#Software Development in us
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The USA is home to some of the most respected software development outsourcing firms in the world, all of which are renowned for their capacity to provide creative, scalable, and secure software solutions. Software development outsourcing in the USA provides access to highly qualified developers, cutting-edge technology, and tried-and-true procedures.
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BETTER CALL SAUL!
#this was mostly a test run on procreate dream!#its pretty good but it has a LOT of room for improvement#which i know the developers have been working on since the app is still technically in beta!#but hey i did this in like 3 weeks while working a full time job and also working on other art so#its pretty damn powerful software#good shit if you use procreate already!!#literally the biggest flaws rn are a lack of selection tool an undo/redo button and#and the app itself has a tendency to crash or slow down if theres “too much” going on#like i had to delete all but one of the preloaded animations just so the app would run smoother while i worked#so its still very clearly in its early phase but its good and im excited to see what the developers will do with it#ok review over#better call saul#saul goodman#bcs#jimmy mcgill#breaking bad#animation#brba#video#procreate dreams
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Source: Ukagaka Pages 2009 Ghost: Akue Toku [DL] [shell DL] Ghostmaster: h_kazama
#scans#ukagaka pages 2009#doujin#ukagaka#defoko#utane uta#akue toku#aquestalk#toku & unyu#vocalsynth#utauloid#fanmade vocaloid#ukgk#voice ghost#vocaloid#AquesTalkSaori#character nantoka#ghostmaster:h_kazama#artist:h_kazama#some bonus trivia: 'Akue Toku' is another name for Defoko (UTAU) the name Akue Toku comes from her voicebank software 'AquesTalk'.#the UTAU and fanloid community in general in japan was full of ukagaka ghost developers early on so there's lots of fandom overlap#some of the oldest Kasane Teto and talkloid videos to ever be uploaded were created using SSP (Ukagaka) and plugins for it#uta utane#vocal synth#shell#ghost dl#AquesTalk
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The amount of people not buying a Switch 2 on launch gives me hope that there won't be any shortage/supply issues when it releases.
#nintendo#jacob blogs#everyones out here talking about how this console is going to sell over a million units the day it's released#like how?? if everyone's gonna basically boycott this next generation??#i mean i guess it would be worth it if it means the console drops $100 in the first year#idrc#im not a business owner#but ninty nickle and diming us over consoles hardware and software#is wayy more permissible in my eyes#compared to the dozens of game developers and publishers#that push for predatory microtransactions in unfinished games#and yearly releases of games with updated cosmetics and unecessary season passes
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Working on the main character's clothes atm. Messing around with Blender's cloth systems. It's slowly driving me insane.
#orangesavannah#chroma#chroma-game#game development#gamedev#indiedev#blender#blender cloth#I usually use Maya as my main 3D software so trying to figure out where things are in Blender is causing me a headache
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hey i just watched andy north's patho2 mod video and i have to ask what inspired the creation of smooth grief? i need to know all about him
(also you managed to get his dialogue to match the games writing so well!)
Thank you! It's always great to see a smooth grief appreciator...
In 2020 I was playing patho2 on a bootcamped ~2014 MacBook Air which got maybe 5 FPS on a good, clear day. Naturally it had a lot of issues running the game (entering buildings took minutes of real world time in the door cutscene; I could frequently just sprint through walls before they loaded), and it sometimes used low-detail models in dialogue screens. For example, here's an andrey that scared me enough to use faceapp to put a smile on him:


This kind of thing happening in-game gave me the idea of manually blurring images of Grief's face to make him smooth, based on the assertion that Grief would have the roughest skin out of the Pathologic cast. Smooth Grief was born on June 14, 2020 with this photo:

After that, I posted Smooth Grief edits occasionally under the tag #smooth grief sunday. The well of "unique images of Bad Grief" dried up after about two years, but I'm hoping they'll return as Pathologic 3 content is released.
When I figured out how to make installable texture/dialogue edits for p2, Smooth Grief was the only thing I genuinely wanted to implement into the game, so he got his own lore-compliant mod 🙂 which you can download and install on your Pathologic 2 for the low price of 0.
#bludhale#asks#smooth grief sunday#(thursday)#pathologic#a fun fact about him: the reason Poorly Translated Pathologic 2 took more than a year to develop is I accidentally used the grief-edit#dialogue file when creating that mod and I kept putting off going back and fixing all the smooth grief-related lines. i did keep the name#'Smooth Software' in that mod b/c it was funny. smooth grief hinders all efforts
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Valentin & Mitch | 645/?? | Lifepath AUs 🌵🌆💻 ▶ Lifepath template by @arcandoria 🧡
#Cyberpunk 2077#Mitch Anderson#Valentin Da Silva#Aldecaldos#OTP: High Voltage#MLM#Screenshot#Virtual Photography#Felt like reposting this 😩😩#ngl I'm still ghuezhiughuiez hooked on street kid and corpos AU#Mitch doesnt LOOK LIKE HIMSELF AS A CORPOOOO LOOKATHIM 👁👄👁#I deadass just... swapped his cyebrware for Meredith's and used Vik's hair (I think)#but yeh basically- Street Kid Valentin is a.. Valentinos HAH#and Mitch is a 6th street#Tinos!Valentin sneaking some PTSD pills to 6th!Mitch and often getting caught by others 6th members#and getting beat up cause well they don't like valentinos roaming their streets#but Mitch often runs out of pills and Val doesn't went him to turn psycho#As for their corpos asses- Mitch is a Militech engineer watchin' over trainee Da Silva#who accidently breached into some of their servers's ICE while attempting to upgrade it with some illegal software#AHUGEZHUI Their appearances and lores aren't too developped but 👁👄👁 YEH
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I keep seeing software developers with my same degree, who get payed (presumably) the same as me, bragging that they copy-paste code from chatgpt, and like... Do you not have dignity? Aren't you ashamed of yourselves? The average quality of code is already abysmal, what is there to be proud in making it worse?
#software development#computer science#CS is a branch of mathematics#we could be writing code that is provably correct#instead the best practices want us to write code that is 'maybe' correct#and now we've started copy-pasting code that is provably wrong#i think we should start from scratch#back from the top#back to the turing machine and the lambda calculus#maybe we can get something better this time around
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back in the Superwholock days there was this post getting passed around my corner of tumblr about "teflon writing vs velcro writing," ostensibly as a nutshell summary of why fandom reacted so differently to Steven Moffat and Russell T Davies as Doctor Who showrunners: slick and polished and easier to admire (when done well) or coolly assess its flaws (when botched) than to get a grip on or pull apart & tinker with, vs. messy and prickly and grippy and tinkering-friendly and prone to getting its hooks in you whether or not you ever wanted that
and that's very funny to look back on with the distance of hindsight, because to this day--a full decade after peak Superwholock--RTD-era Who and Kripke-era SPN remain THE most insane, crazymaking, irreversible-brain-damage-inducing, "compelling in the way where they make me INCREDIBLY ANGRY and ITCHY TO FIX THEM because i am so stupid-invested that they still have me by the balls, even when my engagement is just picking apart the frustrations of how and why they SUCK" turbo-examples of velcro writing i have ever encountered in my LIFE
hell, they aren't even so much like velcro as they're like snagging the folds of a lace circle skirt on a whole branch of actual cockleburs and trying to wash the shrapnel out with fucking gorilla glue
.....and then there's BBC Sherlock. which was neither velcro writing nor teflon writing but an elaborate many-year con, targeted at the EXACT kinds of people who maintain a secret good Supernatural that lives in their heads, whose one neat trick was to bait its marks into collectively hallucinating a brilliant show so that Steven Moffat and Mark Gatiss never had to put themselves to the trouble of writing one.
#computer tinkerers hear me out: if spn is microsoft windows and doctor who is various *nix distros and moffat-era who is macOS#then bbc sherlock is a fucking chromebook that reply guys SWEAR you can do full-stack software development and advanced image editing on#....if you root it and use some horrible 3rd party script to bolt a linux distro on top of chromeOS and physically install 32gb extra RAM#and even then the filesystem access is all screwy and *you're still doing your image editing in the GIMP*#fandom#superwholock#meta
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Going from a well designed, home grown, Spring based application where I can implement a necessary piece of functionality in 5 lines of code to a purchased WYSIWYG "low code" software solution that requires several complex components that all need to interact with each other in extremely unintuitive ways really feels like the software dev equivalent of slowly pushing sharpened bamboo stakes under my goddamned fingernails
#the UX in the purchased product is also absolute dog shit - but god forbid we hire actual devs to develop actual code#instead of just constantly using contractors who specialize in JUST this specific software product to reproduce our home grown work 🙄#im just rambling at this point because im sick of being stuck in endless meetings for this bs
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Sometimes I feel like the discourse about AI art misses the actual point of why it’s not a good tool to use.
“AI art isn’t ‘real’ art.” —> opinion-based, echoes the same false commentary about digital art in general, just ends up in a ‘if you can’t make your own store-bought is fine��� conversation, implies that if art isn’t done a certain way it lacks some moral/ethical value, relies on the emotional component of what art is considered “real” or not which is wildly subjective
“AI art steals from existing artists without credit.” —> fact-based, highlights the actual damage of the tool, isn’t relying on an emotional plea, can actually lead to legally stopping overuse of AI tools and/or the development of AI tools that don’t have this problem, doesn’t get bogged down in the ‘but what if they caaaaan’t make art some other way’ argument
Like I get that people who don’t give a shit about plagiarism aren’t going to be swayed, but they weren’t going to be swayed by the first argument either. And the argument of “oh well AI art can’t do hands/isn’t as good/can’t do this thing I have decided indicates True Human Creativity” will eventually erode since… the AI tools are getting better and will be able to emulate that in time. It just gets me annoyed when the argument is trying to base itself on “oh this isn’t GOOD art” when AI does produce interesting and appealing images and the argument worth having is much more about the intrinsic value of artists than the perceived value of the works that are produced.
#anyway ignore this bitching#me putting on my clown suit since I know tumblr doesn’t have reading comprehension#there is no intrinsic moral value to the use of AI because the AI is not a conscious thing#it is an algorithm and like all algorithms it can be applied and developed in harmful ways#for example my disabled ass loves having my Amazon echo so I can turn on the lights even when my pain is bad#but I hate being advertised and listened to#neither of these things are the outcome of the fact that there is hardware and software to translate and implement my voice commands#it’s about the users and developers of the tool and their intent
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Never ask a man his salary, a woman her age, or a software team lead who on the team is going to do the dev.
#the absolute silence after the question made me cackle#i was on mute#thank goodness#software development#i am not in software#i just make their notes sound useful
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Pirate Software's "rearchitecture" for Stop Killing Games
There's been a lot of fascinating drama around Stop Killing Games. Go read the initiative here:
It is a good initiative, and anyone who is a consumer that can, should absolutely go support it.
Jason "Thor" Hall, CEO of Pirate Software, recently had a few, let's say, "takes" on the matter (I'm trying and failing to remain neutral), which began on a stream. The stream's VOD has since deleted on his YouTube channel.
Louis Rossmann, who you might know as the largest Right to Repair activist in the US, made a response to a section of the releevant stream here:
youtube
Thor, CEO of Pirate Software, made two videos to clarify his points:
youtube
There is an argument in the video at the 2:08 mark that I will reference later.
youtube
(I recommend watching all these videos on 2x speed. You will get the same info out of them all, because especially video 2 is a lot of repetition)
Now, as mentioned above, there is one particular technical argument that bugs me about what Thor, CEO of Pirate Software, is making. Here is the full quote:
How would you keep League of Legends in a functional, playable state? You'd have to rearchitect the entire game. The game is what is called "client-server". So, in client-server models, there's a server, there's a client, and all of the math, all of the game, everything happens on the server. The client just displays it. And the reason we want to do it that way is so that you can't teleport around and do a billion damage. You don't trust the client. You trust the server. The client just displays what it's told. Right? So, if we wanted to rearchitect this, we would have to take all of that server logic, push it back out into the client, and somehow make that playable in a multiplayer-only video game. That doesn't make sense to me. So this doesn't work for all games. Why is [the initiative] calling out all games?
So, first off, yes, most games do client-server architecture for multiplayer logic, because you do trust the servers. It is an important step to curbing an entire class of cheats. It doesn't necessarily mean the client isn't malicious (for example, there are cheats for League of Legends that show a growing circle when an enemy leaves the fog of war in the minimap). However, it does mean the client doesn't know 100% of the game at any time when information is selectively fed to each client based on something like the fog of war. That's awesome.
Some games, like PlanetSide (rest in peace) and Overwatch (2) use what's called client-side hit detection. Some games, like Halo 1, employ more selective hit detection models, where only certain weapons use client-side hit detection (see https://c20.reclaimers.net/h1/engine/netcode/). Client-side versus server-side hit detection can change the overall feel of a game, and it's one of the things game developers decide on in multiplayer-only games that require it. In the case of an massively multiplayer online first person shooter (MMOFPS) like PlanetSide (2), the server simply can't calculate thousands of people's math in a reasonable amount of time, because otherwise the hit detection would otherwise feel very crappy to play, and so the math is offloaded to the client and the client says "hit" when they hit.
However, there are a few counterexamples to the specific technical argument that keeping the game playable after end-of-lifing it requires rearchitecting:
Games with dedicated servers exist - Command & Conquer: Renegade, Starsiege: TRIBES
Games where one client also hosts the multiplayer server exist - Half Life 2, Warhammer 40k: Space Marine
Private server hosting exists - World of Warcraft
Some of these games, particularly the examples with dedicated servers that can be run on user hardware, can also run as the second example.
To say keeping a multiplayer-only online game requires rearchitecting a game like League of Legends means a lack of imagination. More relevantly, it means a lack of systems thinking.
To me, it is very strange for someone such as Thor, CEO of Pirate Software, who is self-described as being a 20 year veteran of the games industry to say. I won't say skill issue, because I think there is an ulterior motive at play.
Just to hammer the point home, I drew up some crappy diagrams in Inkscape because this extremely wrong technical argument bugged me so, so much.
Here is what a client-server model looks like:
Here, you have 10 clients, each being a player of the game. Then, you have the server, run by Riot, the developer and maintainer of League of Legends.
Here is the imagination of Thor, CEO of Pirate Software, had to say on the matter on the required way rearchitect it:
Those who know their network models would understand this looks very much like a mesh network, or a peer-to-peer model. And, to be fair, some games might attempt it.
However, this isn't *usually* how games described using a peer-to-peer (P2P) model work. Most peer-to-peer models, like the architecture used in Space Marines, are often used for matchmaking. Once you are in a game, one of the clients also serves as the host (selecting by some algorithm, like randomly or whoever has the best hardware).
P2P is nice, because the company doesn't have to run servers for matchmaking at all during their lifespan (and sometimes a matchmaking server might be spun up to serve as a relay to help with network issues or help other clients find clients quickly). As we'll get into later, a client machine will also serve as the host machine. It is a perfectly fair and valid, although it comes with it's frustrations (mainly in the realm of network address translation (NAT) traversal, because your computer behind a router is not usually exposed to the wider Internet, though sometimes routers have universal plug-and-play (UPnP) set up, which makes NAT traversal much easier here).
If you've ever seen a message in the game "migrating host" because the host left, they likely use P2P matchmaking, but still use a client-server model. They can just migrate the game data to a new host using the data on the other clients as a seed for the data.
This is likely their setup for actual gameplay:
One of the clients now has a server on the same machine. Sometimes, this could be the game itself that would serve in singleplayer. However, most often, this is just a server that's lightweight enough for the client to connect to and they play that way (it's also really nice to develop and QA this way, because many server bugs will also be seen by the client).
Now, one of the disadvantages here is: Can all remote clients connect to the host that the server (and one of the clients) is running on? Again, NAT traversal issues usually play a role here. In the first few days of any game that uses this, and only this, there will likely be a lot of issues with connectivity.
Another disadvantage: The host won't have latency issues. This is why in the case of, for example, Among Us, the client host can see certain things happening (like someone is dead the moment they hit a button or reported a body), but remote player hosts might not.
Okay, so, maybe it's not possible to rearchitect something like League of Legends like this. It could reasonably be a lot of work. Here is another solution:
Looks very similar to the first architecture, doesn't it? It is! The difference is that the text "Riot" was changed to "not Riot".
This is how World of Warcraft and Pokemon Go private servers work.
The vast majority of games that would not run without private servers simply do not require rearchitecting to keep in a reasonably playable state when the servers shut down.
#stop killing games#pirate software#software architecture#software development#multiplayer game development#Networking#League of Legends#Among Us#PlanetSide#Starsiege: TRIBES#TRIBES#Half life 2#World of Warcraft#Pokemon Go#Warhammer 40k: space marine#command & conquer: renegade#Youtube
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if i hear another person talk about a retro game, system, or computer having a specific "soundfont" i think i'm gonna lose all will to live and spontaneously drop dead in front of them
#juney.txt#not how it works besties#older 8 bit machines generally had bespoke synthesizer chips that could output some square waves and some noise.#maybe some sine and saw waves if you were lucky#the megadrive had a yamaha chip in it but sega the bastards never gave devs proper instructions on how to use it#so a lotttt of devs just used the inbuilt settings on the development software they had#so a lot of megadrive games sound similar even though the system was technically capable of a lot more </3#the snes was allllll samples all day#any sounds you wanted you had to hand to the chip in advance#no inbuilt synths for you#anyway in all of these cases music data was just stored as raw computer instructions.#literally just code telling the audio hardware what to do each frame#no midis involved and simply slapping a soundfont someone made on a midi file someone else made does not constitute an ''8-bit'' cover
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uh, oh! did we get so hyperfixated on dostoevsky and then teaching ourselves emerging and novel areas of international and us federal regulations that we forgot to eat or sleep for two whole days again? silly girl!
#it's okay it's cool it's fine#i took a nap#and im shambling down the street for the large iced tea and croissant#that will reintroduce enough liquid and calories to my pitiable body#to soften my gaunt and byronic mien#in time for the client call i have tonight in which i will explain 2% of the information i binged#while he rubs his face under his glasses and makes pained noises#while somewhere his software development team implements a feature that we begged them not to implement three months ago#which they will tell us they did in approximately two weeks#mere days before they intend to launch the feature.#and then what has come to replace my menstrual cycle will begin again.#except they dont make IUDs that stop software engineers
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