Brianna Wu / John Flynt - DEAGLE NATION STILL LIVES

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How long will Revolution 60 come to Steam?


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Uhhhhh.... not sure that's going to help much, John. Your game is a stuttering piece of shit.
It pretty much goes without saying, but she doesn't know what refactoring means. The whole point of refactoring is that you don't actually change anything that affects the functioning of the program. If she "refactors" and it improves performance she has made a very lucky mistake.

Once you've finished refactoring the code may well be simpler to optimise, but that's a follow-on process.
 
Wasn't the Pakman interview just Wu, a dirty webcam, unkempt hair and sitting in front of that wall with the weird stain on it?

Edit: Yes it was.

You're right - it's wasn't Pakman, it was Milo. Quoted from ED:

"But MSNBC wasn't the first interview he booked. Before that he agreed to go on Phallo Faganopolous' radio show. However, realizing that Milo isn't being paid off by his parents and is going to ask him actual questions, Wu went radio silent and pretended not to be able to get online (while obviously still being online on Twitter) and then canceled when it was already too late.

He thought he got the upper hand, but forgot Milo still has their email correspondences that he can leak. What was in them? Wu asking Milo if he'd like to join him in running a "peace conference fundraiser" so that he can get some free plane tickets and a free lunch."
 
SHUT UP YOU MANSPLAINING MANSPLAINER!

https://kiwifarms.net/attachments/wu_code-png.124913/

We know for a fact that not a single line of code in her game is written in C++, it's all unreal script. There are interviews with Maria attesting to this fact. No possible refactoring of the code is going to make a blind bit of difference to the framerate, it all runs in a different thread from the one that runs the graphics. The worst that can happen is that it updates too slowly and mesh transforms that are supposed to happen, don't.

Second of all, the game logic barely does anything. If it were any sort of bottleneck, it would be fucking hilarious. Typical workload is sitting around idle waiting for a mouse event. In combat, it needs a timer event to do the enemy transitions, so that's two things to sit around idle waiting for.

The only thing in the game that's going to bog down the framerate is fucking awful geometry, and too many bind calls because she doubtless has a million textures for each level, rather than consolidating them all in to one. Plus whatever terrible shaders she ripped from stackoverflow for her over the top effects.
 
It took me a moment to realize that the screenshot doesn't read "I REMASTERED graphics", but that the "I" is instead just some random vertical line that happens to be left of the text...
Learned one thing today, at least. I thought for sure someone had a seizure writing the script.
 
She said on the 7th of August she'd finish off the screenshots and submit the next day. 10 days later she's still doing the exact same task, and it'll still be done tomorrow. So eager to be finished.

Wu's work ethic would make a Spaniard blush.
We should have gotten a clock for her, like the one for Phil. Counting down the time until the next deadline, and also the time that has passed since the last one or something.
 
She said on the 7th of August she'd finish off the screenshots and submit the next day. 10 days later she's still doing the exact same task, and it'll still be done tomorrow. So eager to be finished.

Wu's work ethic would make a Spaniard blush.
A few weeks to touch up some images in photoshop is downright quick for Wu considering she's like 2 years into trying to put together a minute long video trailer.
 
We know for a fact that not a single line of code in her game is written in C++, it's all unreal script. There are interviews with Maria attesting to this fact. No possible refactoring of the code is going to make a blind bit of difference to the framerate, it all runs in a different thread from the one that runs the graphics. The worst that can happen is that it updates too slowly and mesh transforms that are supposed to happen, don't.

Second of all, the game logic barely does anything. If it were any sort of bottleneck, it would be fucking hilarious. Typical workload is sitting around idle waiting for a mouse event. In combat, it needs a timer event to do the enemy transitions, so that's two things to sit around idle waiting for.

The only thing in the game that's going to bog down the framerate is fucking awful geometry, and too many bind calls because she doubtless has a million textures for each level, rather than consolidating them all in to one. Plus whatever terrible shaders she ripped from stackoverflow for her over the top effects.

You know, back in Final Fantasy VII, an interesting quirk about the game is that it's coded like ass. Square had never used a 3D engine before, so they made their own with different levels of detail; this allowed the blocky models on the world map and the detailed ones in fights. What's hilarious though is that they used almost unfathomable choices for the bulk of the character modeling. In more modern parlance, it's easy to simply take a character model and have it do different things by repositioning limbs or binding things and giving the model things to hold or hats to wear. In FFVII, however, every single model has a billion variants. Tifa alone has like 40 world models, with Cloud having like 100. A friend of mine, who's taken the game's code apart (and put it back together) has told me that if the game were optimized even slightly better and trimmed down the FMVs, you could fit it on 2 discs or even 1.

I bring this up because Square's problem here wasn't a lack of skills, it was a lack of experience. Their file structures make no sense, but their models look great for the time (at least in battle), and honestly still hold up today (the world models still look bad, but fuck it). Giant Spacekat meanwhile shows not only inexperience, but a fundamental lack of understanding of how things work when it comes to games development. As inexperienced as Square was with 3D graphics, it knew what it was trying to do, and it at least had a vague understanding of how to tell a story (goddamn the game needs a re-translation patch though). Giant Spacekat, meanwhile, doesn't. You get this feeling that there was no real coherence to how it was developed, and no real vision beyond the inexorable will of its ambien-addicted creator.

Totally almost done, for realzies.

View attachment 124912

She's been busy lately. Methinks someone's worried.
 
What the fuck is John refactoring, I thought the game was done. You don't refactor something that is done. Furthermore, John doesn't refactor anything since he knows nothing about code.
Bout to say the same god damn thing, shes not doing shit, this would mean she hasn't done any porting at all, but we all know that was finished a year back by competent humans who fled. So the fuck is this about?
 
Since we're doing photoshops now, may I present, DeadWu

/me makes a joke about One being a horribly deformed person with bad scarring, mental, and social issues, and the other being Deadpool.
j2Miq0.png
 
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