proton VPN with Mullvad), if you also use Mullvad VPN, it’s probable that most of other users who share your Mullvad VPN IP are also Mullvad browser users, making it easier to blend in.

    Bit that’s mostly my theory, why (along with being able to pay with Monero) I feel like the combo of Mullvad browser and VPN is the best combination as far as minimizing fingerprint is considered. If someone has more knowledge about the issue, I’d love to hear some counter-arguments or tips how to improve my setup.




  • I cheated the MFAs by switching what I could to SMS, Yubikey or just copying the MFA private keynto Bitwarden. Kind of defeats the point of MFA, but makes stuff definitely easier.

    Anything that’s important however is on yubikey, however.

    Also, good luck! Are you going through the Digital Minimalism book? I should refresh on it, every time I try it, it doesn’t last long, but I always get rid of one more stupid online habit that I don’t pick up when I inevitably return to my pre-reading the book intetnet usage. So, after already going through like 4 attempts in the last 3 or 4 years, my internet usage is slowly but surly changing for the better. But it’s more of a long run, rather than being able to get everything on the first try, in my experience at least.

    If you’re not doing it because of the book/haven’t heard of it, I definitely recommend reading Digital Minimalism by Carl Newport.


  • How to best approach starting secops in a small indie gamedev studio. We don’t even have a sysadmin, and our boss mostly also does most of our infra together with one of the programmers.

    We would love to start setting up some basic security setup, ideally FOSS based, and while I work there as a programmer, I do have 5 years of experience working as pentester and doing red teamings, so I kind of have an idea about what we could have. But I never did anything from blue team side, and also worked for large corporations, so most of the tools and solutions I’ve encountered are waaay over the budged of 20 man indie gamedev studio.

    How would I even start? Are there any frameworks that would help but arent aimed at large corporations? What of the buzzwords we even need? Do I start with hardening group policies, get rid of local admins, then set up some kind of log management/SIEM, then IDS? And it’s so hard to google for, because every blog post I found is just a disguised ad for a company that does Security as a Service. Why isn’t there some kind of easy 10 step program that would tell you “step 1. Harden configuration. Step 2. Install <one of many security tooling acronyms>.”

    I vaguely know that most of the buzzwords that are thrown around have some dependencies, but what? Does IDS needs logs from SIEM, or is it the other way around? I’m obviously not qualified for this, but i dolid get time to research it, and some DIY attempts is definitely better than having no security in place at all. And, I know very well how to actually hack and test our security setup, so I can at least tell if something I’ve done is shit or useless :D



  • When I tried that, it lasted me for almost a year and a half, before I unfortunately got a second job that required MFA and I needed to be more online in general due to juggling two jobs. And it was amazing!

    What I eventually did however was to get a dumb phone that can do a wifi hotspot, and still carried my smartphone but without simcard and net access, and powered off. When I really needed to get a taxi or look up a way home when I overslept drunk on public transport and ended up who knows where, I could always just fire up hotspot, power on the smartphone and do stuff I needed. Cause when that happened first time, it was when I first realized how much dependent I am on smartphone and net access.

    Thanks for reminding me, I just quit one of the jobs and I can afford to be more offline, so back to the dumb phone I go! Convincing my GF again that she has to text me instead of using discord will be hard, though … Or explaining that I really cant look up the fact she wants, or call a taxi quickly…

    I still have a python bot that forwarded discord messages to my own bare html website, so I can chat with her with the basic web browser of the dumb phone.








  • 76% of all respondents are using or are planning to use AI tools in their development process this year, an increase from last year (70%). Many more developers are currently using AI tools this year, too (62% vs. 44%).

    What the fuck. That’s horrifying. I also though that every sensible workplace bans the use of AI.

    A friend was telling me about a discussion between CTO’s at a conference, where they were talking about whether it’s even worth it to hire junior developers anymore, since there’s a high risk of them just being “AI-raised”, without much (or any) experience of coding without AI. And, this survey result… I can see where they are coming from. The future of programming looks pretty bleak - our job will not be replaced. It will just get worse, with good developers being more of a rarity.

    And the amount of people who use vim or neovim as their IDE is surprisingly high. Is it skewed by sysadmins?


  • That’s a good question, and I never through about it like that. I think that the lack of documentation isn’t that much of a problem, rather that the code stands out in the project in that it is complex to understand and requires some more though, effort and imagination to grasp, since it’s generic with lot of interfaces and polymorphism.

    Now, that usually wouldn’t be much of an issue, however - the project is a game we’ve been actively working on in our spare time in a team of 2 programmers for the last 6 years, and we are all fed up with it and just want it to end. Most of the (pretty large by now) codebase is kind of simple - it’s a game code, after all, and since we started it when we were 20, there aren’t many overenginered ideas or systems, but everything is mostly written in the ugly, but simple and direct way, so if we had wanted to change something, we may have had to rewrite a part of it, but it never really needed much effort to understand what’s going on.

    But now I need to change this code, which is one of the only parts that requires some kind of imagination and actually sitting down and trying to understand it, and since my motivation about the project is so low, it’s a pretty large hurdle to cross. One that is also unnecessary, since most of the generalism isn’t needed and will never be used. But since the code is written in such extensible way, it’s hard to just hack up a simple and ugly solution somewhere into it and be done with it, without really figuring out what the hell is going on.

    A documentation wouldn’t help with that - it would still take the same amount of mental effort to be able to work with that code, which we generally lack in the project. I think that if I actually took the time to properly look through the code, figuring out what’s going on wouldn’t be too hard - the naming convention is pretty ok and it’s not that difficult, it just requires some mental effort.

    I’m not trying to make excuses, the code very probably has problems, I’m just trying to better sort my thoughts about why I have so much problems working on it. It probably has more to do with my motivation, rather than the code in itself, and the fact that the complexity here wasn’t required, and is now a needless hurdle that actually hinders progress. Not due to it’s quality, but do to unrelated motivation issues and us having to basically force ourselves to work on and finish the damn project.



  • There’s a piece of code in our hobby game project that I’ve written after attending classes in college about how to write clean and SOLID code. It’s the most overengineered piece of shit I’ve ever written. I’m not saying it’s the fault of the lectures, of course it’s on me being a little bit over zealous, but it does check all the boxes - It’s a simple “show selectable list of stuff”, follows MVC, it’s extensible without rewriting to adittional data-types and formats, extensible view that can show any part of data you need, generic, and in general it could be used anywhere we need, for any kind of data.

    There’s only one place where we need and use such list in our game.

    I needed to rewrite a part of it, since the UI changed drastically, to not need this kind of list, while also adding events into the process. I haven’t seen the code for almost 4 years, and it’s attrocious. Super hard to understand what’s going on, since it’s too generic, interfaces and classes all over the place, and while it probably would be possible to rewrite the views for the new features we need, it’s just so complex that I don’t have the mental capacity to again figure out how it was supposed to work and properly wire it up again.

    I’m not saying it’s fault of the classes, or SOLID. It’s entirely my fault, because the classes inspired and hyped me with ideas about what a clean code should look like, that I didn’t stop and think whether it’s really needed here, and went over-the-top and overengineered the solution. That’s what I’d say is the danger of such Clean Code books and classes - it’s easy to feel clever for making something that passes SOLID to the letter, but extensibility usually comes at a complexity, and it’s super important to stop and think - do I really need it?