• The Real Yandere Dev - Content Detective [Kappa Kaiju]
    129 replies, posted
Would you mind sharing the video? Sounds like a fun watch.
Not sure if this is the video they're referring to, but it's a neat and interesting watch nonetheless and goes on the same idea https://www.youtube.com/watch?v=MmjeYVk_DHk
Yup that was it, thanks.
He's getting thousands of dollars a month for something that could not only have been finished in 2 years, but be incredibly polished. For $5000 a month, I'd learn whatever coding language you told me, even if i didn't get it or like it.
For 60 grand a year he could hire someone to teach him how to not suck. But his project actually has nothing to do with gaming or even curating cultural ambassadordom. This is 100% about self validation and control, all of it, as expressed through the basest means possible outside of a snuff film. 100% fetish territory, and I'm not talking about the genre or presentation.
How does any of this excuse his excessively shit behaviour, or his awful self-management A community manager isn't what he needs, he needs a splash in the face, a slap, and someone to lead his own project for him
To sort of add on this video, some of the stuff he is pointing out (like the male boolean being very verbosely checked) merely shows how inexperienced the guy is as a programmer. They don't break anything and assuming they don't fall in line with what I'll say after this, won't really slow the game down. It's just very obviously newbie code. What WILL affect his game adversely is shoving stuff (including the code shown in the video) into his update and render code, which are called on a per-frame basis. Checking an eye color by comparing a bunch of strings is slow as balls compared to having the student's eye color directly retrievable from the student as shown in the video, if you need to check the eye color every frame for some reason. I can only assume that if the game really is slow, he's probably making redundant calls and needlessly changing the render state of stuff en masse.
For real, even from a non-programmer standpoint, the fact that he was using java for so long (and possibly still does) is a dead fucking give-away that he's incompetent.
Indeed. I would also like to make a case, as the comments do, for the merits of using "bool == false" vs "!bool": When you're skimming through hundreds, if not thousands, of lines of code, looking for a very particular segment, it is easier for the eyes to register what exactly "bool == false" means, as opposed to "!bool", because the "== false" has a larger visual footprint. They compile down to the same exact checks, and so they're functionally equivalent. It just comes down to style, in the end. The former is easier to read, the latter is quicker. My personal style is to prefer the formal if I'm doing a relatively complex check as a lead in to a respectable block of code, and the former if I'm doing something quick, where something quickly is like: [code] while (bCondition) { if (!bOtherCondition) break; [...] } [/code]
And it's worth mentioning that clean code is vital for maintainability and expandability, regardless of whether or not it actually improves performance.
jeez i knew yandere sim was in dev hell but i didn't realize his code was so SHIT i still remember the /v/ threads about this when it was first being made and i had hopes for it. shame that it's being made by the worst person possible
The fact that it takes a long time should be even more of a motivator to write clean code the first time. I get that he's an amateur, so not following best practices at the start is understandable, but a break to refactor and clean up everything should've happened a long time ago.
I have a slight suspicion that this is going to be one of those things where a lot of his fans end up being himself
i think this also shows the problem with the anime community in general. In how much it has accepted mediocrity and bullshit.
Also, please don't do as he suggests and comment every line. It's just going to make everything even more messy
That being said, I personally believe in commenting blocks of code. My personal philosophy is that someone who can't program at all should be able to look at your code and, from the comments alone, be able to get a high-level gist of what your process is. And someone who is a competent programmer should be able to use your comments as a guide to rebuild the function to the same functionality, without actually needing to see the code. When you're going through a code-base of several hundreds or thousands of lines of code, again looking for a very specific function, that sort of ease of navigation is a life-saver. There is nothing more soul-draining that sifting through a 4400 solid block of code with absolutely no comments anywhere at all. Here are just the comments for a particular bit of code I tend to always use for these sorts of demonstration purposes:         static void TransferSpecular(String NormalMapName, String SpecularMapName, Boolean FlipNormX=false, Boolean FlipSpecX=false, Boolean FlipNormY=false, Boolean FlipSpecY=false)         {             // Load the bitmaps             // Convert them to the same size, if necessary, after determining the bigger size             // Flip them about as necessary.             // Lock the bitmaps down             // Copy the bitmaps into arrays for editing             // The working bytes             // Iterate through the pixels                 // Get the original RGBA values of the normal and the specular                 // Copy the alpha over to the green channel, max out the blue channel, and copy the specular over to the alpha                 // And then write these new values into the image.             // And write the output file         } From these comments alone, a competent programmer should be able to write a program that is functionally extremely similar to my own, with their only other guide being the method signature. Here is the full 88 lines of code, for comparison. Again, though, I do want to emphasize this is only my personal opinion. I've found that comments in particular tend to be a thorny issue among programmers.
Aye this really is the best way to go about it. Also if I could give you some commenting feedback. It's not really clear what's happening on line 13 - 22, and line 15 is a "This is a bridge" kind of comment. Like 63 isn't bad, but I'd have no idea why you're iterating in steps of 4. Also do you call it newNrmData just to fuck with alignment?
Honestly, most of the problems are because it's just a hodge-podge of code I just kept adding functionality to as I needed it, and then stripped functionality out as my use-case changed. If I were to take the time to actually properly clean it up, it'd look more like this.
in a way, i hope a competitor comes along and makes their own yandere sim.
I just wanna take a moment to point out a thing about his point at about 24 minutes in - in the field of game design, your education is extremely irrelevant in many cases. What counts for anything in the industry is your experience, and what you can show for yourself. Typically this is done through portfolios and worktests, where for a programmer you might be asked to program something small to demonstrate your ability, for an animator you might be asked to animate some basic motions to demonstrate fluidity and sense of weight. While it's not uncommon for people to pursue educations, it's also no uncommon for people NOT to do so. It needs to be said that self-tutoring isn't a bad thing if it's done responsibly.
As someone who went through art college, I can safeky say that the majority of the shit I learned was just practicing the programs in my free time. They taught the basics (which again, could be learned in your free time), but I did the rest. There's really only one class I took that I can actually say taught me something I couldn't have figured out on my own. As you say, a degree really isn't that necessary in the industry. People want results, not an extremely expensive piece of paper that says "I do thing".
We had a person who worked at Google come to our school to talk to us and he mentioned that results are what they look for, specifically that they would put a problem on a white board and ask you to solve it while looking for the most efficient way to solve it, not necessarily the smartest. I asked if they ever took in people that weren't necessarily creative (I'm someone who prefers back-end functionality than front end designing.) And he told me that people who can make things work smoothly under the hood are just as important as the people designing the hood itself. It's pretty much the only reason I haven't completely given up on coding because of my not so good school experience.
What you’re saying is true, but you don’t need a formal education for ANY of that. That’s the implication I’m fighting. You just need peers who can look at your code. Friends, acquaintances, coworkers at your first internship.
Ditto this, I'm at my first coding job as we speak and it's taught me more in a month than my sack of shit school did in the first school year. Our programming teacher didn't move past standard loops and conditionals in FOUR MONTHS. Nothing about inheritance or polymorphism or encapsulation or anything. I also said this during my interviews here, and it can't be understated how little a programmer's managers (at least here) care about your formal education, so long as you show initiative, will and can get shit done.
Plus, you'd be amazed just how many horror stories of really bad teachers there are. Heck I could come with a few from my school, like a simple linked list example needing 3 instances to insert one element, or how one of my teachers being unable to navigate a computer, or the very same teacher who types using his index fingers (and only his index fingers), and so on.
Dude's so obsessed with completing the, hell any game himself (if his past projects are to go by) and even refusing criticism or advice to the point of extreme hostility and paranoia just makes me wonder what the hell got him to be like this. With that money and time available to him, literally any other individual would have completed the game by now.
My first teacher didn't teach us Java, he taught us "how to get a job using Java", meaning it wasn't a proper lesson, but focusing on the shiny stuff that would get a job. After that lesson I found out he got fired, and we had someone who actually codes for a living and had slides and explanations already made for the lessons and showed us websites that improve coding, it's the only reason I have a small grasp on coding Not to mention my school didn't care about my education, just being able to say "100% of our students all have jobs" so when I constantly explained that I want to try something a long the lines of freelance or somewhere I can keep coding regardless of my job, they found me one job that they told me was "operating government hardware in a hospital" but during the interview, they told me it was just pressing a button and cleaning rooms, and another that was just taking calls, I just stopped taking their calls about job offers after that. (Sorry for digressing again, but it's just good to find somewhere to talk about this.)
I know there has been a lot of WIP and projects from other people on the concept of a stealth-murder-anime-game-in-high-school ever since the first time Yandere Dev's real attitude came out of the woodworks, but I just came across this which is a fan-game of Yandere Simulator and it already looks much better than the actual game lol https://www.youtube.com/watch?v=DnuXTCbh5DQ
Oh, boy do I have horror stories. I had a 3D Graphic Design teacher who had not yet finished his own teachers education and refused to teach us Maya, instead opting to teach us Rhino3D. When I asked him why, he simply said "I don't know Maya". When I relayed this to my principle he simply shrugged it off. I mentioned this to my friends dad (who has been doing 3D work for like 15 years) and he was furious, scolded the principle and insisted that he get rid of the teacher, even offering to take his job if they needed a replacement. The principle refused but said if he wanted to my friends dad could run a course himself, separate from the school curriculum but using a classroom and an open timeslot. The course gave no extra points nor did it replace the original class, but at least it gave students somewhere to actually learn the fucking industry tools. At the same time I was taking an Animation-course. I'd already self-taught myself the essential stuff, principles and software. First thing we do is claymation. I figure, well, this isn't what I'm interested in but alright, maybe we do this for a week or two then move on, right? No. We spent 4 months on fucking claymation. Not just that, never did the teacher relay any of the principles of animation or how to actually make animation look good, she just went "here's a camera, here's some clay, make stuff". I have no idea what basis she graded things on. After 4 months we "moved on" to PAPER GODDAMN CUTOUT ANIMATION. When I confronted her on the fact she was basically wasting the entire school year making us do low-tier stop-motion and not something more useful like hand-drawn things in a software like ToonBoom or 3D-animated in Maya I got the same answer as my 3DGD-teacher. She doesn't know those software. She hadn't even heard of ToonBoom. Long story short, I'm a drop-out. My first ever job was still based on merit & portfolio. Second job was at what became a AAA-studio. Now I'm at my third job. Never once have I had to mention my education in any of my applications. It's never been relevant. And thank fuck for that.
Well, I mean there is the fan game. https://www.youtube.com/watch?v=DnuXTCbh5DQ This game however has no download unlike Yandere Sim, but they are showing off progress of what they've done thus far. So far it looks rather promising.
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