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Cake day: June 17th, 2023

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  • You’re on the fourth human mission to Mars, and you’re told the Odyssey spacecraft designed to take you there will be the smoothest ride you’ll ever take. It features a newly christened electric propulsion engine which was in the late stages of testing during the first three missions. The mission starts and the spacecraft travels at a crawl, and you wonder if it’s broken. A week goes by and you’re now traveling at more than 400,000 kilometers (250,000 miles) per hour, and your mind is blown as to how fast you’re going, how quickly that happened, and that this mission might be more awesome than you thought.

    What the hell is this weird storytelling? Who would send an astronaut off to Mars without doing any training on what kind of propulsion they are using?












  • That’s the biggest problem in my opinion. They are scary good at generating text. But there’s effectively no filter, it’s just an endless stream of vaguely plausible text, true or false. And unfortunately, humans are prone to think “wow that’s a lot of text, they must’ve done their research and put in tons of effort!” because historically that was for the most part true.

    For example: all those guys who say “AI made me 10x more productive” are almost certainly measuring it by lines of code. As we all know, more code is almost inevitably an unmaintainable buggy mess.



  • Yep, multiple sprites layered is the right way to do this, one sprite per equipment item. That’s the normal way to approach this problem.

    Unless you are rendering literally thousands of characters at the same time, you should not reach any performance bottlenecks from this approach. If you are rendering that many characters at once, you might need to build a custom shader to handle it.

    But the important thing in gamedev is to keep things as simple as possible. Implement everything in the most obvious way you can. I think the solution you described is very good.