I apologize to everyone who's had to work on a port of that game lol
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Afficher cette discussionMerci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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Ce Tweet est indisponible.
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Oh I've shared this many times. But now it's your turn
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I had to use this in the unreal engine to work around a win32 header bugpic.twitter.com/DJXerHn9pP
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I feel like the real horror is: how long did it take to troubleshoot and find a fix?

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I found a trick for creating cubemap textures by placing a 6 way camera into the scene and taking a snapshot of the map. Less useful when I forgot to delete the on tick camera afterwards and forced engineering and QA to find out perf had tanked for rendering the scene x6 times.
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Not a game dev what the FUCK is six dimensional camera
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At 17 I helped program an interactive adventure in FileMaker (..yes) and I used the clipboard to store gamestates because I couldn’t figure out how to use variables.
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Fantastic. At least you were still literally a child
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During the first 7dfps, I wrote a cool function for building levels, turning simple ascii maps into wolf3d-esque blockouts. The game’s performance was inexplicably terrible, and so I wasted half the jam figuring out why: I’d called BuildLevel() in Update(), not in Start().
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Spectacular
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Le chargement semble prendre du temps.
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