Jacob Collier is a legit next level musician. He does a lot of overdubbing of himself but he does other styles also. His recordings like Moon River and Flintstones are incredible both in terms of arrangement and performance. In a very different style, his Piano Ballads record is great, Let it Be is great on that one.
If you’re in C major, the V chord is G7, which contains a tritone between its 3 and 7, B and F. You can say, what if instead of B being the 3 of the chord and F being the 7, F is the 3 and B is the 7? Then you discover that the root of this other chord is C# (or Db). Because the function of a chord is largely dictated by the 3 and 7 in it, this means you can substitute any dominant 7 chord with another dominant 7 chord a tritone away and it will still basically function the same (this can create some extra dissonance before the cadence which is nice and it creates some nice chromatic movement in the bass).
I would be more than happy to give up almost everything if it would stop climate change, but unfortunately even if I make all those changes, everybody else will continue driving cars, so it seems my personal choices have nothing to do with whether global warming happens or not. The way around this is collective (government) action to guarantee everyone will participate, but for a variety of reasons we don't have the political will to make that happen. Besides, I'm not convinced individuals' actions are to blame for the majority of climate change -- I'm not an expert but I'm under the impression that corporate / industrial energy usage is the majority of the problem.
Yes, the game industry is incredibly secretive. Any hint of any news from a game studio will make headlines, and studios want to control the marketing narrative, so part of the job is learning to keep those secrets.
I found the same video it looks like all those dangers are preventable? Don't do acrobatics at low altitude, don't fly over water, don't start the engine on the ground, don't buzz trees or other obstacles, don't get close to other paramotors in flight.
Let's take it one step farther, and have each second be 99.999% of a second from December 20 and June 20, and be 100.001% of a second from June 20 to December 20. Problem solved!
It's problematic because the article isn't about their ethnicity, and your comment boils down to "hey guys just so you know, they're Jews." Who cares? Unless you're going to tie that back to the story somehow, what's the point of bringing it up? It's not explicitly antisemitic but it is a weird thing to highlight.
I totally hear you that this is not a huge inconvenience in practice. Part of me is worried that it becomes more and more of a problem the bigger the project gets.
But mostly, it just seems like a really weird call to make for the language. There are real disadvantages to it -- I can't really rely on my search tools. So that... when you're using a library you can refer to its identifiers using a different capitalization convention if you want to--why is that important?
I don't know, it just seems like a really weird call to make, and if that's one of the first things I've learned about the language it makes me think there are probably plenty of other weird things like it.
A lot of people are replying saying this isn't a big deal in practice. I believe them but I'll chime in and say this is also a dealbreaker for me.
I would love to find a language for game / engine development that's as performant as C++ and as easy to use as C# or Python, but this issue scares me. If I search for a variable using any of my existing plain text search tools, I expect to find the variable. It makes me think that this isn't a language that's meant to be used by large teams on large, long-lived codebases.
For a lot of problems performance really isn't the problem. In many, many cases the engineering cost to optimize C++ to get a benefit over Java / C# will be way more expensive than just paying for more servers. Even in game dev where milliseconds matter C# is very common.
Personally I agree about dynamically typed languages not being great for large projects but that's more about maintainability than perf.
It depends on the genre and the specific game. RTSs can do it this way and some fighting games do, although some fighting games use a variation that involves predicting player input and rewinding the game state on misprediction in order to reduce perceived latency. FPSs tend to use a totally different model that involves sending only the most recent relevant information to each player and trying to balance server authoritative cheat-prevention with allowing clients a little leeway in order to make the twitchy gameplay feel better. There's a great paper on Tribes' networking model that is still largely relevant for FPSs.
Learn blueprint scripting. It takes a little getting used to but it's essential to being productive in UE4. Once you get the hang of it it's basically another scripting language. You can get a long way without writing any C++, and because it's faster, less error-prone, and has great auto-complete it makes it a lot easier to learn UE4's APIs while working in BP than in C++.
Besides that, read the docs and learn UE's concepts of actors, components, blueprints (prefabs), actor inheritance, pawns, and controllers. Then when you want to add some C++, make C++ base classes for your blueprint classes so you put some functionality in each.