Just looks like normal code with moronic looking indentation
It's Scratch. Or whatever the Ubisoft version is (UnrealScript?)
actual code is more readable than that garbage though
It looks more readable than:
int c = 10;
while (c < 10) {
//do this
return;
}
c();
Of course, I haven't dabbled with programming in years so that isn't functional or even good/able to run code.
Point is, the Scratch-a-like is readable and fine. Most hand-typed code will look like shit, especially once you run it through a compiler that removes the human-readable nature of it.
>Most hand-typed code will look like shit, especially once you run it through a compiler that removes the human-readable nature of it.
Are you fricking moronic? Every binary is 1s and 0s, even the OPs image. You have literally no idea what you're talking about, why would you even care about what machine code looks like if it isn't for extreme optimization?
>why would you even care about what machine code looks like
NTA but fyi that is not going to be compiled. That's a script that is executed at runtime. They've done the same with Assassin's Creed Odyssey and most other ubisoft games.
So that explains the performance then.
God, I hate modern devs, they can't optimize for shit and then tell you that you should buy a 600$ gpu to play their unoptimized game.
Possibly. The problem is that to work on an engine and to optimize it for your use case you need to know C++, and C++ is not taught anymore because you get higher acceptance and graduation rates when you teach with Python (its moronic easy), where you can shove them all into big data analyst positions in the end. Basically you can get your degree on easy mode and then you either need to personally invest yourself into C++ or have a company train you for a decade to be good at it, like they do with COBOL and FORTRAN, although those languages are completely replaceable while C++ isn't, except maybe Rust but that's been going to shit. But yes, scripts have become pretty much normal for that reason since years now, like they're in Cyberpunk 2077 too, because it lets you grab interns and low skill people and they don't really need to have knowledge of anything and don't require a C++ dev to constantly implement their stuff into the codebase.
8 months ago
Anonymous
C++ is barely used in the industry any more outside game dev and high frequency trading. Manually managing your memory is pretty arcane and pointless and opens up a lot of security problems in non-gaming application software if you're not very careful. Every week another buffer overflow gets discovered in some important piece of software written in C++. They don't teach it in school for a reason, because there's almost no jobs left in it outside those two industries
8 months ago
Anonymous
My company writes commercial software for public transport planning in C++. You don't need to do your own memory management, that's what shared pointers are for. The only time new or delete are ever used in our code base are in Qt applications
The goal is to migrate it all to Java at some point but no one ever has time to actually do it
8 months ago
Anonymous
Where the frick do you live? The DDR? Czechoslovakia?
8 months ago
Anonymous
Germany, the software suite started in the 80s in West Germany
There's plenty of B2B context where you need to maintain old software and add new features to a pre-existing codebase, it's not all deploying apps with Docker or whatever the frick
8 months ago
Anonymous
>migrate it all to Java
i though java died out like 15 years ago. when was the last time anyone installed the java runtime or whatver
8 months ago
Anonymous
Java is probably one of the most used language still
8 months ago
Anonymous
Java is insanely widespread in business applications.
8 months ago
Anonymous
And they are usually massive security holes because they run on like Java 8 from 10 years ago and can't be updated or the app breaks
8 months ago
Anonymous
you have no idea what you are talking about just so you know
how many times are you going to say "it has massive security holes" to disguise your lack of knowledge? the people responsible for security vulnerabilities are the developers themselves who make a product you braindead moron, they are not native to a programming language
8 months ago
Anonymous
It's still quite popular in backend programming, there's also Kotlin nowadays that gave it new life. Spring framework is also beloved in enterprise for some fricking reason
8 months ago
Anonymous
I unironically use Java Swing, though I'm not working in IT
8 months ago
Anonymous
>java died out like 15 years ago
god i wish
8 months ago
Anonymous
Come on now anon
8 months ago
Anonymous
java makes up a shitton of code in Amazon alone anon
8 months ago
Anonymous
Java is not a meme. The middleware of several applications of huge organizations are still in Java. I would say that it is more useful to learn it than python if you are looking for a job.
8 months ago
Anonymous
And major financial institutions have an entire backbone that is still written in COBOL for the same reasons:
Nobody wants or dares to touch that shit, and doing so while everything is humming along peacefully is just a waste of budget and resources.
Let sleeping dogs lie.
The Java meme is just the modern day version of the COBOL meme.
And yes; it *is* a meme. Java as a language became superfluous the day Microsoft open-sourced .NET Core and made the C# ecosystem available cross-plaform. Anything Java does, C# typically does better and with more thought given. And no matter how diabolical you may believe Microsoft to be; it pales in comparison to the licensing shenanigans that bloody fricking Oracle is known for.
8 months ago
Anonymous
>i though java died out like 15 years ago.
lmao there's like 1000 new Java Springboot positions made every month at every single bank and financial government institution.
8 months ago
Anonymous
How to tell everyone you haven't worked in B2B IT in one simple sentence.
8 months ago
Anonymous
That's funny. My place is moving from Java to Go, but no one really has time to do that.
8 months ago
Anonymous
First off, you absolutely need C++ for game development. You literally cannot make a game without it unless you are using 3rd party frameworks and engines (which all are using C/C++).
Yes, writing every last bit of detailed code to have perfect resource management isn't useful if you're writing a calculator for your class homework. That's why Python and Kotlin exists. But if you want to write a native application then you have to start with C++. There's literally no way around it. Python uses C++, Java uses JVM which is written in C++, Unreal and Unity are both native C++ applications. You absolutely need a C++ developer if you want to write native applications, especially if it's about optimizing the engine and codebase for more performance. Unity and Unreal have MASSIVE resource overheads because of Reflection, which makes it really easy for non-C++ to implement and work on things, like hilariously easy. Anything you'd make in those would use 5x less resources without Reflection. So in the end it boils down to if you want quick and easy results, with way worse performance, or if you want really good performance while requiring employees with higher skill that need to maintain the codebase. This isn't a C++ vs Script languange debate, this is entirely dependant on the use case and if all you have are people writing scripts, then the performance will suffer greatly in the end because it's not compiled machine code. C++ devs are also in high demand and will instantly land you a job at Microsoft or any other corporation that provides a proprietary engine. Just like how they will suck your dick at banks for knowing COBOL and giving you a big ass salary for it.
Anyway, argueing against C++ is as moronic as having all cooks on earth killed off because you have already gotten a nice dinner, without thinking about who cooks your next dinner, because you barely know how to heat up your food in a microwave.
8 months ago
Anonymous
Nobody is arguing C++ is unneeded, just that it's extremely niche nowadays and you will never need it unless you're in games, HFT, 3d or video
cool post though, thanks for dropping all that knowledge
8 months ago
Anonymous
What if I use C instead?
8 months ago
Anonymous
>what if I throw away all these time-saving C++ features that the compiler is good at dealing with and go back to being a caveman
You pay the price
8 months ago
Anonymous
You need to use C for small micro controllers most of the time, but there's no reason not to use C++ if you can since it expands C to make things easier.
8 months ago
Anonymous
It's just so tedious to go back to C, you have to do so much pointless shit by hand
8 months ago
Anonymous
I hate the garbage collection bloat
I hate the garbage collection bloat
8 months ago
Anonymous
you are an idiot and should have a nice day
8 months ago
Anonymous
I'm halfway through learning C (my first language btw) and after this I'll proceed to C++ and then Java. No one can stop me, I will destroy these languages. I will conquer algorithms and optimization.
8 months ago
Anonymous
i have the c++ for dummies book, that i bought for 50 cents from a thrift store still havent read it.
8 months ago
Anonymous
I use the C programming language by Dennis Ritchie and the C++ programming language by Bjarne Stroustrup. just like the creators intended.
8 months ago
Anonymous
Bjarne actually intends for no-one to use C++.
He finds the whole thing the biggest mistake he ever made.
Stroustrup went on to mitigate the situation by co-authoring the C++ Core Guidelines together with Herb Sutter, the chair of the ISO standardization process for C++. Yes. C++ literally had to have a "[..] the good parts" doctrine written on it; same as JavaScript.
Except C++ had to double down on it and had it written by its original author. Ouch...
8 months ago
Anonymous
you are a masochist that ignores decades of useful features because you think it makes you look cool and hardcore to reinvent the wheel
8 months ago
Anonymous
You absolutely do not need C++ unless you are making your own engine.
8 months ago
Anonymous
Not even. Shit like XNA only works with c#
8 months ago
Anonymous
I made an engine for a 2d game in python and its not even slow.
8 months ago
Anonymous
just as an fyi reflection isn't the problem, it's runtime reflection
c++ is actually adding reflection and further features based on it at some point (when the committee gets off their asses)
unlike the way the common language runtime or the JVM handle reflection (builtin metadata and runtime type introspection) is handled
or the way unreal handles things which is basically like ~20 year old enterprise techniques* for adding reflection data and a runtime on top of c++ types
the reflection support being added to c++ is static, guaranteed to run at compile time
and i believe it isn't even accessible from runtime since it's all forced immediate evaluation
it and proposals like the metaclass proposal are meant to effectively deprecate template metaprogramming
*even 10 year old reflection runtimes probably do it better, using C++26 and remotely modern reflection tools it'd be completely free, the idea behind standard reflection support is letting you do everything in c++, removing the need to run a metadata pass
8 months ago
Anonymous
>*even 10 year old reflection runtimes probably do it better
Think older.
You can write a perfectly decent C preprocessor for reflection in a few hours.
8 months ago
Anonymous
your whole post is so fricking low iq and dumb it made me almost shit myself. delete your pc and have a nice day
I might be moronic... but won't all scripts have to be by nature compiled and turned into machine code? How else would the PC know how to run the script?
Scripting languages often use an interpreter instead of a compiler, which allows code to run without an explicit compilation phase https://en.wikipedia.org/wiki/Interpreter_%28computing%29
8 months ago
Anonymous
Yes, they are turned into machine code, but that's done when running the application. It's how interpreted languages work, and why they are inherently slower than compiled languages.
Not necessarily, the language probably has an interpreter that runs it directly
I think you're a bit confused because technically EVERYTHING the CPU does is machine code, but that's one step removed. For example, you clicking the submit button gets translated into machine code by the browser and OS
Gotcha, so you don't directly compile it into machine code, you keep pushing bits of script to a interpreter that is made to turn it into machine code at runtime. So simmilar to what i thought but quite different.
Yes, they are turned into machine code, but that's done when running the application. It's how interpreted languages work, and why they are inherently slower than compiled languages.
Not necessarily, the language probably has an interpreter that runs it directly
I think you're a bit confused because technically EVERYTHING the CPU does is machine code, but that's one step removed. For example, you clicking the submit button gets translated into machine code by the browser and OS
Its literally not though you moron.
That's 16 lines of code, and it takes an entire monitor to view, and the coloring actually works much worse than standard syntaxes highlighting
i just saw int = 10 being declared so that block wouldnt even run… durr
8 months ago
Anonymous
Yeah obviously, but I was just being autismal about you saying "while not 10" even thought it clearly says "while less than 10"
8 months ago
Anonymous
i thought i could catch someone out because it would essentially act that way if int c was declared as less than 10. let me be a smug prick, anon
8 months ago
Anonymous
>because it would essentially act that way if int c was declared as less than 10 Not even, c never gets incremented. And if you assume that's what happens in the "do this" part, you can still set c to anything you want
It's bad because scratch is a slow as a pig stuck in shit interpreted language. It is impossible to make this code performant.
How do you think Scratch is even made?
It is a visualizer used to show the code to people without programming background.
[...]
Its not about how it looks fricking morons its about coder being a subhuman maggot who inserts 1 mllion if elses into each-other instead of a couple of switches.
Google YandereDev and stop being this new.
Marginally faster in a situation where you aren't algorithmically going over data tens of thousands of times, these kinds of optimizations don't make sense in this situation.
>What is object oriented programming >"where you aren't algorithmically going over data tens of thousands of times"
Videogames with literal hundreds gigs of data tend to do that yes
>actually is a brownoid
LOL
no ones replacing shit, especially not you, you fricking browncel permavirgin. go cry about your mom being a bawd for white sexpats
(you) are not the "guy"
(you) will write a
https://i.imgur.com/Dsu0Oww.png
And this is bad because...
picrel constructor and will be fired afterwards
(you) are going to be replaced by an indian guy who will maintain your constructor and a fatass feminist troony that will use your constructor. Both will be paid less total than you alone were because nobody cares about your "mutt burger dream"
(you) are going to find a job that forces you to go outside everyday
(you) are not that good and never will be that good
(you) will post on /misc/ in vain until you die, nothing will change
>Nyooo its just audio files and models!!!!
Other way around, gamedev cuck, I'm doing actual code while you googling "how to make character's rotation not clunky"
Try writing another 3 paragraphs about how not angry you are
Seethe more, brownoid
Try posting more images that help you cope.
In the end statistic, that you /misc/cucks love to talk about so much, shows that mutt dogfrickers can't release a single game without critical bugs.
8 months ago
Anonymous
>Other way around, gamedev cuck, I'm doing actual code while you googling "how to make character's rotation not clunky"
go back to making dashboards pajeet
Closest to that is COBOL actually.
It's literally what it was designed for. It's in the name: COmmon Business-Oriented Language.
It was designed so blathering idiots that should've been kept well away from a keyboard could write simple programs with it.
And then the industry, predominantly finance, went batshit crazy with it - because suddenly 'we don't need expensive programmers anymore! we can just do it ourselves!'
Which is why large financial systems to this date are all virtualized clusterfricks running the most awful spaghetti-ware conceivable by Elder God minds, originally cooked up in homegrown dialects of the language that could only be compiled correctly with very specific versions of COBOL compilers long since discontinued. The only thing that's a bigger liability than keeping that shit around, is going in and *trying* to touch it and fix it.
The only way to actually fix it is to nuke it all from orbit and start from a clean slate; which means killing the entire global financial industry for year or three while every IT company and software developer in existence is laserfocused on building up and rolling out suitable replacement. So you can imagine: that's not happening.
Enjoy your regularly scheduled payment disruptions instead.
COBOL is used, anyways that anon lied closest to that is actually MUMPS.
Traditional MUMPS code style is much further from natural human language than COBOL code is.
https://thedailywtf.com/articles/a_case_of_the_mumps
Scroll down to the reader comments.
The sample given there is canonical MUMPS straight from the original manuals, afaik.
But you're right about one thing: it's far more of a mess than COBOL too...
Because they wouldn't be billion-dollar companies if they shelled out the money necessary to hire actual programmers.
It's much cheaper to maintain the revolving door and attrition hellscape of college drop-outs and "geek culture" twitter addicts.
That way you have more money for what actually matters: Marketing. Thanks to Steve Jobs, we now know that we don't need to have an actual, functioning product; we just need to trick morons into thinking it is.
>`int c = 10;` >invoking c as if it were a function >hard coding `c` to skip over while loop treating it as if it were a conditional statement. >`return;` >doesn't even call return outside/after the while "loop". >"Of course, I haven't dabbled with programming in years"
You somehow proved your point while also contradicting it.
I see your point, that code can be really shitty or hard to read, but YOUR code is really fricking bad. It won't even compile since it will be throwing errors during comptime. There's a million examples of tough to read code, but you chose to provide a fricking shit example instead.
[...]
It's Scratch. Or whatever the Ubisoft version is (UnrealScript?)
[...]
It looks more readable than:
int c = 10;
while (c < 10) {
//do this
return;
}
c();
Of course, I haven't dabbled with programming in years so that isn't functional or even good/able to run code.
Point is, the Scratch-a-like is readable and fine. Most hand-typed code will look like shit, especially once you run it through a compiler that removes the human-readable nature of it.
If you are not a programmer or studying in computer science don't give your shitty opinion on programming god fricking damnit
Just looks like normal code with moronic looking indentation
Its not about how it looks fricking morons its about coder being a subhuman maggot who inserts 1 mllion if elses into each-other instead of a couple of switches.
Google YandereDev and stop being this new.
No you're a fricking moron who thinks this is comparable to yanderedev because you're brain has been rotted by posting too much on Ganker your entire worldview is just Ganker memes.
Why are you so mad, you literally don't know what makes either of those good or bad, stay in your lane pseud
Any coder west from Belgium is a "pseud". OP's screenshot proves that. Also lets forget all the outsource indians and chinese westkeks hire.
So If you're EFL you're a codelet by definition, stop coping.
>If(if(if(if(my mom fricked a dog*~~)
Nice code there moron. Enjoy being replaced by "brownoids" and A.I. >white man designed the heap of plastic you’re posting from now
a slav*
8 months ago
Anonymous
>actually is a brownoid
LOL
no ones replacing shit, especially not you, you fricking browncel permavirgin. go cry about your mom being a bawd for white sexpats
If you thought the yandev memes were about if-else vs switch case, youre a student or a no coder. Get a life, you dont have to have a strong opinion about everything.
The problem is the moron who needs scratch for his scripts, instead of being a real human being using a real text editor.
Goes to show how unprofessional and hacky Ubisoft is.
No one who knows how to code uses scratch unironically.
It's not a visualizer, this shit is done like this so 3d artists can program their shit to test it without having to know how to code, this is actual real code used in game not some text to scratch visualizer.
Because programming languages are created by idiots that enjoy mess and mix english words with arbitrary symbols. This is kind of like asking "why human have different skin colours when everybody have skeletons, two eyes, and ten fingers?"
That's probably going to be an entire different set of priorities from someone working in tech because is a anti-social dude.
And, drum roll, it's just a fact that computer-programming anti-social dudes just love a obtuse mess. In that case, maybe they'd prioritized mess over readability.
>make a programming language that reads and operates like you're just speaking english commands
many people have tried and many people have failed
it's a fricking stupid idea but i guess it's appealing if you have no incentive or capacity to learn new things
Closest to that is COBOL actually.
It's literally what it was designed for. It's in the name: COmmon Business-Oriented Language.
It was designed so blathering idiots that should've been kept well away from a keyboard could write simple programs with it.
And then the industry, predominantly finance, went batshit crazy with it - because suddenly 'we don't need expensive programmers anymore! we can just do it ourselves!'
Which is why large financial systems to this date are all virtualized clusterfricks running the most awful spaghetti-ware conceivable by Elder God minds, originally cooked up in homegrown dialects of the language that could only be compiled correctly with very specific versions of COBOL compilers long since discontinued. The only thing that's a bigger liability than keeping that shit around, is going in and *trying* to touch it and fix it.
The only way to actually fix it is to nuke it all from orbit and start from a clean slate; which means killing the entire global financial industry for year or three while every IT company and software developer in existence is laserfocused on building up and rolling out suitable replacement. So you can imagine: that's not happening.
Enjoy your regularly scheduled payment disruptions instead.
The fact that nobody uses it anymore is the POINT.
It's with good reason.
COBOL should've taught everyone two things about using 'common human language' to express a program:
Firstly, you're going to introduce ambiguities that will make your program behave differently under different compiler environments that interpret things differently. And a variant on this problem: different people that need to maintain the program afterwards will believe it to be doing different things than it may actually be doing.
Secondly, you're going to attract the wrong kind of crowd to program in it. Specifically the crowd that is fine programming their own cobbled together messes for small-scale private use, but that are far *FAR* out of their league tackling anything at actual scale or complexity. The frick ups will be huge. And of a size that is only overshadowed by the budget required to fix those frick ups by specialists that charge a pretty penny to come do so, because no other sane software developer is willing to subject themselves to that pain voluntarily for industry-standard pay.
Depends on where you want to be. Learning it doesn't mean you're suddenly going to be working in AAA, that's going to require years of resume entries first.
Indie though? Oh yeah, you can bullshit your way in. My friend is currently employed full time (not amazing pay, a bit below average for Canada) on a smaller indie project. They're using UE4 and he got the job despite having effectively 0 knowledge of the engine, he just lied about experience. He just googles everything and watches youtube tutorials.
You absolutely do not need years of resume entries for AAA. Gamedev is the last possible job most developers want to go if they are smart and that's why the industry is so full of talentless hacks. They will take in anyone, crunch them to shit and then throw out until the next project.
I know you've never worked a day in the industry in your life and just talk out your ass to fit your anti-developer biases, but no, you are not getting a programming job for a AAA company with anything short of 3+ years experience and at least 1 shipped game of some degree.
The whole reason why scratch is easy to use is not because it paints it in pretty colors, it's because people dont need to know the syntax and it lets you select from a list to put things in. We get a lot of junior "programmers" and even after 2 years of CS they still don't know what identation is, how to use the funny brackets or how to nest instructions.
the shitty scripting is bad but the source code being 500gb is literally nothing for a big AAA project that had 2000 pajeets working on it. morons think devs should be optimizing the raw project files as if it was ever meant to be distributed and not kept in some cloud server for internal use
Ofc you should not optimize as you go, no, ofc not. You should do the least efficient thing as long as it gets done, and do the same job 3-5 times, because you will have to go over it multiple times.
Just like my woodworking teacher told me. Measure if you have to, but just keep cutting several times over and over till it fits, because a job done properly and fast pays less.
>Ofc you should not optimize as you go, no, ofc not.
Yes nodev, dipshit, you should not. Your source base should NEVER have needless optimizations applied to it, especially the stuff that takes up 90% of that space. image, audio and model assets, things you may need to change later.
The torrent wasn't even their source leaked, it was the engine and assets. And scripting languages are completely fine and allow designers to be productive without burdening programmers to do trivial game logic coding
overwatch also does this but in the right way, it's synced through netcode and is used to implement all hero abilities, so they're all responsive and predicted client-side no matter your ping
>Who fricking cares about how the code looks like
Other people that have to work on it a year from now.
[...]
[...]
Gotcha, so you don't directly compile it into machine code, you keep pushing bits of script to a interpreter that is made to turn it into machine code at runtime. So simmilar to what i thought but quite different.
>you keep pushing bits of script to a interpreter that is made to turn it into machine code at runtime
That's a JIT. An interpreter does not turn anything into machine code, it goes through all the instructions (think of a list) and selects different pieces of premade machine code to run depending on the instruction. The important difference is that if you turned bits of the scripts into machine code at runtime it would only run slow once, but an interpreter will always run slow no matter how many times you repeat the script.
>Other people that have to work on it a year from now.
You stupid Black person homosexual, have you ever played an ubisoft game?
They abandon them after release and never look at them again
It usually takes longer than a year to make a game. Six months, two months, whatever, you get the point.
said, gamedev takes years. Code written on year 1 needs to be legible enough for someone else to easily understand it on year 3. Shit like that is one of the key reasons Halo Infinite launched in such a sorry state, for instance.
8 months ago
Anonymous
Why would you need to know how Player Controlling script works 3 years after writting it
Normal people usually move on to write another script
8 months ago
Anonymous
It being player controlling script is beside the point. The point is that its messy code, and that is a hindrance to large-scale development. If this script is a mess, who's to say there isn't more like it?
Again, look at something like Infinite where they fricked up the physics for multiplayer early on and later teams could do nothing about it because it was just a clusterfrick of code they didn't write.
8 months ago
Anonymous
blah blah blah
8 months ago
Anonymous
People should write clean code so that updating the code is as simple as possible should a bug ever occur. And bugs don't just occur when you first create the code, they may remain hidden for months or years. But you have never had to maintain any system, so you wouldn't know, and instead resort to posting bait on Ganker to maintain threads active.
8 months ago
Anonymous
>bug fixes
also Re-releases, ports, and remasters are all going to benefit from reusable code.
8 months ago
Anonymous
blah blah blah
You're fired.
8 months ago
Anonymous
what happens when there's a major glitch in the player controller discovered a month after release and a different guy has to fix it?
8 months ago
Anonymous
That's when you have the guy in charge of your twitter account put out one of those 'we hear you' message images. Then you crunch your coders until they fix it.
>Other people that have to work on it a year from now.
Nobody is working on an ubisoft game like that a year from then or now.
They're pump and dumpers.
Visual code is more than fine.
It allows designers and non-code persons to actually script stuff without bothering coders with details and annoying presentation.
It has its place, as long as it is used correctly.
Except this isn't "visual" code. That would be shit like the blueprints framework in UE. OP's pic is just really REALLY shittily formatted regular code.
The search highlighting is shit but that kind of code is honestly what I would expect in a huge AAA game, a bunch of weird checks that you can't fit nicely into simple states.
For some reason I tried to play this game when it launched, but the piece of shit crashed every 20-30 minutes. Not to mention the game was just plain boring. What a horrid mess.
It doesn't crash now, but it's still ultra boring but with very high production values. The concept was way too 'clever' for its own good and they never found the fun. It's sad people clearly worked hard on this only to produce an unenjoyable game
It's weird, there are more great games than you can play in your lifetime already, but sometimes you're just in the mood for a shitty low effort Ubisoft open world
But yeah the point of me even saying that was that even people who have worked with C++ for like 30 years say Java is superior. Less mistakes you can make and barely any performance impact
Newer versions of java support all the niceties you expect in modern languages like functional operations - map/filter/reduce/etc, lambda closures, reactive/declarative programming. It's also really hard to have a nice day in the foot whereas C++ is very easy. I don't work in it regularly, I just had to use it recently for work and was pleasantly surprised they're keeping up with programming fashions quite well
Yeah they're really slow to add modern features to it also, so much so that Google is in the process of creating a companion language called Carbon that compiles down to C++, because the governing body for C++ are unbelievably bureaucratic
>unbelievably bureaucratic
Yeah, if I remember correctly, there was a proper, finished proposal for reflection in C++, but the committee took so fricking long to vote about it that the people behind the proposal began rewriting it with modern C++ features like consteval. The committee will vote in 2026 to see what they'll do.
I'm keenly aware it was not a popular game but I genuinely enjoyed it.
But I am still extremely pissed off that they downgraded their product from the original trailer, and pissed off that they never let you pull a "GTA 5 character switch" off.
I mean if the point is that I'm playing as my entire team, why the HELL can I not bring multiple characters onto a mission and swap between them depending on what I need?????? Is that not the main fricking draw of the game for almost anyone????
Regardless - the gunplay was mediocre but the stealth gameplay was actually really fun. If they had stuck to what they originally showed, it would have actually been a good game. Fricking Ubisoft. First Ubisoft game, by the way, I wasn't aware that fricking up a good idea is their norm.
>some
No, it was everything. It was the full repository of the entire game, all assets included. That 550GB is the packed 7z size. The extracted folder is 1.1TB
I went to GGn from the OPs pic to get the file summary for you but it has been deleted. Source leaks aren't allowed on the site without admin verification and the admin was too lazy to download 550GB. The thread discussing it linked to a dropbox with a summary txt file (800MB text file extracted, that's how many fricking files were in it) but that was also deleted, then it linked to a reddit thread that is now deleted but fortunately at the very end someone screenshoted it and posted. This is just an overview and not a full file list but it's the best we can get.
>Details about hackers obtained the files
I proof-read my Ganker posts better than these fricking morons proof-read their articles. Absolutely pathetic.
>WD: Legion
too bad this game has zero fanbase so no one will even bother to rebuild the game to not be shit or at least have gutted features from WD2 (the best and only game worth playing in the series, cringy 30yo act-like-teenager millenial stereotype characters aside)
i got the games in giveaways and tried them out, you moron, and i already said the game series has no fanbase, you moron. i was saying WD legion is so shit and even worse than it’s previous game it has no fanbase, you moron.
imagine flamebait posting just so you can fit in with le Ganker is le epic gamer who hates everything, you moron.
oh yeah, all i do is play openworld collectathons mmmm yeah thats all i do. gimme some more ubisoft games i love them so much.
frick off back to whatever shithole normalgay website you heard of Ganker from. fricking tourist.
>WD: Legion
too bad this game has zero fanbase so no one will even bother to rebuild the game to not be shit or at least have gutted features from WD2 (the best and only game worth playing in the series, cringy 30yo act-like-teenager millenial stereotype characters aside)
>game worth playing
Sorry anon, no amount of deflection will erase that
No more (you)s, keep seething that other people have taste
8 months ago
Anonymous
keep seething at the fact that you’re clearly some underage homosexual that came here from a normalgay website. you can say a game is worth playing without sucking its wiener, but what would a moron like you know >deflection
lol keep using buzzwords you read on this very website maybe one day you’ll be a REAL Gankerner!
programming equivalent of duplo blocks. how the frick would you even document this? 'the green trapizoids are floats, the yellow circle with polka dots is the input'?
>muh non-coders now can code
No they can not. If person doesn't understand why asking character 1000 times per frame if they run, jump, stand, talk, swing sword 1, swing sword 2 and so on is worse than letting character himself tell that once to whatever system is figuring out interactions, wrapping code in CoLoRs and BlOcKs won't do shit.
I mean, sure, ideally, artist man does some whatever shitty code that gets the job done, and then programmer man will look at it, quitely swear and then rewrite it properly, but here's the problem - you still need programmer man, and the #1 marketing pitch for those visual coding things is that "YOU ARE STRONG INDEPENDED ARTSIST WHO NEEDS NO PROGRAMMER", so that shitty prototype code isn't shitty prototype code anymore, it's what will be shipped to players and never fixed unless it literally bricks computers or consoles.
Yes it does
Just like GoDurd and Unity(of me my wife and tyrone) engines.
>Other way around, gamedev cuck, I'm doing actual code while you googling "how to make character's rotation not clunky"
go back to making dashboards pajeet
>assumptions
>he's seething at reaction images now
>no you
Pretty pathetic. But what else can you expect from coder's least paid job opportunity victims.
Yes it does
Just like GoDurd and Unity(of me my wife and tyrone) engines.
[...] >assumptions
[...] >no you
Pretty pathetic. But what else can you expect from coder's least paid job opportunity victims.
>>no you
I first accused you of seething and you tried to imply a no u but failed
No more (you)s, you're boring
I don't think you can discover something like "shitty KB+M controls" or "completely unoptimized shit on most PCs" by peeking at some code examples
Not saying that they don't probably have some very funny shit code, just that it's not guaranteed
i think it’s more so that japs still use “outdated” design strategies like the waterfall model. agile design philosophy is why early access exists btw. frick agile. frick AAA companies essentially getting away with early access slop because “they’ll fix it with patches”
Waterfall is great as a lazy developer cause you can just frick off and do some work for a year without having constant status meetings
It's just that your customer is screwed
They're really not. Their code, actual code used for actual programs, is fine and often better than the average post-boom american one. Some companies used to suck ass at writing PC ports but that's about it.
Also their web-design is stuck in the 90s in a good way.
i think it’s more so that japs still use “outdated” design strategies like the waterfall model. agile design philosophy is why early access exists btw. frick agile. frick AAA companies essentially getting away with early access slop because “they’ll fix it with patches”
>waterfall
AKA specs and milestones with dates and not shitting out fake "stories" each "sprint".
Thank god for Japan.
>Their code, actual code used for actual programs, is fine and often better than the average post-boom american one. >*raughs in Game Freak/Sonic Team*
He was, but the fact they had to rely on outside, actually competent help to even get their shit running says a good bit about them in terms of programming prowess. Of course, I'm not using them as an umbrella for all gamedevs in that country, but still...
>need short-term 5% growth YoY at all costs, line always goes up no matter what >refuse to train new developers in any real practices, just hire an endless conga line of interns churning out barely-functional fisher price scripts >never hire actual programmers, more and more workload gets deposited on existing devs, who will eventually leave because of stagnant wages and no support
People were predicting all of this brain drain in the early-2010s, fricking astounding to watch it materialize harder and harder with each passing year
Switches get compiled into a table anyway, even in interpreted languages they still get optimized in some way.
The problem is when your switch statement has 400 conditions and every single case is string comparison. Optimizing the conditional also means optimizing before it ever enters the switch in the first place.
The problem wasn't even (only) the performance, it's that he had like a list of properties (has seen a weapon, has seen blood, has seen insanity or some dumb shit like that) and codified it as strings for whatever reason
That's absolutely unmaintainable
>it's that he had like a list of properties (has seen a weapon, has seen blood, has seen insanity or some dumb shit like that) and codified it as strings for whatever reason
Is this the yanderedev thing?
Yeah, don't track a flag as a string, that's massively overcomplicating it.
You need a tree of boolean checks, not a single switch statement iterating through every possible permutation of the game's flags. That's not a judgment on the functionality of switch statements, that's just another modern-day example of "garbage in, garbage out"
depends on the execution environment and whether or not you want branching
there are more alternatives besides if/else and switches like masked shuffle instructions
but a lot of the meme code people post is a multi layered trap
like that one picture of yandere sim
the issues are actually that he's doing multi-layered event handling, some of which are mutually exclusive, directly
and what's worse is that he's doing it for AI which is a very solved problem, the data structure you're meant to use is called a behavior tree and it's much more friendly to multithreading amoungst other things
depend tbh
it's just nested if is really ugly to look at
Switches get compiled into a table anyway, even in interpreted languages they still get optimized in some way.
The problem is when your switch statement has 400 conditions and every single case is string comparison. Optimizing the conditional also means optimizing before it ever enters the switch in the first place.
pretty sure switch with string cases is a constant O(1) for most modern languages
starting a junior developer job next Tuesday after 6 years of working in my well-paid, but boring as shit job during which I played vidya for 90% of the time anyway
Notch used Java because that had the biggest community on Stackoverflow at the time.
Minecraft was almost wholly assembled from code snippets he yanked from Stackoverflow, Notch himself was not an actual programmer.
I'm a dirty webdev, so I don't know much about programming paradigms in games. I assuming this is some sort of event on AI dealing/receiving damage. Why not use some sort of abstraction instead of a gorillion hardcoded ifs for this kind of stuff?
Because it's piss-easy compared to anything else. Except python scripts.
Of course exceptions exist, but 99.5% times it's the most brain-dead shit imaginable.
>Because it's piss-easy compared to anything else.
Except it isn't.
It's piss-easy to use something like React or Vue to shit out a line-of-business turd. Sure.
Except that's no different from using any Rapid Application Development (RAD - who still remembers that acronym?) toolkit or framework that shits out Java; C#; or what-have-you.
But try to actually go back to the metal and then build those frameworks. And you'll find out there's not so much difference. In fact, I'd argue building for the web is legit harder than building for the backend. The backend is fixed form. You control what it supports; how it supports it; for how long; when you'll upgrade; etc. Web frontend doesn't get that luxury. It has to build for a hybrid environment with fallbacks and failsafes taken into account at every turn. It has to take into account API breakage; it has to patch around missing APIs on $insert-older-version-of-apple-safari-the-boss-s-wife-is-stuck-on$. Etc.
It's just us vs them cope. People are going to defend "their own". When you get into a back-end only discussion, it devolves into my language > your language. As long as I get paid, I don't really care.
Because it's piss-easy compared to anything else. Except python scripts.
Of course exceptions exist, but 99.5% times it's the most brain-dead shit imaginable.
>Because it's piss-easy compared to anything else.
Except it isn't.
It's piss-easy to use something like React or Vue to shit out a line-of-business turd. Sure.
Except that's no different from using any Rapid Application Development (RAD - who still remembers that acronym?) toolkit or framework that shits out Java; C#; or what-have-you.
But try to actually go back to the metal and then build those frameworks. And you'll find out there's not so much difference. In fact, I'd argue building for the web is legit harder than building for the backend. The backend is fixed form. You control what it supports; how it supports it; for how long; when you'll upgrade; etc. Web frontend doesn't get that luxury. It has to build for a hybrid environment with fallbacks and failsafes taken into account at every turn. It has to take into account API breakage; it has to patch around missing APIs on $insert-older-version-of-apple-safari-the-boss-s-wife-is-stuck-on$. Etc.
It's not about ease of coding.
It's because webdev is a disgusting clusterfrick of people shovelling "silver bullet" frameworks down people's throats and they just kept getting worse for anyone who wants to focus on doing actual work instead of fellating some terrible framework that was sold to marketing as saving them money.
Completely full of cargo culting and if you wanted jobs in it you had to engage in learning the cargo cult paradigms to boot.
Stuff that was made to write CRUD webapp MVPs being pushed to make simple static websites and worse.
On top of that the actual web structure with DOMs, JS, CSS and everything around it is also a complete clusterfrick (even without going into security and CORS) on it's own and this we can't do much about beyond either sucking it up or writing code to generate it. (templates, incremental-dom etc)
There's also a bunch of bootcamp non-devs that are probably going to get booted once AI can do their kind of low-tier glue code reliably but if you're enough of an autist to be on Ganker you're probably safe from that.
Thankfully long-term a lot of the worst parts of it is going to get cleaned up thanks to WASM.
>Thankfully long-term a lot of the worst parts of it is going to get cleaned up thanks to WASM.
Nah. The only thing WASM is going to accomplish is those over-the-top silver bullet frameworks going from silver bullet frameworks written in JS to silver bullet frameworks written in another language. Straight up WASM still won't be able to deal with spitting out something that can connect to the DOM; render new HTML; handle event handlers; etc. Writing proper UI which is also accessible to screen readers (legally mandatory in many markets) will still continue to depend on the lowest common denominator, which is HTML with ARIA caked on top of it.
TL;DR The only thing WASM will do is accelerate the framework shitstain's growth to hitherto unimagined scope.
You need look no further than Microsoft's Blazor.
Which is sort of the front row premier seat to watching the train wreck pileup unfold in real time.
>Straight up WASM still won't be able to deal with spitting out something that can connect to the DOM; render new HTML; handle event handlers; etc.
That's why you generate that in something like Golang's templates. You still get your dogshit DOM/HTML/JS code on the other end. >TL;DR The only thing WASM will do is accelerate the framework shitstain's growth to hitherto unimagined scope.
Unlikely since most things you'd do in WASM do not actually benefit from adding cruft layers on top of it that exist mainly to sidestep JS/DOM designs. (compliant GUI-code with accessibility layers compatible with major screen-readers is one of the few things I can think of)
It'll do away with a lot of the Webapp specific stuff that doesn't need to exist and leave the HTML/JS/CSS crapfire to actual websites.
Webdev used to be a lot easier since traditionally it skipped things like type safety. When all you do is cobble together a pile HTML once and serve it from cache, you really don't need to give a damn about performance. Obviously this lead to a lot of disdain from elitist buttholes, akin to the "you didn't beat the game" posts here.
Also pays less, another avenue for mockery.
https://i.imgur.com/Dsu0Oww.png
And this is bad because...
You are always restricted by the stupid UI tool compared to just writing your own code.
>t. wrote 40 nested if statements because stupid language didn't have a switch statement.
>Also pays less, another avenue for mockery.
Find a company that appreciates an actual skilled web dev.
I pull in enough that after monthly expenses I am still able to comfortably splurge cash on a new top-of-the-line videocard every month; and still have savings accruings. The only thing stopping me from doing that is: frick Nvidia, and frick AMD.
>Scratch is a high-level block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16.
Damn, Ubisoft uses child workers? Europeans are crazy I swear
It's bad because it means programmers are wasting time on upkeeping a moronic scripting language instead of having them implement good gameplay code for the art team directly. >b-but what about all those idle artist hands they could be used to write subpar code so as not to have to go through the programmers and have to explain things to autists
It always turns to shit.
Always.
It's why every non-AAA company (i.e. people who actually have a limited amount of engine devs and can't waste them) rejected scripting languages like 15 years ago.
I'm not even against art-first tooling but scripting languages are a complete mess. (add upkeep to integrate another language, fricks up debugging, forces you to essentially implement your own DSL because artists can't be trusted with a strong language and gives you shit artist-tier code)
artists can't even be trusted with things that output anything code related
a bunch of mobile graphics driver developers on Ganker were upset with nvidia and nintendo for VK_EXT_shader_object, complaining about how fricking difficult and annoying getting good performance out of it was going to be for them
apparently artists using shader node tools create such shit and incorrect shaders using them doing a cleanup pass once the entire graphics pipeline is put together is basically essential for mobile hardware
There isn't, people who think programming should be an unreadable obtuse mess haven't programmed.
actual code is more readable than that garbage though
It's Scratch. Or whatever the Ubisoft version is (UnrealScript?)
It looks more readable than:
int c = 10;
while (c < 10) {
//do this
return;
}
c();
Of course, I haven't dabbled with programming in years so that isn't functional or even good/able to run code.
Point is, the Scratch-a-like is readable and fine. Most hand-typed code will look like shit, especially once you run it through a compiler that removes the human-readable nature of it.
>Most hand-typed code will look like shit, especially once you run it through a compiler that removes the human-readable nature of it.
Are you fricking moronic? Every binary is 1s and 0s, even the OPs image. You have literally no idea what you're talking about, why would you even care about what machine code looks like if it isn't for extreme optimization?
>why would you even care about what machine code looks like
NTA but fyi that is not going to be compiled. That's a script that is executed at runtime. They've done the same with Assassin's Creed Odyssey and most other ubisoft games.
So that explains the performance then.
God, I hate modern devs, they can't optimize for shit and then tell you that you should buy a 600$ gpu to play their unoptimized game.
Possibly. The problem is that to work on an engine and to optimize it for your use case you need to know C++, and C++ is not taught anymore because you get higher acceptance and graduation rates when you teach with Python (its moronic easy), where you can shove them all into big data analyst positions in the end. Basically you can get your degree on easy mode and then you either need to personally invest yourself into C++ or have a company train you for a decade to be good at it, like they do with COBOL and FORTRAN, although those languages are completely replaceable while C++ isn't, except maybe Rust but that's been going to shit. But yes, scripts have become pretty much normal for that reason since years now, like they're in Cyberpunk 2077 too, because it lets you grab interns and low skill people and they don't really need to have knowledge of anything and don't require a C++ dev to constantly implement their stuff into the codebase.
C++ is barely used in the industry any more outside game dev and high frequency trading. Manually managing your memory is pretty arcane and pointless and opens up a lot of security problems in non-gaming application software if you're not very careful. Every week another buffer overflow gets discovered in some important piece of software written in C++. They don't teach it in school for a reason, because there's almost no jobs left in it outside those two industries
My company writes commercial software for public transport planning in C++. You don't need to do your own memory management, that's what shared pointers are for. The only time new or delete are ever used in our code base are in Qt applications
The goal is to migrate it all to Java at some point but no one ever has time to actually do it
Where the frick do you live? The DDR? Czechoslovakia?
Germany, the software suite started in the 80s in West Germany
There's plenty of B2B context where you need to maintain old software and add new features to a pre-existing codebase, it's not all deploying apps with Docker or whatever the frick
>migrate it all to Java
i though java died out like 15 years ago. when was the last time anyone installed the java runtime or whatver
Java is probably one of the most used language still
Java is insanely widespread in business applications.
And they are usually massive security holes because they run on like Java 8 from 10 years ago and can't be updated or the app breaks
you have no idea what you are talking about just so you know
how many times are you going to say "it has massive security holes" to disguise your lack of knowledge? the people responsible for security vulnerabilities are the developers themselves who make a product you braindead moron, they are not native to a programming language
It's still quite popular in backend programming, there's also Kotlin nowadays that gave it new life. Spring framework is also beloved in enterprise for some fricking reason
I unironically use Java Swing, though I'm not working in IT
>java died out like 15 years ago
god i wish
Come on now anon
java makes up a shitton of code in Amazon alone anon
Java is not a meme. The middleware of several applications of huge organizations are still in Java. I would say that it is more useful to learn it than python if you are looking for a job.
And major financial institutions have an entire backbone that is still written in COBOL for the same reasons:
Nobody wants or dares to touch that shit, and doing so while everything is humming along peacefully is just a waste of budget and resources.
Let sleeping dogs lie.
The Java meme is just the modern day version of the COBOL meme.
And yes; it *is* a meme. Java as a language became superfluous the day Microsoft open-sourced .NET Core and made the C# ecosystem available cross-plaform. Anything Java does, C# typically does better and with more thought given. And no matter how diabolical you may believe Microsoft to be; it pales in comparison to the licensing shenanigans that bloody fricking Oracle is known for.
>i though java died out like 15 years ago.
lmao there's like 1000 new Java Springboot positions made every month at every single bank and financial government institution.
How to tell everyone you haven't worked in B2B IT in one simple sentence.
That's funny. My place is moving from Java to Go, but no one really has time to do that.
First off, you absolutely need C++ for game development. You literally cannot make a game without it unless you are using 3rd party frameworks and engines (which all are using C/C++).
Yes, writing every last bit of detailed code to have perfect resource management isn't useful if you're writing a calculator for your class homework. That's why Python and Kotlin exists. But if you want to write a native application then you have to start with C++. There's literally no way around it. Python uses C++, Java uses JVM which is written in C++, Unreal and Unity are both native C++ applications. You absolutely need a C++ developer if you want to write native applications, especially if it's about optimizing the engine and codebase for more performance. Unity and Unreal have MASSIVE resource overheads because of Reflection, which makes it really easy for non-C++ to implement and work on things, like hilariously easy. Anything you'd make in those would use 5x less resources without Reflection. So in the end it boils down to if you want quick and easy results, with way worse performance, or if you want really good performance while requiring employees with higher skill that need to maintain the codebase. This isn't a C++ vs Script languange debate, this is entirely dependant on the use case and if all you have are people writing scripts, then the performance will suffer greatly in the end because it's not compiled machine code. C++ devs are also in high demand and will instantly land you a job at Microsoft or any other corporation that provides a proprietary engine. Just like how they will suck your dick at banks for knowing COBOL and giving you a big ass salary for it.
Anyway, argueing against C++ is as moronic as having all cooks on earth killed off because you have already gotten a nice dinner, without thinking about who cooks your next dinner, because you barely know how to heat up your food in a microwave.
Nobody is arguing C++ is unneeded, just that it's extremely niche nowadays and you will never need it unless you're in games, HFT, 3d or video
cool post though, thanks for dropping all that knowledge
What if I use C instead?
>what if I throw away all these time-saving C++ features that the compiler is good at dealing with and go back to being a caveman
You pay the price
You need to use C for small micro controllers most of the time, but there's no reason not to use C++ if you can since it expands C to make things easier.
It's just so tedious to go back to C, you have to do so much pointless shit by hand
I hate the garbage collection bloat
I hate the garbage collection bloat
you are an idiot and should have a nice day
I'm halfway through learning C (my first language btw) and after this I'll proceed to C++ and then Java. No one can stop me, I will destroy these languages. I will conquer algorithms and optimization.
i have the c++ for dummies book, that i bought for 50 cents from a thrift store still havent read it.
I use the C programming language by Dennis Ritchie and the C++ programming language by Bjarne Stroustrup. just like the creators intended.
Bjarne actually intends for no-one to use C++.
He finds the whole thing the biggest mistake he ever made.
Stroustrup went on to mitigate the situation by co-authoring the C++ Core Guidelines together with Herb Sutter, the chair of the ISO standardization process for C++. Yes. C++ literally had to have a "[..] the good parts" doctrine written on it; same as JavaScript.
Except C++ had to double down on it and had it written by its original author. Ouch...
you are a masochist that ignores decades of useful features because you think it makes you look cool and hardcore to reinvent the wheel
You absolutely do not need C++ unless you are making your own engine.
Not even. Shit like XNA only works with c#
I made an engine for a 2d game in python and its not even slow.
just as an fyi reflection isn't the problem, it's runtime reflection
c++ is actually adding reflection and further features based on it at some point (when the committee gets off their asses)
unlike the way the common language runtime or the JVM handle reflection (builtin metadata and runtime type introspection) is handled
or the way unreal handles things which is basically like ~20 year old enterprise techniques* for adding reflection data and a runtime on top of c++ types
the reflection support being added to c++ is static, guaranteed to run at compile time
and i believe it isn't even accessible from runtime since it's all forced immediate evaluation
it and proposals like the metaclass proposal are meant to effectively deprecate template metaprogramming
*even 10 year old reflection runtimes probably do it better, using C++26 and remotely modern reflection tools it'd be completely free, the idea behind standard reflection support is letting you do everything in c++, removing the need to run a metadata pass
>*even 10 year old reflection runtimes probably do it better
Think older.
You can write a perfectly decent C preprocessor for reflection in a few hours.
your whole post is so fricking low iq and dumb it made me almost shit myself. delete your pc and have a nice day
I might be moronic... but won't all scripts have to be by nature compiled and turned into machine code? How else would the PC know how to run the script?
Scripting languages often use an interpreter instead of a compiler, which allows code to run without an explicit compilation phase https://en.wikipedia.org/wiki/Interpreter_%28computing%29
Gotcha, so you don't directly compile it into machine code, you keep pushing bits of script to a interpreter that is made to turn it into machine code at runtime. So simmilar to what i thought but quite different.
Yes, they are turned into machine code, but that's done when running the application. It's how interpreted languages work, and why they are inherently slower than compiled languages.
Not necessarily, the language probably has an interpreter that runs it directly
I think you're a bit confused because technically EVERYTHING the CPU does is machine code, but that's one step removed. For example, you clicking the submit button gets translated into machine code by the browser and OS
>Of course, I haven't dabbled with programming
clearly
Its literally not though you moron.
That's 16 lines of code, and it takes an entire monitor to view, and the coloring actually works much worse than standard syntaxes highlighting
>int c = 10;
>while (c < 10) {
Dunning-Kruger Effect : The Post
most skilled ubisoft programmer
>I haven't dabbled with programming in years
So you admittedly have no idea what you're talking about you moron
Absolute fricking moron.
>whatever the Ubisoft version is (UnrealScript?)
>Ubisoft
>UNREALscript
UbiScript sounds stupid
Extremely well crafted bait
Kudos
...what is this code supposed to do?
while variable c isn’t 10 keep running the While loop.
>while variable c isn’t 10
i just saw int = 10 being declared so that block wouldnt even run… durr
Yeah obviously, but I was just being autismal about you saying "while not 10" even thought it clearly says "while less than 10"
i thought i could catch someone out because it would essentially act that way if int c was declared as less than 10. let me be a smug prick, anon
>because it would essentially act that way if int c was declared as less than 10
Not even, c never gets incremented. And if you assume that's what happens in the "do this" part, you can still set c to anything you want
Throw a compile error
>int c= 10
>while (c<10)
>return
>c()
Good bait
What even is the () operator on an int anyway? Does it just default-construct a new one?
primitive types don't have constructors
It is a visualizer used to show the code to people without programming background.
Marginally faster in a situation where you aren't algorithmically going over data tens of thousands of times, these kinds of optimizations don't make sense in this situation.
>What is object oriented programming
>"where you aren't algorithmically going over data tens of thousands of times"
Videogames with literal hundreds gigs of data tend to do that yes
(you) are not the "guy"
(you) will write a
picrel constructor and will be fired afterwards
(you) are going to be replaced by an indian guy who will maintain your constructor and a fatass feminist troony that will use your constructor. Both will be paid less total than you alone were because nobody cares about your "mutt burger dream"
(you) are going to find a job that forces you to go outside everyday
(you) are not that good and never will be that good
(you) will post on /misc/ in vain until you die, nothing will change
Good lord this subhuman is seething
I'm not the one posting "laughing guy" images tho
Also why do you defend guy from OP image so hard? Don't tell me its YOU bagget cuck
Try writing another 3 paragraphs about how not angry you are
Seethe more, brownoid
>Videogames with literal hundreds gigs of data tend to do that yes
You aren't a programmer.
>Nyooo its just audio files and models!!!!
Other way around, gamedev cuck, I'm doing actual code while you googling "how to make character's rotation not clunky"
Try posting more images that help you cope.
In the end statistic, that you /misc/cucks love to talk about so much, shows that mutt dogfrickers can't release a single game without critical bugs.
>Other way around, gamedev cuck, I'm doing actual code while you googling "how to make character's rotation not clunky"
go back to making dashboards pajeet
>he's seething at reaction images now
bla bla bla not reading seethe from a slave race dipshit. btw gimme your moms number i need to bust a fat nut on a prostitutes face
see
Why are people without programming background programming video games for billion dollar companies?
They are of agreeable ideological mindset and/or simply do not have the drive to excel. Tech kind of is in the gutter right now.
tbf at least half of the modern indies are done by a similar group as well.
Designers don't code.
COBOL is used, anyways that anon lied closest to that is actually MUMPS.
>designers don't code
No shit, moron. But why is the game made in a glorified kids' toy?
It isn't the code is just presented to the designers in that kids toy visualizer so it is easier for the designers to understand.
>yeah bro let's just write this shit again so we can show it to some moron who doesn't understand or care at all
>Source: just trust me bro
>implying the visualizer doesn't do it automatically for them
i bet you format your code by hand instead of automating it too, moron.
Traditional MUMPS code style is much further from natural human language than COBOL code is.
https://thedailywtf.com/articles/a_case_of_the_mumps
Scroll down to the reader comments.
The sample given there is canonical MUMPS straight from the original manuals, afaik.
But you're right about one thing: it's far more of a mess than COBOL too...
Because they wouldn't be billion-dollar companies if they shelled out the money necessary to hire actual programmers.
It's much cheaper to maintain the revolving door and attrition hellscape of college drop-outs and "geek culture" twitter addicts.
That way you have more money for what actually matters: Marketing. Thanks to Steve Jobs, we now know that we don't need to have an actual, functioning product; we just need to trick morons into thinking it is.
>`int c = 10;`
>invoking c as if it were a function
>hard coding `c` to skip over while loop treating it as if it were a conditional statement.
>`return;`
>doesn't even call return outside/after the while "loop".
>"Of course, I haven't dabbled with programming in years"
You somehow proved your point while also contradicting it.
I see your point, that code can be really shitty or hard to read, but YOUR code is really fricking bad. It won't even compile since it will be throwing errors during comptime. There's a million examples of tough to read code, but you chose to provide a fricking shit example instead.
This is less readable than code, like, by miles.
Scratch has some use in teaching how to code, but the readability is completely fricked once the nesting statements start.
The real solution would be to have an intellisense plugin for your IDE that suggests the appropriate things.
Gooden Dag ESL
It's bad because scratch is a slow as a pig stuck in shit interpreted language. It is impossible to make this code performant.
If you are not a programmer or studying in computer science don't give your shitty opinion on programming god fricking damnit
How do you think Scratch is even made?
How do you think the first hammer ever was made?
moron
The point is that we now know why every single game runs like shit
You moron
Literal fricking poojeet monkeys writing code
Its not about how it looks fricking morons its about coder being a subhuman maggot who inserts 1 mllion if elses into each-other instead of a couple of switches.
Google YandereDev and stop being this new.
No you're a fricking moron who thinks this is comparable to yanderedev because you're brain has been rotted by posting too much on Ganker your entire worldview is just Ganker memes.
Any coder west from Belgium is a "pseud". OP's screenshot proves that. Also lets forget all the outsource indians and chinese westkeks hire.
So If you're EFL you're a codelet by definition, stop coping.
stfu brownoid. a white man designed the heap of plastic you’re posting from now
>If(if(if(if(my mom fricked a dog*~~)
Nice code there moron. Enjoy being replaced by "brownoids" and A.I.
>white man designed the heap of plastic you’re posting from now
a slav*
>actually is a brownoid
LOL
no ones replacing shit, especially not you, you fricking browncel permavirgin. go cry about your mom being a bawd for white sexpats
Why are you so mad, you literally don't know what makes either of those good or bad, stay in your lane pseud
I have never seen anyone but beginners doing school assignments using switches
switches are cool, shut up. i use them fairly often in Arma’s moronic scripting language so i can make missions for myself
>le use switches meme
kys moron
at the end of the day, 50 if else statements isnt different from a 50 case switch statement as far as the compiler is concerned
If you thought the yandev memes were about if-else vs switch case, youre a student or a no coder. Get a life, you dont have to have a strong opinion about everything.
>switch
ffs Ganker
The problem is the moron who needs scratch for his scripts, instead of being a real human being using a real text editor.
Goes to show how unprofessional and hacky Ubisoft is.
No one who knows how to code uses scratch unironically.
like i said it is a visualizer, not how they code.
It's not a visualizer, this shit is done like this so 3d artists can program their shit to test it without having to know how to code, this is actual real code used in game not some text to scratch visualizer.
this code is an unstructured mess what the frick are you talking about anon?
Because programming languages are created by idiots that enjoy mess and mix english words with arbitrary symbols. This is kind of like asking "why human have different skin colours when everybody have skeletons, two eyes, and ten fingers?"
That's probably going to be an entire different set of priorities from someone working in tech because is a anti-social dude.
And, drum roll, it's just a fact that computer-programming anti-social dudes just love a obtuse mess. In that case, maybe they'd prioritized mess over readability.
I guess that's the reason engines like game maker and godot has been making waves for the past decade and a half
>just make a programming language that reads and operates like you're just speaking english commands
moron
>make a programming language that reads and operates like you're just speaking english commands
many people have tried and many people have failed
it's a fricking stupid idea but i guess it's appealing if you have no incentive or capacity to learn new things
>he can't read
Closest to that is Python.
Closest to that is COBOL actually.
It's literally what it was designed for. It's in the name: COmmon Business-Oriented Language.
It was designed so blathering idiots that should've been kept well away from a keyboard could write simple programs with it.
And then the industry, predominantly finance, went batshit crazy with it - because suddenly 'we don't need expensive programmers anymore! we can just do it ourselves!'
Which is why large financial systems to this date are all virtualized clusterfricks running the most awful spaghetti-ware conceivable by Elder God minds, originally cooked up in homegrown dialects of the language that could only be compiled correctly with very specific versions of COBOL compilers long since discontinued. The only thing that's a bigger liability than keeping that shit around, is going in and *trying* to touch it and fix it.
The only way to actually fix it is to nuke it all from orbit and start from a clean slate; which means killing the entire global financial industry for year or three while every IT company and software developer in existence is laserfocused on building up and rolling out suitable replacement. So you can imagine: that's not happening.
Enjoy your regularly scheduled payment disruptions instead.
>COBOL
Nobody uses that anymore
The fact that nobody uses it anymore is the POINT.
It's with good reason.
COBOL should've taught everyone two things about using 'common human language' to express a program:
Firstly, you're going to introduce ambiguities that will make your program behave differently under different compiler environments that interpret things differently. And a variant on this problem: different people that need to maintain the program afterwards will believe it to be doing different things than it may actually be doing.
Secondly, you're going to attract the wrong kind of crowd to program in it. Specifically the crowd that is fine programming their own cobbled together messes for small-scale private use, but that are far *FAR* out of their league tackling anything at actual scale or complexity. The frick ups will be huge. And of a size that is only overshadowed by the budget required to fix those frick ups by specialists that charge a pretty penny to come do so, because no other sane software developer is willing to subject themselves to that pain voluntarily for industry-standard pay.
frick off with your forced cat meme you frickhead.
Just looks like normal code with moronic looking indentation
Holy shit, are you saying if i learn scratch i could be employed in the videogame industry.
Depends on where you want to be. Learning it doesn't mean you're suddenly going to be working in AAA, that's going to require years of resume entries first.
Indie though? Oh yeah, you can bullshit your way in. My friend is currently employed full time (not amazing pay, a bit below average for Canada) on a smaller indie project. They're using UE4 and he got the job despite having effectively 0 knowledge of the engine, he just lied about experience. He just googles everything and watches youtube tutorials.
You absolutely do not need years of resume entries for AAA. Gamedev is the last possible job most developers want to go if they are smart and that's why the industry is so full of talentless hacks. They will take in anyone, crunch them to shit and then throw out until the next project.
I know you've never worked a day in the industry in your life and just talk out your ass to fit your anti-developer biases, but no, you are not getting a programming job for a AAA company with anything short of 3+ years experience and at least 1 shipped game of some degree.
how is this any different from syntax highlighting, same shit
Only the fact that people who actually do programming will find this mess a pain in the ass to read
The whole reason why scratch is easy to use is not because it paints it in pretty colors, it's because people dont need to know the syntax and it lets you select from a list to put things in. We get a lot of junior "programmers" and even after 2 years of CS they still don't know what identation is, how to use the funny brackets or how to nest instructions.
the shitty scripting is bad but the source code being 500gb is literally nothing for a big AAA project that had 2000 pajeets working on it. morons think devs should be optimizing the raw project files as if it was ever meant to be distributed and not kept in some cloud server for internal use
Ofc you should not optimize as you go, no, ofc not. You should do the least efficient thing as long as it gets done, and do the same job 3-5 times, because you will have to go over it multiple times.
Just like my woodworking teacher told me. Measure if you have to, but just keep cutting several times over and over till it fits, because a job done properly and fast pays less.
WISDOM
>Ofc you should not optimize as you go, no, ofc not.
Yes nodev, dipshit, you should not. Your source base should NEVER have needless optimizations applied to it, especially the stuff that takes up 90% of that space. image, audio and model assets, things you may need to change later.
>Your source base should NEVER have needless optimizations applied to it
Brought to you by pajeet dev.
post your portfolio
>NEETs who couldn't even program a hello world in java pretending they know how project development should work
500gb of text files is way too much for any video game, the game assets must be in there as well
If it's not C/C++, it's automatically shit.
This is so unreadable, holy shit, imagine having to work with this, what a fricking nightmare
diversity hires and to an extend zoomers killed technology
this is exactly why they want to replace shit coders with AI
The torrent wasn't even their source leaked, it was the engine and assets. And scripting languages are completely fine and allow designers to be productive without burdening programmers to do trivial game logic coding
overwatch also does this but in the right way, it's synced through netcode and is used to implement all hero abilities, so they're all responsive and predicted client-side no matter your ping
Who fricking cares about how the code looks like
What important is that it works
>Who fricking cares about how the code looks like
me
Get out of here Todd.
>Who fricking cares about how the code looks like
Other people that have to work on it a year from now.
>you keep pushing bits of script to a interpreter that is made to turn it into machine code at runtime
That's a JIT. An interpreter does not turn anything into machine code, it goes through all the instructions (think of a list) and selects different pieces of premade machine code to run depending on the instruction. The important difference is that if you turned bits of the scripts into machine code at runtime it would only run slow once, but an interpreter will always run slow no matter how many times you repeat the script.
>Other people that have to work on it a year from now.
You stupid Black person homosexual, have you ever played an ubisoft game?
They abandon them after release and never look at them again
It usually takes longer than a year to make a game. Six months, two months, whatever, you get the point.
You stupid motherfricker.
Black dicksucker
lol
You're a dumbass, anon. As
said, gamedev takes years. Code written on year 1 needs to be legible enough for someone else to easily understand it on year 3. Shit like that is one of the key reasons Halo Infinite launched in such a sorry state, for instance.
Why would you need to know how Player Controlling script works 3 years after writting it
Normal people usually move on to write another script
It being player controlling script is beside the point. The point is that its messy code, and that is a hindrance to large-scale development. If this script is a mess, who's to say there isn't more like it?
Again, look at something like Infinite where they fricked up the physics for multiplayer early on and later teams could do nothing about it because it was just a clusterfrick of code they didn't write.
blah blah blah
People should write clean code so that updating the code is as simple as possible should a bug ever occur. And bugs don't just occur when you first create the code, they may remain hidden for months or years. But you have never had to maintain any system, so you wouldn't know, and instead resort to posting bait on Ganker to maintain threads active.
>bug fixes
also Re-releases, ports, and remasters are all going to benefit from reusable code.
You're fired.
what happens when there's a major glitch in the player controller discovered a month after release and a different guy has to fix it?
That's when you have the guy in charge of your twitter account put out one of those 'we hear you' message images. Then you crunch your coders until they fix it.
>Other people that have to work on it a year from now.
Nobody is working on an ubisoft game like that a year from then or now.
They're pump and dumpers.
diversity hires
Visual code is more than fine.
It allows designers and non-code persons to actually script stuff without bothering coders with details and annoying presentation.
It has its place, as long as it is used correctly.
Except this isn't "visual" code. That would be shit like the blueprints framework in UE. OP's pic is just really REALLY shittily formatted regular code.
The search highlighting is shit but that kind of code is honestly what I would expect in a huge AAA game, a bunch of weird checks that you can't fit nicely into simple states.
>people lose their shit over SCRIPTING
Codelets really shouldn't post.
For some reason I tried to play this game when it launched, but the piece of shit crashed every 20-30 minutes. Not to mention the game was just plain boring. What a horrid mess.
It doesn't crash now, but it's still ultra boring but with very high production values. The concept was way too 'clever' for its own good and they never found the fun. It's sad people clearly worked hard on this only to produce an unenjoyable game
I got it for free from either my new CPU or GPU at the time, and it was a waste of bandwidth I have unlimited bandwidth
It's weird, there are more great games than you can play in your lifetime already, but sometimes you're just in the mood for a shitty low effort Ubisoft open world
as long as it was free
But yeah the point of me even saying that was that even people who have worked with C++ for like 30 years say Java is superior. Less mistakes you can make and barely any performance impact
Newer versions of java support all the niceties you expect in modern languages like functional operations - map/filter/reduce/etc, lambda closures, reactive/declarative programming. It's also really hard to have a nice day in the foot whereas C++ is very easy. I don't work in it regularly, I just had to use it recently for work and was pleasantly surprised they're keeping up with programming fashions quite well
I was surprised that C++ is also still constantly getting updated, but it's shit that's even more unreadable than templates
Yeah they're really slow to add modern features to it also, so much so that Google is in the process of creating a companion language called Carbon that compiles down to C++, because the governing body for C++ are unbelievably bureaucratic
>unbelievably bureaucratic
Yeah, if I remember correctly, there was a proper, finished proposal for reflection in C++, but the committee took so fricking long to vote about it that the people behind the proposal began rewriting it with modern C++ features like consteval. The committee will vote in 2026 to see what they'll do.
>The committee will vote in 2026 to see what they'll do.
jesus christ
3
That's what happens when you hire women and two digit iq people
I'm keenly aware it was not a popular game but I genuinely enjoyed it.
But I am still extremely pissed off that they downgraded their product from the original trailer, and pissed off that they never let you pull a "GTA 5 character switch" off.
I mean if the point is that I'm playing as my entire team, why the HELL can I not bring multiple characters onto a mission and swap between them depending on what I need?????? Is that not the main fricking draw of the game for almost anyone????
Regardless - the gunplay was mediocre but the stealth gameplay was actually really fun. If they had stuck to what they originally showed, it would have actually been a good game. Fricking Ubisoft. First Ubisoft game, by the way, I wasn't aware that fricking up a good idea is their norm.
>game based on hackers gets hacked by hackers
Isn't it funny?
>armchair “programming” gays crying about muh code readability
How to tell someone’s a larping cuckold homosexual 101
How the frick do you get up to 500GB source code? Unless, there's some assets in there
>some
No, it was everything. It was the full repository of the entire game, all assets included. That 550GB is the packed 7z size. The extracted folder is 1.1TB
I went to GGn from the OPs pic to get the file summary for you but it has been deleted. Source leaks aren't allowed on the site without admin verification and the admin was too lazy to download 550GB. The thread discussing it linked to a dropbox with a summary txt file (800MB text file extracted, that's how many fricking files were in it) but that was also deleted, then it linked to a reddit thread that is now deleted but fortunately at the very end someone screenshoted it and posted. This is just an overview and not a full file list but it's the best we can get.
watchdogs legion source port when?
>Details about hackers obtained the files
I proof-read my Ganker posts better than these fricking morons proof-read their articles. Absolutely pathetic.
why would they do this?
A manager (who has never touched an IDE) thought it looked really cool.
how do you even version control these kind of shit?
By using version control
how do you show difference between a same file on 2 branches with this kind of code?
It's just a scripting language with an ugly coat of paint, it should be the same as comparing any text files.
The guy making Scratch doesn't have access to his own api?
I'm not a coder and even I know that this looks like a bunch of nested IF / ELSE code, which is generally considered to be amateur hour
500GB of text should be the total of human writing.
That can't possibly be text only. It's probably a rip of the whole code repository, which includes pre-compiled libraries
>WD: Legion
too bad this game has zero fanbase so no one will even bother to rebuild the game to not be shit or at least have gutted features from WD2 (the best and only game worth playing in the series, cringy 30yo act-like-teenager millenial stereotype characters aside)
Imagine having opinions on which Ubishit is the best
i got the games in giveaways and tried them out, you moron, and i already said the game series has no fanbase, you moron. i was saying WD legion is so shit and even worse than it’s previous game it has no fanbase, you moron.
imagine flamebait posting just so you can fit in with le Ganker is le epic gamer who hates everything, you moron.
You called one of them worth playing. Frick off and go play your shitty open world collectathons
oh yeah, all i do is play openworld collectathons mmmm yeah thats all i do. gimme some more ubisoft games i love them so much.
frick off back to whatever shithole normalgay website you heard of Ganker from. fricking tourist.
>game worth playing
Sorry anon, no amount of deflection will erase that
No more (you)s, keep seething that other people have taste
keep seething at the fact that you’re clearly some underage homosexual that came here from a normalgay website. you can say a game is worth playing without sucking its wiener, but what would a moron like you know
>deflection
lol keep using buzzwords you read on this very website maybe one day you’ll be a REAL Gankerner!
test
programming equivalent of duplo blocks. how the frick would you even document this? 'the green trapizoids are floats, the yellow circle with polka dots is the input'?
https://www.edx.org/learn/scratch-programming/harvard-university-cs50-s-introduction-to-programming-with-scratch
I am about to sub to this course.
Wish me luck, anons! See you in the AAA gaming industry in 3 weeks!
good luck
cool history bro, no one cares
>muh non-coders now can code
No they can not. If person doesn't understand why asking character 1000 times per frame if they run, jump, stand, talk, swing sword 1, swing sword 2 and so on is worse than letting character himself tell that once to whatever system is figuring out interactions, wrapping code in CoLoRs and BlOcKs won't do shit.
I mean, sure, ideally, artist man does some whatever shitty code that gets the job done, and then programmer man will look at it, quitely swear and then rewrite it properly, but here's the problem - you still need programmer man, and the #1 marketing pitch for those visual coding things is that "YOU ARE STRONG INDEPENDED ARTSIST WHO NEEDS NO PROGRAMMER", so that shitty prototype code isn't shitty prototype code anymore, it's what will be shipped to players and never fixed unless it literally bricks computers or consoles.
this is why gamedev is always lower paid and full of computer science from normal software development
*full of rejects
Node scripting was a mistake
If you expect a monkey to be able to work a job, you can expect the product to look like a monkey worked on it
>MIT makes Scratch to be training wheels to learn real programming
>people just start programming with scratch
That is pretty funny. It's like if game devs started using lego mindstorm or something
>Unpaid, unskilled interns start programming in scratch
isnt this literally how unreal engine works?
it has visual flows for scripts and stuff, but it's only a surface level similarity
Yes it does
Just like GoDurd and Unity(of me my wife and tyrone) engines.
>assumptions
>no you
Pretty pathetic. But what else can you expect from coder's least paid job opportunity victims.
SERS YOU ARE NOT PROGRAMMER SERS! DO NOT REDEEM THE CODE!!! I REPLACE U!!! *never speaks to anything with a vegana because he’s a weird brown moron*
kek
>>no you
I first accused you of seething and you tried to imply a no u but failed
No more (you)s, you're boring
I've always been curious about how Jap coding looks because theyre supposed to be worse than pajeets which I cant even imagine
I don't think you can discover something like "shitty KB+M controls" or "completely unoptimized shit on most PCs" by peeking at some code examples
Not saying that they don't probably have some very funny shit code, just that it's not guaranteed
They're games weight 5 times less than muttlandian's
How exactly they code worse than pajeets?
Learn some English you brown c**t
Yeah because the games still look like PS3 games and the majority of a games size comes from art assets and sound, not fricking code.
i think it’s more so that japs still use “outdated” design strategies like the waterfall model. agile design philosophy is why early access exists btw. frick agile. frick AAA companies essentially getting away with early access slop because “they’ll fix it with patches”
Waterfall is great as a lazy developer cause you can just frick off and do some work for a year without having constant status meetings
It's just that your customer is screwed
Japanese comments and romanji variables, other than that look normal tbh
They're really not. Their code, actual code used for actual programs, is fine and often better than the average post-boom american one. Some companies used to suck ass at writing PC ports but that's about it.
Also their web-design is stuck in the 90s in a good way.
>waterfall
AKA specs and milestones with dates and not shitting out fake "stories" each "sprint".
Thank god for Japan.
>Their code, actual code used for actual programs, is fine and often better than the average post-boom american one.
>*raughs in Game Freak/Sonic Team*
I know Iwata wasn't Game Freak but he did get Kanto on the Johto cartridges, he was a pretty good programmer by all accounts.
He was, but the fact they had to rely on outside, actually competent help to even get their shit running says a good bit about them in terms of programming prowess. Of course, I'm not using them as an umbrella for all gamedevs in that country, but still...
>need short-term 5% growth YoY at all costs, line always goes up no matter what
>refuse to train new developers in any real practices, just hire an endless conga line of interns churning out barely-functional fisher price scripts
>never hire actual programmers, more and more workload gets deposited on existing devs, who will eventually leave because of stagnant wages and no support
People were predicting all of this brain drain in the early-2010s, fricking astounding to watch it materialize harder and harder with each passing year
as much as I make fun of pajeets coding in scratch, I think even they may be smarter than MBAs with the foresight of less than a fiscal quarter
so are you just never supposed to use if/else or switches? how do you do conditions then?
Don't get memed, switches are fine
>enum for different states an object can be in
>switch for each state
you use both depending on the situation, don't listen to the nocoders here
Switches get compiled into a table anyway, even in interpreted languages they still get optimized in some way.
The problem is when your switch statement has 400 conditions and every single case is string comparison. Optimizing the conditional also means optimizing before it ever enters the switch in the first place.
The problem wasn't even (only) the performance, it's that he had like a list of properties (has seen a weapon, has seen blood, has seen insanity or some dumb shit like that) and codified it as strings for whatever reason
That's absolutely unmaintainable
thats been my biggest takeaway, maintainability is just as important and that code wasnt maintainable and also wasted a lot of their own time
>it's that he had like a list of properties (has seen a weapon, has seen blood, has seen insanity or some dumb shit like that) and codified it as strings for whatever reason
Is this the yanderedev thing?
Yeah, don't track a flag as a string, that's massively overcomplicating it.
You need a tree of boolean checks, not a single switch statement iterating through every possible permutation of the game's flags. That's not a judgment on the functionality of switch statements, that's just another modern-day example of "garbage in, garbage out"
He could at least have made each flag its own string instead of using a string as a faux-bitset
depends on the execution environment and whether or not you want branching
there are more alternatives besides if/else and switches like masked shuffle instructions
but a lot of the meme code people post is a multi layered trap
like that one picture of yandere sim
the issues are actually that he's doing multi-layered event handling, some of which are mutually exclusive, directly
and what's worse is that he's doing it for AI which is a very solved problem, the data structure you're meant to use is called a behavior tree and it's much more friendly to multithreading amoungst other things
depend tbh
it's just nested if is really ugly to look at
pretty sure switch with string cases is a constant O(1) for most modern languages
>There are people on Ganker who actually play ubisoft trash
Hey frick you, Driver San Francisco was awesome
Oy, I liked Rayman:Origins. I haven't touched ubishit game since FC3
Litteral hour of code shit I did in middle school kek
yeah that's fricking gross.
if Linux can run on scratch why can't ubi games?
starting a junior developer job next Tuesday after 6 years of working in my well-paid, but boring as shit job during which I played vidya for 90% of the time anyway
thanks for reading my blog, also video games
Kinda thinking about playing this shit after this video https://youtu.be/Otfy5yramrI?si=S077M7pJWdYIwVhM
The gigachad RPG Maker event script
hello world
ai post
this is worse than pajeet code. It's just awful how the standards are reducing every year.
So if scratch is such a good programming language why does Minecraft uses Java or c++?
Cause Scratch wasn't invented yet when Minecraft was made
What? scratch was invented like 1999
>why does Minecraft uses Java
Because Notch felt like it, literally the only reason.
Notch used Java because he just wanted to, I think we even ripped him apart for using it back then.
Notch used Java because that had the biggest community on Stackoverflow at the time.
Minecraft was almost wholly assembled from code snippets he yanked from Stackoverflow, Notch himself was not an actual programmer.
Yup. This is also why Minecraft initially performed as piss-poorly as it did and why it took ages to clean up. Shit was a mess.
loads of thigh highs and axe wounds in this thread
I'm a dirty webdev, so I don't know much about programming paradigms in games. I assuming this is some sort of event on AI dealing/receiving damage. Why not use some sort of abstraction instead of a gorillion hardcoded ifs for this kind of stuff?
>I'm a dirty webdev
I am not from the industry but I've heard hardcore programmers speak with disdain about front-end coders why is that so?
probably something to do with html and css
Because it's piss-easy compared to anything else. Except python scripts.
Of course exceptions exist, but 99.5% times it's the most brain-dead shit imaginable.
>Because it's piss-easy compared to anything else.
Except it isn't.
It's piss-easy to use something like React or Vue to shit out a line-of-business turd. Sure.
Except that's no different from using any Rapid Application Development (RAD - who still remembers that acronym?) toolkit or framework that shits out Java; C#; or what-have-you.
But try to actually go back to the metal and then build those frameworks. And you'll find out there's not so much difference. In fact, I'd argue building for the web is legit harder than building for the backend. The backend is fixed form. You control what it supports; how it supports it; for how long; when you'll upgrade; etc. Web frontend doesn't get that luxury. It has to build for a hybrid environment with fallbacks and failsafes taken into account at every turn. It has to take into account API breakage; it has to patch around missing APIs on $insert-older-version-of-apple-safari-the-boss-s-wife-is-stuck-on$. Etc.
It's just us vs them cope. People are going to defend "their own". When you get into a back-end only discussion, it devolves into my language > your language. As long as I get paid, I don't really care.
It's not about ease of coding.
It's because webdev is a disgusting clusterfrick of people shovelling "silver bullet" frameworks down people's throats and they just kept getting worse for anyone who wants to focus on doing actual work instead of fellating some terrible framework that was sold to marketing as saving them money.
Completely full of cargo culting and if you wanted jobs in it you had to engage in learning the cargo cult paradigms to boot.
Stuff that was made to write CRUD webapp MVPs being pushed to make simple static websites and worse.
On top of that the actual web structure with DOMs, JS, CSS and everything around it is also a complete clusterfrick (even without going into security and CORS) on it's own and this we can't do much about beyond either sucking it up or writing code to generate it. (templates, incremental-dom etc)
There's also a bunch of bootcamp non-devs that are probably going to get booted once AI can do their kind of low-tier glue code reliably but if you're enough of an autist to be on Ganker you're probably safe from that.
Thankfully long-term a lot of the worst parts of it is going to get cleaned up thanks to WASM.
>Thankfully long-term a lot of the worst parts of it is going to get cleaned up thanks to WASM.
Nah. The only thing WASM is going to accomplish is those over-the-top silver bullet frameworks going from silver bullet frameworks written in JS to silver bullet frameworks written in another language. Straight up WASM still won't be able to deal with spitting out something that can connect to the DOM; render new HTML; handle event handlers; etc. Writing proper UI which is also accessible to screen readers (legally mandatory in many markets) will still continue to depend on the lowest common denominator, which is HTML with ARIA caked on top of it.
TL;DR The only thing WASM will do is accelerate the framework shitstain's growth to hitherto unimagined scope.
You need look no further than Microsoft's Blazor.
Which is sort of the front row premier seat to watching the train wreck pileup unfold in real time.
>Straight up WASM still won't be able to deal with spitting out something that can connect to the DOM; render new HTML; handle event handlers; etc.
That's why you generate that in something like Golang's templates. You still get your dogshit DOM/HTML/JS code on the other end.
>TL;DR The only thing WASM will do is accelerate the framework shitstain's growth to hitherto unimagined scope.
Unlikely since most things you'd do in WASM do not actually benefit from adding cruft layers on top of it that exist mainly to sidestep JS/DOM designs. (compliant GUI-code with accessibility layers compatible with major screen-readers is one of the few things I can think of)
It'll do away with a lot of the Webapp specific stuff that doesn't need to exist and leave the HTML/JS/CSS crapfire to actual websites.
Webdev used to be a lot easier since traditionally it skipped things like type safety. When all you do is cobble together a pile HTML once and serve it from cache, you really don't need to give a damn about performance. Obviously this lead to a lot of disdain from elitist buttholes, akin to the "you didn't beat the game" posts here.
Also pays less, another avenue for mockery.
You are always restricted by the stupid UI tool compared to just writing your own code.
>t. wrote 40 nested if statements because stupid language didn't have a switch statement.
GET THE FRICK OUTTA HERE!
>Also pays less, another avenue for mockery.
Find a company that appreciates an actual skilled web dev.
I pull in enough that after monthly expenses I am still able to comfortably splurge cash on a new top-of-the-line videocard every month; and still have savings accruings. The only thing stopping me from doing that is: frick Nvidia, and frick AMD.
>Scratch is a high-level block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16.
Damn, Ubisoft uses child workers? Europeans are crazy I swear
It's bad because it means programmers are wasting time on upkeeping a moronic scripting language instead of having them implement good gameplay code for the art team directly.
>b-but what about all those idle artist hands they could be used to write subpar code so as not to have to go through the programmers and have to explain things to autists
It always turns to shit.
Always.
It's why every non-AAA company (i.e. people who actually have a limited amount of engine devs and can't waste them) rejected scripting languages like 15 years ago.
I'm not even against art-first tooling but scripting languages are a complete mess. (add upkeep to integrate another language, fricks up debugging, forces you to essentially implement your own DSL because artists can't be trusted with a strong language and gives you shit artist-tier code)
artists can't even be trusted with things that output anything code related
a bunch of mobile graphics driver developers on Ganker were upset with nvidia and nintendo for VK_EXT_shader_object, complaining about how fricking difficult and annoying getting good performance out of it was going to be for them
apparently artists using shader node tools create such shit and incorrect shaders using them doing a cleanup pass once the entire graphics pipeline is put together is basically essential for mobile hardware
i've been making a game in assembler for few years now in my free time.
probably few more years for first alpha lmao.