popcar2

joined 1 year ago
MODERATOR OF
[–] popcar2 5 points 11 months ago* (last edited 11 months ago) (3 children)

I've heard this a lot and I get it, but I feel like there's a breaking point where most juniors just won't put up with it and there will be a drought of genuinely good talent in the industry. Personally the vast majority of people I know have given up on working whatever they wanted to work in (Embedded systems, cybersecurity, gaming, etc) and just became web developers or settle for whatever "easy" jobs they could find. Ironically you catch companies that don't hire juniors say things like "It's so hard to find anyone that cares" or recruiters saying hiring for one spot takes months because they can't find the perfect candidate. Something has to change imo, the path should become clearer than telling everyone to get 5 years of experience then come back when they're ready.

This isn't mentioning how recruiters now rely on AI to scan a CV and filter people. It doesn't even matter how good you are most of the time or what amazing projects you could make, you'll get filtered if you don't have that arbitrary thing they're asking for.

[–] popcar2 20 points 11 months ago* (last edited 11 months ago) (6 children)

I know this post probably wasn't intended to be malicious but it is insane you wrote this without realizing how it's emanating privilege and not understanding why people can't find a job.

I graduated over a year ago from my CS degree. Excellent GPA, with honors. I've been learning game dev since college and have been (sort of) doing it professionally since graduation. I've done a 4-month internship, two mediocre part-time jobs, some freelancing, and I still can't find a proper job. The industry is collapsing and the job market is flooded with talent that have a dozen years of experience. Combine that with the fact that I live in a poor country where there aren't many game dev jobs and companies are scaling down work from home, and finding one is a nightmare.

Let me get this straight. The blog post says you've been working for 10 years, maybe more. You already have insane amounts of experience and a past history with companies.

So what did I do right?

Maybe working in the industry for a dozen years has something to do with being able to find a job easily. If you had <5 years of experience you would have struggled to reach an interview. If you did reach an interview, someone with a more stacked CV would take that job instead. This has some "Why don't millennials just buy a house?" energy.

[–] popcar2 2 points 11 months ago (1 children)

What else do you want to happen? DX is essential for porting to xbox and some versions of Windows. It's not about open source, devs need this. By your logic should everyone just make a Linux build and nothing else because they're proprietary and evil?

[–] popcar2 8 points 11 months ago

You can turn on "dev mode" in your xbox console to be able to mess around with it and run homebrew, but that still doesn't mean you're allowed to publish your game to Xbox I don't think.

[–] popcar2 13 points 11 months ago (4 children)

I'm not keen on the specifics but part of the reason W4 exists is because the Godot Foundation can't just pass around console SDKs. Only publishers and larger companies can use them and they're usually under NDA.

So your options are going to a publisher like W4 Games (which is an entity by Godot's founders) to handle that for you, or you can try porting it yourself and going through all the legal shenanigans.

[–] popcar2 10 points 11 months ago
  • git pull

  • git add *

  • git commit -m "Some stuff"

  • git push

And occasionally when you mess up

  • git reflog

  • git reset HEAD@{n} (where n is where you wanna roll back to)

And occasionally if you mess up so hard you give up

  • git reset --hard origin/main

And there you go. You are now a master at using git. Try not to mess up.

[–] popcar2 13 points 11 months ago (1 children)

FWIW not everyone using source control is a programmer. I've seen artists in game dev using GUI tools to pull new changes and push their assets.

[–] popcar2 11 points 11 months ago (3 children)

We have a big conference every year where I live for the tech industry. It's hit or miss depending on the person presenting, and it's usually a miss. Many talks can last over an hour when they could've been a much shorter youtube video and are just there to pad time. Also 95% of the people are there for other motives. Looking for investors, trying to get hired, browsing the booths, etc. Despite being very crowded it's very clear most of the people don't actually care about the talks and do anything else on their phones.

I think in-person conferences can be great experiences when done right but I really got anything out of it. For all the talks about networking with others they give very little opportunities to do that. When everyone is looking for opportunities from other people it felt almost like a competition to try and talk with companies and important people, and it usually boils down to them asking for my contact info so they can flush it down the toilet. I don't know, I just have a bad experience with them.

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submitted 11 months ago* (last edited 11 months ago) by popcar2 to c/godot
 

Link here --> https://forum.godotengine.org/

Godot now has an official forum! Not to be confused with the community-run unofficial forums (https://godotforums.org/)

The Godot forums will replace their old Q&A website, and all posts have been migrated to it.

[–] popcar2 10 points 11 months ago (11 children)

Less conflict of interest and more just some confusion. They've been honest W4 is not the Godot Foundation, but they claim that W4 will contribute back to Godot development regardless so nobody's really sure how they're spending the money exactly.

 

That's a lot of cash money. I'm still a bit confused at how much of this money will go to the actual engine and how much of it will go to supporting W4 in general, such as allowing devs to publish Godot games for consoles.

[–] popcar2 3 points 1 year ago

Crosses "blazingly fast" off new programming language bingo card

[–] popcar2 2 points 1 year ago (1 children)

It's a great update for people making pixel-art games in general. Aside from integer scaling, there's a huge amount of tilemap changes and QoL. Also some new functions like rotate_toward makes things easier for beginners.

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submitted 1 year ago by popcar2 to c/gamedev
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submitted 1 year ago by popcar2 to c/godot
[–] popcar2 2 points 1 year ago (1 children)

Good stuff, the multiple community feature is a game changer! I'm probably going to start browsing games+gaming casually. I also see that you added better contrast overall which is greatly appreciated.

I noticed that it loads way too many posts at once though when opening multiple communities, possibly trying to get every single post in them. It loads ~150+ posts at once and will probably get me rate limited. Looking forward to pangora releasing!

 

I didn't like how simple Flow containers were, so I made my own. This one Tweens nodes into place rather than snap them. Video in the readme.

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submitted 1 year ago by popcar2 to c/godot
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Creating GodotOS - Devlog 2 (popcar.bearblog.dev)
submitted 1 year ago by popcar2 to c/devlogs
 

cross-posted from: https://programming.dev/post/5879623

Going into some more depth on making the new features and the troubles I faced along the way, while giving advice to future projects looking to try the same thing.

Also, I announced in the blog post that GodotOS will be open source when it releases! Look forward to it.

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Creating GodotOS - Devlog 2 (popcar.bearblog.dev)
submitted 1 year ago by popcar2 to c/godot
 

Going into some more depth on making the new features and the troubles I faced along the way, while giving advice to future projects looking to try the same thing.

Also, I announced in the blog post that GodotOS will be open source when it releases! Look forward to it.

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submitted 1 year ago* (last edited 1 year ago) by popcar2 to c/godot
 

Great video comparing the built-in Godot physics to the Godot-Box2D and Godot-Rapier2D extensions.

If you've ever played around with 2D physics you'd know that Godot's implementation is... Really lacking and jittery. The two extensions are still relatively new so they're not as feature complete, but they're already a huge improvement. Cheers to https://appsinacup.com/ for creating both extensions.

See also the article: https://appsinacup.com/godot-physics-vs-box2d-vs-rapier2d/

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Creating GodotOS - Devlog 1 (popcar.bearblog.dev)
submitted 1 year ago by popcar2 to c/godot
 

Some people asked for a devlog, so here's my experience working on GodotOS (not an actual OS by the way, just a program that resembles one). There's a new preview video inside and some more info on the project.

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