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At least it works (lemmy.world)
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[-] teft@lemmy.world 35 points 5 days ago

Is that Dogmeat or the Thing?

[-] Akagigahara@lemmy.world 17 points 5 days ago

Project Thingmeat, maybe?

[-] whotookkarl@lemmy.world 6 points 4 days ago
[-] teft@lemmy.world 14 points 4 days ago

Same images:

[-] 2fm@lemmy.world 32 points 5 days ago

Project Zomboid!

[-] jaybone@lemmy.zip 25 points 5 days ago

Why would dog extend human?

[-] LiveLM@lemmy.zip 38 points 5 days ago

Hmm, 4 limbs, 2 eyes, 2 ears, mammal...
Close enough???

[-] jaybone@lemmy.zip 0 points 5 days ago

See you just said mammal. Why not have them both extend from that? Then they define a property or a method which modifies how they jump over a fence.

[-] WhiskyTangoFoxtrot@lemmy.world 21 points 5 days ago

They probably thought that all their NPCs would be human when they started the game, so they named their NPC class Human. Then they decided to add dogs, but needed them to do a lot of the same things the human NPCs did, so they made the Dog class a subclass of Human.

[-] dandelion@lemmy.blahaj.zone 10 points 5 days ago

it's probably so much worse

[-] leftytighty@slrpnk.net 3 points 4 days ago

Object oriented programming was a mistake

[-] jaybone@lemmy.zip 6 points 5 days ago

What is refactoring?

[-] squaresinger@lemmy.world 3 points 4 days ago

IIRC, the screen recording is from a mod of a game. The original game didn't have dogs, just humans, and the modder decided to make the dog NPC from a human NPC and forgot to override that one animation.

[-] underscores@lemmy.zip 4 points 4 days ago

ND answer is because the dev made the Human class before abstracting everything into the Entity class, dog should extend a game entity and not inherit the human animation behavior.

[-] BehindTheBarrier@programming.dev 3 points 5 days ago* (last edited 5 days ago)

In modern games, I think it's fairly common to have a common 3d skeletons share names. So you can make animations like the one above apply to any character even if they have differences. It doesn't mean that dog extends human, but it may mean that a dog model shares a lot of common "bones", that are used for movement, with a human model.

So when a human animation is applied to the dog, you can see it warp to start position of the animation, move, and then then stop at the end position as a standing human, before warping back to idle animation (when it turns back into the dog shape)

Related, weapons in Destiny also share the same components across weapon types, and bugs have caused one weapon type to be used for another weapon, making funny things happen. Like how a hand canon (pistol) stretches like a bow because it's model got used in place of the bow model at the start of this clip:

https://www.youtube.com/watch?v=0YZa9vv5U0M

[-] ulterno@programming.dev 1 points 5 days ago

Yeah, seems weird.
Normally one would use multiple horses and some ropes for that. No idea how you would manage that with a single dog

[-] Jakeroxs@sh.itjust.works 16 points 5 days ago* (last edited 3 days ago)

That looks crazy like Project Zomboid

Ahh it must be a mod

[-] Zorro@mander.xyz 10 points 4 days ago

Why not let the dog walk under the barrier 🤔.

[-] whotookkarl@lemmy.world 14 points 4 days ago

Special animation just for dog?

silent hill 2 dog ending

[-] RandomVideos@programming.dev 6 points 4 days ago

What if the dog walks through a wall because of that? Thats a risk that cannot be taken

[-] AngryCommieKender@lemmy.world 12 points 5 days ago

Rather Lovecraftian, that.

[-] MonkderVierte@lemmy.zip 2 points 5 days ago
[-] rollerbang@lemmy.world 3 points 5 days ago

So does the human.

this post was submitted on 05 Jul 2025
395 points (98.8% liked)

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