Officially "production ready" since 5.2, but still hearing about issues and all of the accompanying plugins are still experimental. Anyone with UDN access that knows what people are saying over there?
mprey_
u/mprey_

We all know the statistics - men swipe right at least half the time while it's 10% for women, if even that. Somehow it's mainly women who are blamed for the dire situation of the average guy on Tinder, for having unreasonable standards or bad attitudes. Yet ultimately this situation is entirely caused by male thirst. If men became more selective, women would also be forced to become less selective and relative tiers of attractiveness would slowly start to align again.
But of course that would also require men to be alone and lose out on the chance of getting laid more often, which I suppose is a big ask given the biological and hormonal imperatives at play.
Dating apps specifically exploit
This goes eg for smart pointers but also modern container-related stuff, or things like std::optional. A lot of this could have been added more elegantly with new syntax or keyword additions, surely? And that is not even mentioning keywords like static already overloaded with multiple meanings. I feel like eg C# was pretty aggressive with this and ultimately the syntax benefited from it.
One argument to this I have read is the usual "backwards compatibility" etc but that never made much sense to me - if that is a concern then you would probably just stick with the older version you need anyway?
I just feel like the syntax is becoming increasingly cluttered because they seem deathly afraid
I have spent the last couple months intensely learning C++ through a variety of books. But while I feel like I got a solid foundation in the language itself, it seems most books gloss over the less glamorous aspects of programming that are nonetheless important especially if one intends to get a job in the field: Writing tests and using testing suites, debugging (both IDE features like stepping, breakpoints etc as well as general approaches) and build systems (would like to understand CMake better). I still barely know anything about these.
Any good books or courses for these topics in particular?
Caves of Qud dev ports his game from Unity to Godot in 14 hours
twitter.com/unormal/status/1703163364229161236Unity boycott begins as devs switch off ads to force a Runtime Fee reversal
mobilegamer.biz/unity-boycott-begins-as-devs-..."Epic might pull the same thing sooner or later"
If Epic updates/amends the Unreal Engine EULA in the future, you have the choice whether to accept the updated terms, or continue with the current version with the software you already have.
"I want to code but C++ is scary"
As others have correctly pointed out in the other threads today, Unreal's version of C++ is actually much closer to Unity C# than people think. It's also garbage collected just like C# so memory management really isn't the same concern as when using pure C++. [Here is a good overview ](https://www.tomlooman.com/unreal-engine-cpp-guid
Being new to the language and reading lots of books (like the Effective series) I feel like I am spending half the time learning about ways to pass by reference, ways to avoid the pitfalls when passing by reference (dangling pointers and so on), deleting copy constructors, and all the subtly devious ways in which something might actually be copied under the hood even when you didn't intend for it to happen.
So my question is is there a reason it was designed to work this way when most of the time you intend to pass by reference anyway? It seems that languages like C# indeed work the other way around, so I am wondering whether this is considered a design flaw in the programming community or
I am new to using UE with Rider. When I load my project into Rider it seems to also load the entire engine source (?) and then consumes an unholy amount of memory, like 5-6 GB. And then UE of course takes another big chunk. Is this normal and how it is supposed to be used?
I'm at the point where I have a decent grasp of programming fundamentals and C# features. I dabble in the odd small project of my own, but when I look at the code of projects by other people I often understand what a portion of code is doing but not why it is structured or architected in that particular way. I feel like I am lacking practical experience in "good practices" or common ways of doing things for real life projects, not abstract programming exercises.
Are there any courses or tutorial series (can be YT or one of the paid course platforms) that take you through a real application or game development scenario, where you felt that they really helped you to become a fundamentally bet
I am deciding between this and a 353M - I want both Linux and a Dpad on top, and all the others like the 405M etc are missing either one or the other. But it seems the 552 got a lot of criticism on release and the Dpad is supposed to be very problematic too. And of course it's also quite old by now.
Any opinions on this?

