Game engine Memes

Posts tagged with Game engine

Simple Optimization Trick

Simple Optimization Trick
Ah yes, the classic "just code it in Assembly" solution! Because nothing says "I'm desperate for performance" like abandoning all modern conveniences and diving straight into the metal. FPS dropping in your RollerCoaster Tycoon clone? Forget optimizing your existing code! Just rewrite the entire thing in Assembly with zero libraries, no engine, no team support—just you and 500,000 lines of raw machine instructions. Who needs sleep or sanity when you can manually manage every register and memory address? The irony is that some legendary games like RollerCoaster Tycoon were actually written mostly in Assembly by programming wizards. But those people weren't normal humans—they were coding deities who probably dreamed in opcodes.

Unity Compression: Where Pixels Go To Die

Unity Compression: Where Pixels Go To Die
Ah, the infamous Unity compression algorithm at work! What you're witnessing is a 3D model that started as a beautiful, high-resolution asset and ended up looking like it was rendered on a calculator from 1997. Unity's asset compression is so aggressive it could compress the Mona Lisa into a stick figure. Game devs spend hours crafting detailed models only for Unity to say "that's cute, let me fix that for you" and turn it into something that looks like it was excavated from the ruins of early PlayStation games. Pro tip: If you squint really hard, you might be able to convince yourself it still looks good in-game!

Just Make It Exist First

Just Make It Exist First
Ah, the eternal game dev cycle. While some developers are already polishing their games to perfection (SpongeBob and friends having a blast), others are still stuck in the existential void of "does my code actually run?" (poor Squidward). That "just make it exist first" advice hits different when you're on day 47 of debugging why your character falls through the floor. Nothing quite captures the despair of watching others iterate on features while you're still trying to convince your compiler that you're worthy of its attention.

The Performance Bug That Haunted Developers For Years

The Performance Bug That Haunted Developers For Years
OH. MY. GOD. This is the coding equivalent of finding a HAIR in your GOURMET MEAL! 💀 Imagine spending TWO YEARS hunting for a performance bug while your game crawls like a snail having an existential crisis, only to discover you've got nested loops iterating through EVERY. SINGLE. PIXEL. of a sprite with a light diffusion algorithm running INSIDE that loop! 🔍 The absolute DRAMA of having your game's framerate PLUMMET because someone decided to process lighting effects with the computational efficiency of a potato calculator! And that recursive position_meeting() check? *faints dramatically* It's practically BEGGING the CPU to burst into flames! No wonder they had to rewrite the entire engine! This code is the reason therapists stay in business! 😭

Game Devs Be Like We Are Half Way There

Game Devs Be Like We Are Half Way There
Behold! The majestic game developer in their natural habitat, proudly displaying... a triangle with gradient colors. SEVENTEEN WEEKS of blood, sweat, and tears to create what is essentially the "Hello World" of graphics programming! 💀 The sheer AUDACITY to call this "halfway there" when they haven't even implemented physics, AI, or a single gameplay mechanic! But you know what? That triangle is PERFECT and they deserve a medal for not having thrown their computer out the window yet!

Two Wolves Inside Every Programmer

Two Wolves Inside Every Programmer
Oh. My. God. The DUALITY of a programmer's existence captured in one spiritual symbol! 😱 On one side, we're all like "wtf is a binary tree" during data structure interviews, desperately googling algorithms we've studied 47 times already. Meanwhile, our delusional alter ego is over here thinking "I'll just casually BUILD AN ENTIRE GAME ENGINE FROM SCRATCH" as if that's not the coding equivalent of climbing Everest in flip-flops! The audacity! The delusion! The absolute whiplash between imposter syndrome and god complex that lives rent-free in every developer's brain is just *chef's kiss*. We're either complete idiots or literal coding deities, and there's absolutely no in-between!

Bool Is Not A Bool, Ok Bro

Bool Is Not A Bool, Ok Bro
Ah, the classic "Bool is not compatible with Bool" error - the existential crisis of data types! What you're witnessing is the glorious moment when a 3D rendering engine decides that its definition of a boolean is clearly superior to another component's definition of a boolean. It's like two developers arguing whether tabs or spaces are better, except it's the same primitive type disagreeing with itself. Somewhere, a computer science professor is crying into their formal type theory textbook while this shader graph casually violates the most basic principle of type compatibility. This is why we can't have nice things in graphics programming.

How's Learning Game Dev Going

How's Learning Game Dev Going
Game development expectation: Write elegant functions, see beautiful graphics. Game development reality: Scream in terror as your console spits out "Thing 1 happened" with zero context about what crashed your entire project at 3AM. The top panel shows the dream - neatly organized functions ready to execute. The bottom panel reveals the nightmare - Godot Engine running on a high-end RTX 4060 GPU, yet still only managing to tell you "Thing 1 happened" before your character clips through the floor and into the void for the 47th time today.

The Great VRAM Crisis Of 2035

The Great VRAM Crisis Of 2035
OH MY GOD, the ABSOLUTE STATE of game development in 2035! 😂 Two game devs practically LOSING THEIR MINDS with hysterical laughter over the most REVOLUTIONARY concept ever - a game that can run on a WHOPPING 24GB of VRAM! Meanwhile, current AAA games are already devouring our graphics cards like they're at an all-you-can-eat VRAM buffet! At this rate, by 2035 we'll need small nuclear reactors just to run the title screen of GTA 7! The optimization apocalypse is upon us, people!

Just One Little Feature...

Just One Little Feature...
The classic "scope creep" nightmare in its purest form! That eager indie dev is *this close* to shipping on schedule when suddenly that innocent little feature request sneaks up behind them. "Just a tiny change," it whispers, while secretly requiring a complete engine rewrite, asset overhaul, and questioning every life decision that led to this career. The sweat drop says it all - they know they're about to kiss that release date goodbye, but they'll still say "yeah, I can add that real quick" because apparently devs never learn.

Dreams Vs. Reality: Game Development Edition

Dreams Vs. Reality: Game Development Edition
Expectation: A smiling, confident Mr. Incredible ready to create the next Fortnite. Reality: A hollow-eyed, traumatized soul who just learned that their game engine doesn't support the feature they designed their entire concept around. Nothing transforms a bright-eyed dreamer into a sleep-deprived ghoul faster than discovering your physics engine has a memory leak and your deadline is tomorrow. The duality of gamedev: fantasizing about creative freedom while actually drowning in shader compilation errors.

It's Go-DOH Not Go-Lang

It's Go-DOH Not Go-Lang
The ultimate name bamboozle! Developers discovering that Godot (pronounced "go-DOH") game engine isn't written in Go is like finding out that JavaScript has nothing to do with Java. That shocked cat face perfectly captures the moment of realization when your brain short-circuits after assuming a connection that doesn't exist. The naming convention gods have struck again, leaving another victim questioning their entire reality.