Unreal Engine Coding Standards Require Video Game Studios To Use “Inclusive” Language In Programming And Documentation

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Article: https://boundingintocomics.com/2024...video-game-studios-to-use-inclusive-language/
Archive: https://archive.ph/aUfN1
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In proving that identity politics have quite literally seeped into the very DNA of video games, Epic Games has taken to encouraging developers who use their popular Unreal Engine to employ “inclusive” language in their respective titles’ programming codes.
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First added to the engine’s official coding standards with the April 2022 release of the tool’s 5th version and recently brought to light courtesy of its April 2024 update, this new “Inclusive Word Choice” clause sees Epic Games “encourage” (a curious word choice given that they consider the following of said standards to be “mandatory”) users “to use respectful, inclusive, and professional language” when writing or documenting a given piece of code.

“Word choice applies when you name classes, functions, data structures, types, variables, files and folders, [and] plugins,” explains Epic Games. “It applies when you write snippets of user-facing text for the UI, error messages, and notifications. It also applies when writing about code, such as in comments and changelist descriptions.”

To this end, Epic Games then provided guidance as to what words devs should and should not use in their writing.

“Do not use metaphors or similes that reinforce stereotypes – examples include contrast black and white or blacklist and whitelist,” they began. “Do not use words that refer to historical trauma or lived experience of discrimination – examples include slave, master, and nuke.”

Turning to gender-related language, Epic Games advises devs to “refer to hypothetical people as they, them, and their, even in the singular” and “anything that is not a person as it and its – for example, a module, plugin, function, client, server, or any other software or hardware component.”

Further, users are asked to “not assign a gender to anything that doesn’t have one,” nor “use collective nouns like guys that assume gender,” and also take care to “avoid colloquial phrases that contain arbitrary genders, like ‘a poor man‘s X’.”

Regarding slang, the standards call on devs to “remember that your words are being read by a global audience that may not share the same idioms and attitudes, and who might not understand the same cultural references,” and thus aim to “avoid slang and colloquialisms, even if you think they are funny or harmless,” particularly as “these may be hard to understand for people whose first language is not English, and might not translate well.”

And of course, devs are also warned to “not use profanity”.

Continuing, the standards next ask Unreal Engine users to be conscious of their use of “overloaded words”, as “many terms that we use for their technical meanings also have other meanings outside of technology.”

“Examples include abort, execute, or native,” they detail. “When you use words like these, always be precise and examine the context in which they appear.”

Finally, the Inclusive Word Choice clause closes out with a list of “some terminology” that Epic Games believes “should be replaced with better alternatives”.

Said terminology includes the terms ‘blacklist’ (alternatives listed include ‘deny list, block list, exclude list avoid list, unapproved list, forbidden list, and permission list), ‘whitelist’ (allow list, include list, trust list, safe list, prefer list, approved list, permission list), ‘master’ (primary, source, controller template, reference, main, leader, original, base) and slave (secondary, replica, agent, follower, worker, cluster node, locked, linked, and synchronized).

Ultimately, Epic Games closes out the text of this new standard by assuring the public that they are “actively working to bring our code in line with the principles laid out above.”
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Could this potentially end up making old code completely unusable? You go to play an old game and it just doesnt work because GAY FAGGOTS complrtely rewrote random parts of the programming language? Assuming this idea of baking ideology into code takes off
More remasters to sell with inclusivity inside and out!
 
So kiwidevs, help me out of my ignorance here. Unreal's been busy the last few years doing tech demos with their engine where it renders insane worlds down to the pubes on the girldicks, how much of that is bullshit? Is it actually possible to replicate their bells and whistles with something like Godot?
 
cool i don't have to rename NiggerDestructorAbstractFactoryDecorator
But there will be an instant law to change your KikeKiller function. Remember, once Lenin came to power, AntiSemitism became law in Russia.
A programmer who gets to express his edgy humour in his code would enjoy his job more, focus better and thus produce better code.
They seem to have replaced the term Worker with the gamer word.
Code:
echo Please wait until all N.... are terminated.

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Genius, I'm glad not all devs are taking the pushover, DESPITE the fact the fact that coding world is chock full of trannies (sadly).
 
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So kiwidevs, help me out of my ignorance here. Unreal's been busy the last few years doing tech demos with their engine where it renders insane worlds down to the pubes on the girldicks, how much of that is bullshit? Is it actually possible to replicate their bells and whistles with something like Godot?
UE5 Nanite is something called a visibility buffer renderer, which is essentially a hyper optimized software renderer that draws only visible triangles, then those triangles get fed to the GPU and it runs something called deferred texturing. This allows an absurd amount of triangles for a more expensive entry cost that scales with more polygons way better than traditional rasterization because it entirely eliminates overdraw. It's basically the same technique in principle to how quake 1's software renderer works, which this video covers extremely well:

Nanite employs real time LOD generation on top of that, but the end result is has big limitations. Nanite is VRAM intensive because it is constantly moving data from GPU memory to the CPU since its a software rasterizer and then sending it back for the deferred texturing pass. Nanite also has zero support for baked lighting because of the texturing being deferred, meaning that in a comparison between a static nanite scene and a static traditional scene, the cost will always be much higher because of the lack of baked lighting. Nanite is also inherrently static, it can only be transformed with basic matrix transformations, you can't apply physics or deform it. Lastly, because of the absurd resolution you need super sampling or else you get flicker because of how tiny the polygons become. Epic implemented TSR (temporal super resolution) to replace their TAA, but it has a very high performance cost and is just as blurry as any other temporal upscaler. The resolution of Nanite meshes also means higher resolution textures and much much larger file sizes.

Lumen is a hybrid raytracer, I don't know as much about it so I can't go into the same detail. But it's a software raytracer, as well as having a hardware mode, but it has a lot of issues similar to Nanite. It raytraces against mesh distance fields generated by the engine (more VRAM cost), so it's similar to SDF soft shadows (used by Source 2) but for all of the lighting and reflections. It cannot be baked at all and it's temporal accumulation is so heavy that any moving light casts second to tens of seconds long ghosting trails across the scene. It's a mix between screen space techniques, traditional shadow mapping, and raytraced lighting, so it has the artifacts of all three. It also requires the use of a temporal upscaler or else you get terrible performance at full resolution and awful flicker and shimmer because of the low sample count, making the engine even blurrier.

The engine was not made for games, it was made for movies. There hasn't been any actual game development features added to the engine at all in the 5.x series, everything has been for virtual production or animation.

Godot is technically better by virtue of not using any rendering technique that requires temporal accumulation, but unfortunately Godot is a mess and the renderer is severely lacking. Other games are starting to use deferred texturing and vis buffer rendering, Alan Wake 2 for example (which is just as blurry if not blurrier than Unreal) and Horizon Forbidden West uses it for the foliage, but I really do not see a point in having absurd resolution geometry, all it does is bloat your file size and make your game blurrier with the amount of temporal accumulation needed to clean it up since MSAA is dead in the AAA space outside of Valve (very unfortunately), also deferring even more of the renderer years after deferred rendering hit the brick wall that is GPU bandwidth limits and now forward renderers outperforming deferred by a lot (Godot is a modern forward renderer, so is Doom 2016 and Eternal).

For indirect lighting I already mentioned VoxelGI in a previous comment, I believe Godot has a version of it (along with a form of Distance Field GI sort of like Lumen), and its what Cryengine uses. It's highly performant, even running on the Switch, and because indirect lighting is low frequency you can't tell that its using a low resolution scene.

See how fast it updates, with Lumen you would get lingering light ghosts and trailing (although it looks like this guy is using some rudementary TAA which is causing trailing), it also allows for real time reflections. Nvidia was working on it until their RTX cards came out and they silently abandoned it and went for the full retard idea of path tracing or raytraced GI instead, which is the most expensive and most retarded option for real time graphics
 
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