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Is that the support beam to the house! (Criticism)

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Sunday, January 21, 2018, 12:15 (2532 days ago) @ Cody Miller

https://twitter.com/cgbarrett/status/955116457863520256

I'm not judging, but I am incredibly fascinated to know why deleting multiple shaders at once is a huge technical challenge. I am genuinely curious.

Moral of the story, don't tie Ed up to a critical juncture.

INSANEdrive Translation:

I'd guess some sort of logic gate nonsense. Choices were made that were benign at the time, but now that they have a new goal, the choices that were made are causing... difficulties.

For exsample: If I make a main raster texture that is 512 x 512, and now all of a sudden that texture needs to be 2048 x 2048, I'm going to need to redo that texture - which takes up more time. If I had made my texture 4096 x 4096 there would be no issue, as I could make it smaller and not lose any resolution. It's those sort of small choices in the creation of art or code that can come back to get you should needs change.

This being videogames, they always do and you can never know what.


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