I hope I get a medal one day for bad project filenames:
LBP1 = ps3test1
LBP2 = ps3test1
LBP server = pagetest
Dreams = dd
Dreams server = aaa
Plinky = omgwtf
one of my fave easter eggs in Black&White 1: we recorded, for every language, the most popular 10 or so names as a spooky whisper. we then fuzzy matched this against your windows login name, pc name, creature name etc and triggered the voices if you played after midnight.
I feel your pain! We had a βfunβ one on LittleBigPlanet 1: 2 weeks to gold, a Japanese QA tester started reliably crashing the game by leaving it on over night. We could not repro. Like you, days of confirmation of identical environment, os, hardware, etc; each attempt took /
i suffered from that too! did you ever play after midnight and hear ghostly voices whispering βsteeeeeve... steeeeve.... β? most hilariously evil easter egg ever. we localised the voice actors reading top 20 names in each lang and scraped your pc for your name....
Hey! so a few months ago I did a bit of lockdown-inspired soul searching & decided to step down from 'dreams dev' to 'dreams fan' - take a break from gamedev, a career I've been lucky enough to enjoy since I was a spotty 15 year old 1/3
To find out. Eventually the answer came: cleaners arrived. They were more thorough than our cleaners! One hour of vacuuming near the eye toy- white noise- caused the in game chat audio compression to leak a few bytes of memory (only with white noise). Long enough? Crash.
on black and white 1 theres a memory leak we never found. so it detects if low on mem, saves, quits and restarts itself without explanation. passed overnight qa soak after that...
random shader/visualization tip: when you need to visualize a value that varies over a large range, its handy to remember x/(1+x) as a way to 'squash' it from 0->inf into 0->1. tanh is good for signed x, +-inf->+-1
so excited by the explosion of gaussian splatting; cant wait for the community to start playing with painterly styles; on dreams, we used splats with tiny alpha-textured meshes called 'flecks' (not flat!) that selectively can replace the little 'blob' with painterly texture 1/n
the old lfo trick to get stable sin & cos waves still amazes me, especially as it looks like a complex multiplication done wrong: c-=a*s; s+=a*c; that's it! start with c=1,s=0, a small constant. fp errors cancel, stable forever. note no temp copy of c/s in update!feels like magic
I keep procastinating writing more UI for plinky, so instead of waiting here's a video of me noodling around, direct audio from plinky, shaky iphone 6 video. it's a multi-touch (v sensitive!) surface + 8-voice, 32 oscillator + granular sampler + reverb + tape delay. it's fun!