- Joined
- Jun 4, 2024
i swear he used to be on their website homepage as a top contributor at one point but I can't find him there anymore.Wasn't Pirate Software a sponsor of the Godot Engine at one point?
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i swear he used to be on their website homepage as a top contributor at one point but I can't find him there anymore.Wasn't Pirate Software a sponsor of the Godot Engine at one point?
Man JaSON, if there would just be a way to structure both the data you use in game and the save file, so that it isn't a long list of numbers that nobody can understand."My code's not shit, it's just because I want nontechnical people to hack the game"
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Yes! It seems like he was removed on January 3rd.Wasn't Pirate Software a sponsor of the Godot Engine at one point?
the ideal for this would be to use a binary buffer file or set of files but your heart is in the right placeMan JaSON, if there would just be a way to structure both the data you use in game and the save file, so that it isn't a long list of numbers that nobody can understand.
https://web.archive.org/web/20250102081441/https://godotengine.org/ - January 2nd, still there as a Gold sponsor.
https://web.archive.org/web/20250401000000*/https://godotengine.org - January 3rd, no longer there as a Gold sponsor.
Man JaSON, if there would just be a way to structure both the data you use in game and the save file so that it isn't a long list of numbers that nobody can understand.
Yes! It seems like he was removed on January 3rd.
https://web.archive.org/web/20250102081441/https://godotengine.org/ - January 2nd, still there as a Gold sponsor.
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https://web.archive.org/web/20250103145249/https://godotengine.org/ - January 3rd, no longer there as a Gold sponsor.
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Added local copies in case the snapshots just disappear.
I think this sort of hyper optimization is pretty useless in the vast majority of cases. Maybe somewhere like ffmpeg where you need asm, but that's the exception to the rule. Usually it's just faulty logic that could be made better. I highly doubt there would be any difference in performance for most big games if you change every single object, associative array, whatever to a regular array.global variables can be up to 20% more performant if youre accessing them thousands of times per frame.
im not super versed in game engine either BUT you make a fantastic point hereIf you really want to optimize something, you need to first see what needs optimizing. Use some sort of analyzer to see exactly what's using your resources. I'm not a gamedev, but I'd assume any engine worth its salt can tell you how long your functions are taking.
The game in question being Ashes of Creation, the $100 early access MMO that has been in development for over 7 years which pirate has the largest zerg guild and receives preferential treatment by the developer. The developer, who is funding this game with money from his MLM vitamin company.Uh oh. Looks like Jason's pissing off his base audience again First post (Archive) Second Post (Archive)
It's so fucking retarded. It assumes that languages are translatable 1 to 1.
He reminds me of the kid I had the misfortune of being paired up for a project in my data structures class. We were tasked to make some kind of custom data structure model. I forget exactly what it was, but this brilliant mind decided to just store everything in a string and convert it back and forth to access from it. Sometimes it makes me wonder why I stuck myself in a service job when retards like that are in the industry.It's so fucking retarded. It assumes that languages are translatable 1 to 1.
No maldy, Languages don't differ only by syntax and words, sometimes you need to change a little bit more based on cultural norms.
I finally see why it's 2D array. He uses it to swap displayed character. Also the function sets dialogue in global array, which is not as bad as I originally though.
He does not hardcode entire dialogue inside single array, just hardcodes current event inside function that sets global dialogue array, which is somewhat fine.
But still, adding something new or removing dialogue requires you to go through entire array changing indexes.
Using some kind of serialization format (not data structure!) could be loaded the same way, and free him from manually having to ensure correct indexes, and maybe not forcing every language to have the same line count etc.
Which we saw was an issue when dealing with sign text.
And it would only matter when loading data to global_array.
lmao he deleted that first tweet (thank god I archived it) because he was getting shit on in the Quote retweets. too bad for him just searching url:piratesoftware (or url:1890903235885437166 if you want qrts from that specific tweet) still shows them in the search.Uh oh. Looks like Jason's pissing off his base audience again First post (Archive) Second Post (Archive)
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Edit: Apparently (Archive) he's going to make a video... oh boy! This is gonna be fun
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That was a load of bullshit. If he really wanted nontechnical people to hack it, he'd make it easy for them, not an obscure array ."My code's not shit, it's just because I want nontechnical people to hack the game"
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mt first question is why is he doing performance reviews if hes a QA and is only responsible for banning people in wowI’ve been thinking about this one, I wonder what the actual story of this is (if he wasn’t just lying of course). Even back before I knew Jason was a massive faggot I thought “you can’t just deny to give them the results of the test of the task they told you to perform”
Even if he decides to support mods for it (lmao why), nobody's gonna want to do it, it's probably his omega-class intellect at play here to make a game with code so convoluted that nobody else will be willing to work on it.After 8+ years of development, it seems to me like the bigger problem is not how fast the code runs, but the code being a complete nightmare to work with. No one cares how little CPU your shitty Undertale clone uses if it’s not fucking done.
A thought occurs: if Jason wants to (at least somewhat) convince people that ShartBound is not a scam, and, as a bonus show everyone how amazing of a game designer he is, all he has to do is publish the design document (with all the routes mapped out and everything). Surely, he must have one. Now, he might claim that this is super-speshul eldritch lore or some shit, but it really isn't, and neither is his code.The more branching paths he adds, the slower development will progressively get because to add more stuff, you have to climb through your glossary (or even worse, the rest of the code) just to figure out the right variables because his variable naming system is also fucking horrendous, and all of that is nowhere close to normal let alone efficient.
I'm not into programming, but I do make mods for Total War from time to time. Malds complete lack of info (for lack of a better word) for what each thing does is what gets me. Total War modding is almost entirely referencing a million different tables, cross-referenced with each other. After a while it starts to make sense, but if you put the tools down for a while, you can get lost easily. You really need to be able to use the search tools, and to do that you need to understand the DLC codes and internal names the devs used to label functions/units/buildings/techs/etc.Atleast Stellaris has the decency to separate its entities into files from buildings, traditions, technologies, instead of just doing what Jason is doing and shoving all the code into a single text file.