Stephen Ulibarri
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druidmechanics.bsky.social
Stephen Ulibarri
@druidmechanics.bsky.social
Stephen Ulibarri, creator of the Druid Mechanics game developer community
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Stretching and squashing animations really look good on fast-moving characters.
January 10, 2025 at 4:36 AM
Yeah, FAB has its kinks to iron out, but think about the artists who now get zero sales. We shouldn't punish them for the platform change they had zero control over.
January 9, 2025 at 8:15 AM
Consider pass-by-value instead of reference if the function requires a copy of its argument. This is conceptually identical to taking a reference to const plus doing a copy, and it can help the compiler to better optimize away temporaries.
January 7, 2025 at 8:02 PM
Using an object-oriented language like C++, we often forget the power of free functions. They elegantly separate concerns, reduce dependencies, and fulfill the Single-Responsibility Principle.
January 5, 2025 at 7:09 PM
"What do you want for your last meal" sounds really ominous if you leave out "of the year"
January 1, 2025 at 2:38 AM
Unreal Engine has its own version of many std library utilities. For instance std::accumulate exists in the form Algo::Accumulate. Syntax isn't always 1:1.
December 29, 2024 at 3:44 PM
Before naming it C++, Stroustrup was going to call it "C with Classes" lol
December 28, 2024 at 10:22 PM
Bjarne Stroustrup knew 25 languages when he invented C++.
December 26, 2024 at 10:51 PM
Reposted by Stephen Ulibarri
Game: This weapon is far superior to your current weapon.
Me: But it’s ugly and doesn’t match. How can I possibly slay my enemies if I can’t slay the outfit?
December 26, 2024 at 6:04 PM
If you lie to the compiler, it will get its revenge. --Henry Spencer
December 26, 2024 at 8:06 PM
It is a common fallacy to use list just because "list is obviously the right type for list operations," such as insertion into the middle of a sequence. Using vector for small lists is almost always superior to using list.
December 26, 2024 at 7:08 PM
It's hard enough to find an error in your code when you're looking for it; it's even harder when you've assumed your code is error-free. --Steve McConnell
December 26, 2024 at 4:42 AM
Your quote here.
--Bjarne Stroustrup
December 26, 2024 at 3:26 AM
Remember: it's far, far easier to make a correct program fast than it is to make a fast program correct.
December 25, 2024 at 4:15 PM
Don't write namespace usings in a header or before an include. Using namespaces is for your convenience - but should not affect someone else's code - be it code that includes your header, or other headers included after the using.
December 25, 2024 at 4:05 PM
Systems have sub-systems and sub-systems have sub-systems and so on ad infinitum - which is why we're always starting over. -Alan Perlis
December 24, 2024 at 11:34 PM
I fail to see why a Flettened Green Toaster Toothbrush with Flag could ever be less than desirable.
December 24, 2024 at 8:58 PM
Avoid calling virtual functions in constructors/destructors. A parent class's constructor's call to a virtual function will not call the most-derived override as the most-derived child hasn't even been constructed yet.
December 24, 2024 at 7:45 PM
Games are made of systems - those systems are made of parts which themselves are little systems of a lower order in the hierarchy. When the hierarchy has multiple levels, we call it "depth." It can be rewarding to make game systems that are deep.
December 19, 2024 at 5:57 AM
Marvel Rivals is a clone of Overwatch and I love it
December 19, 2024 at 5:55 AM
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December 17, 2024 at 5:35 PM
Just because a pointer isn't null doesn't mean it is safe.
December 17, 2024 at 8:33 AM
Clearer code is better code. If your cute semantic trick results in the most miniscule of microoptimizations, yet renders the code harder to read and understand, it is worse code. Period.
December 17, 2024 at 7:50 AM
Strip away the assets of your game and replace everything with boxes. If it isn't fun to play, it isn't fun with the asset wrapper either.
December 14, 2024 at 3:08 AM
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December 12, 2024 at 6:00 AM