[–] 1 point 9 months ago (1 child)

I get that, but I didn't understand why you posted the code as an issue instead of checking in the code to your repository. If you're not familiar with git version control, you could start with the basics alongside your first projects (even if they are AI-generated).

But after looking at your repositories, I think I have too many questions that are probably better left unanswered °-°

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  • [–] 6 points 9 months ago (1 child)

    They replicated the CVE themselves with pictures, so it's not total slop, but I think most articles now are AI-assisted.

    Regardless, it's a thinly-veiled ad for PVS-Studio. I'm also questioning the relevance to gamedev.

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  • [–] 6 points 9 months ago

    Integrated Scripting is an add-on for the Integrated Dynamics mod that enables you to write scripts in JavaScript

    Sounds like a very particular risk. Still an interesting case to study, but the title sounded like 'so many mods are going to p0wn your server!'

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  • [–] 2 points 10 months ago

    The actual writing of course isn't pure. Loading isn't either, but we only support loading on level transition, so we can supply the data already when constructing the game state. Saving is done by gathering all the data that should be saved in a struct, what is pure and happens at a well defined point in the frame, where the game state is known to be consistent (-> I think it's after all systems have been updated), and then this struct is written out to a file.

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  • [–] 1 point 10 months ago (2 children)

    As said, we try to. Not that we managed to reach this ideal in any existing project yet. We did manage to get Auto-Save implemented without affecting the "purity" of computations, but as you said, achievements and analytics are a PITA. I think those are possible with pure computations too, but we did not yet manage to build the game architecture in a way that makes that work. Yet.

    I'm currently on a research project to investigate how much of a game we can move into pure Embedded Domain Specific Languages. So, basically a set of gameplay scripting languages that enforce the "everything that happens during the frame is pure" constraint. Buuut, again, this project is still at its early stages, and under very strict budget constraints, so I cannot say yet if the outcome will be a feasible architecture or not...

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  • [–] 2 points 10 months ago (4 children)

    Every function has side effects and variables will need to be modified in multiple places in the same frame

    We try to avoid exactly that, because it is what caused us man-years of bug-hunting and bug-fixing over our past projects. Our end-goal (that is still very far away...) would be to have the state from the previous frame and the user inputs, do only pure computations based on this data, and write out a new state before rendering the current frame.

    We do use C++ though (because Unreal, and console platforms), what makes this extra hard, because C++ is a language for writing bugs, not for writing software.

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  • [–] 5 points 10 months ago

    Rust is a fantastic language for game dev. It just requires you to think completely differently if you want to have a good time. You can totally write the traditional game loop or my preference ECS (bevy as one example). ECS still let's you do the crazy mutations without having to worry about ownership. Each system can focus on the components they care about and you can specify the order they run. If you want to be reckless and mutate global state, then you need to explicitly decide between things like RwLock<T> and RefCell<T> for example. I'm not saying everyone should drop whatever they prefer to instead use rust. It's ok to stick with what you know or enjoy. Good games are agnostic to the tools used to make them. I just don’t think Rust deserves to be dismissed the way your statement does.

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  • [–] 3 points 10 months ago (6 children)

    Rust is a poor language for Game dev. Games and a borrow checker don't work together. You will end up using unsafe mode most of the time. Making a game revolves around doing the hackiest shit and making something cool work. Every function has side effects and variables will need to be modified in multiple places in the same frame. Don't get me wrong I like Rust but I need a language I can abuse, not the other way around, when I am making a game.

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  • [–] 1 point 10 months ago

    I don't actually know anything about it, was just going on vague memories of stuff I read on a some blog post years ago. Although "since Morrowind" is a long way from the beginning. I hope they're all having a great time doing that tinkering.

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  • [–] 3 points 10 months ago

    The fact that they're still making money off of Elder Scrolls online.

    It's the same reason we don't have gta6 and why we'll probably never get another KotOR. Why would they make a new game when they're still making money off subscriptions?

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  • [–] 2 points 10 months ago (1 child)

    Who are you referring to when you mention most of the people have left?

    Todd Howard, Craig Walton, Matthew Carofano, Christiane Meister, Scott Franke, Ahn Hopgood, Steve Meister, Gary Noonan, Guy Carver, Brian Chapin, Juan Sanchez, Josh Jones, Ashley Cheng, Todd Vaughn, and more worked on everything at least since Morrowind until today.

    It’s quite surprising how little brain drain they’ve had to be honest. It also explains why their game design is dated - it’s been the same bunch tinkering in Gamebryo/Creation for the past 25 years.

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  • [–] 8 points 10 months ago (1 child)

    They forgot that they actually made Morrowind, and what made their games good. They even know it will flop because of Starfeild's reception, and their complete vacuousness when it comes to any more original ideas.

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  • [–] 4 points 10 months ago

    Don't worry, I also died a little bit inside just when looking up the dates to make sure I was remembering correctly! Definitely a moment feeling like that Saving Private Ryan gif.

    There were 17 years between the release of Elder Scrolls 1 (1994) and Elder Scrolls 5 (2011).

    It's coming up on 15 years since the release of Elder Scrolls 5, and still no release date for Elder Scrolls 6 in sight.

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