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@WoodshopHandman @Shadowman311
Ok, enjoy the budget cuts followed by a quick apology and move on, if this is the society you like.

@WoodshopHandman @Shadowman311
If you have a proof of this being a sabotage, then obviously, the fault is elsewhere.

But in case of industrial "accidents", they are always (no exceptions) a result of 20 previous "yolo" fast solutions.

@WoodshopHandman @Shadowman311
It is the single best solution, because it limits the chance of this ever repeating by 95 percent.

But sure... A slap on the wirst, an apology tour and a fine the size of 1/100th of their daily income will do the same... -_-

@WoodshopHandman @Shadowman311
> How exactly would the government clean something up that has already seeped into the ground?

Simple:

Metroid Prime full screen static effect texture would require too much memory and GameCube only had 24MB. solution?
texture is generated using the current RAM data which is the game running itself, and it looks like noise. #gamedev

This is easily one of the best, on OG Xbox, Elder Scrolls III would occasionally reboot the Xbox if they ran out of memory. The user would just see a longer then usual loading screen. #gamedev

Katamari Damacy only has support for closed circular paths, so to handle spawn and despawn of falling boulders, they make them travel beneath ground to start point! Also memory efficient. #gamedev twitter.com/JasperRLZ/status/1

In Dead Space menus and UI is all made with particle systems so it can sort during render, glow so that they could place it in-game and be more immersive. #gamedev

Sega Saturn used Quads instead of triangles (the industry norm) for rendering, which is good for 2D but not as practical for 3D, devs had to work around that, so games like Tomb Raider had to be built to support quads on Saturn and triangles on PlayStation #gamedev

In Prince of Persia (1989) animations looked fluid & realistic because @jmechner used Rotoscope. He filmed his brother doing the stunts, took pictures with a camera, had them developed at Fotomat and then traced them, frame by frame. #gamedev

@djlink
More like psy-op then game dev.
Also, remonds me of fake health meters (your last 20 percent of health are actually half of total to increase the intensity) or removal of enemies after you die (to make sure you don't get stuck, no matter the difficulty selected).

I hate modern gaming.

In Super Mario Galaxy when Mario drowns in a swap his hand reaches out, but because of the size of the head devs had to shrink it so only the hand is visible to the player #GameDev

Here's one of my fav, in Zelda: A Link Between Worlds because a true top-down view in 3D would have perspective issues, they purposely tilt the objects, so the perspective looks good to the player from top. #GameDev

In Fallout 3 the Trains are actually a character wearing a train model as a hat. Engine didn't allow for vehicles, so this way they could reuse NPC movement code. #gamedev

There was a memory exception in Wing Commander on exit, because of the deadline they left it but change the error message to "Thank you for playing Wing Commander!" #gamedev

In Jak and Daxter if by any chance the Area/assets ahead aren't fully loaded the game will make you trip to give it more time to fully load. #gamedev

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Skyrim small tables are actually shelves buried. If you can't see it ...
(Recreating my list of #gamedev tricks thread)

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