So, umm, I want to name this project: Tiny Island Dark Dungeon Intergalactic Explorer Saga
a.k.a.: T.I.D.D.I.E.S
The goal is to keep it family friendly.
But the acronym is... alluring.
#GameDev #NamingConventions #AMIRITE #GodotEngine
(Yes, I'm using both Kenney's and Quaternius models LOL)
#gamedev #namingconventions #amirite #godotengine
@Inspiredharvey it's a helpful naming convention, and they tend to be used infrequently enough that they don't visually dominate, in my experience. It helps differentiate between an Enum and a normal attribute at a glance.
Same goes for the convention of globals having `CAPS` and "private" vars starting with `__` (though name mangling there actively does something, I learnt recently).
Yeah the flatpak naming convention needs work. 'com.Google.Chrome' is fine for internal use, but I need to be able to type 'flatpak install google-chrome' and have it install
We really need to stop using the word "evangelist" when it comes to Developer Relations.
There are reasons why we are where we are in this world and need to start with naming conventions that I recently spoke about in my Deceptive Patterns talk.
Developer Relations, Developer Advocate, something other than evangelist. #DeveloperAdvocate #DeveloperRelations #DevRel #NamingConventions
#namingconventions #devrel #developerrelations #DeveloperAdvocate
So... #NamingConventions in #vfx...
By default, none of the DCCs seem to force anything on you and instead let you save & render stuff everywhere you like.
#Nuke at least has easy version-up for your script - but doesn't adapt your output file names.
#Houdini has $JOB and $HIPNAME as useful shortcuts to your work directory but hardly any versioning.
How are you dealing with versions, render output locations and the spectre of overwriting stuff in your #pipeline?
#pipeline #houdini #nuke #vfx #namingconventions