maybe i shouldn’t have upped my melatonin intake

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maybe i shouldn’t have upped my melatonin intake
With only a few examples, we can see a number of things to consider, and how they relate to eachother.
Fabric Wastage: Clothing that is mostly sewn with rectangles and triangles can be designed to minimize wasted fabric. You see the same idea with "zero waste" sewing patterns today. On the other hand, curved pieces almost certainly causes increased fabric wastage. (There are probably some modern exceptions, but those would all require very weird finagling to make their patterns work)
Fit and Shaping: How closely does the garment actually sit on the body when worn? Even if there is significant ease, does the garment shape itself follow the curves of the body?
Tailoring vs Adjustability: If something does fit rather closely, is it tailored to a specific set of measurements? Or is it adjustable somehow?
Ease of Dressing: How much work does it take to get dressed? Can an abled adult manage without assistance? What level of disability would mean that they require assistance?
Freedom of movement vs excess fabric: How easy is it to move around in this garment? Is there a lot of fabric at risk of getting in the way or getting caught in something?
A few considerations haven't really been directly touched on by the videos themselves, but they come to mind for me anyways.
Work to create: How much skill is required to design or construct this garment? A pleated apron can probably be sewn by anyone who knows how to use a needle and scissors but stays are certainly built by specialists. In addition, how much labor is necessary to create these things. Can assembly line processes make this garment in a way suitable for the expected wear?
Work to maintain: How often does it need laundered? Do I need to keep it safe from moths? Is it prone to rips in seams that need to be repaired? If it's possible to adjust the fit somehow, does that require me to sew something or just do up the laces differently? How much sewing do I have to do to adjust it? In modern times, can it withstand being thrown into the washing machine? The dryer? In historical situations, would it require having pleats re-ironed into the garments? Do I need to carefully protect the embroidered parts of the garment to avoid damage? Do I need to re-dye the clothing every other time I wash it?
Longevity of the garment: Is there something limiting the longevity of the garment moreso than just the durability of the fabric itself? If the fabric itself tears or wears thin in one part, can I patch it? Can I patch it without looking poor or cheap? How long will the fabric itself hold up, given the way I'm maintaining it?
These all relate to each other, of course. A custom tailored close-fitted garment necessarily requires significant wastage due to the curves in the pieces, as well as significant labor that can't really be reduced by the efficiencies you get with assembly line construction. Even with the benefits of stretch knit fabrics with elastane in them, this remains true for things to be properly fitted.
And if we want to make clothing last longer, perhaps we can launder it less. How can we launder something less? Well, the smock/shift underlayers that protect clothing from skin oils can be very helpful there. But needing an extra layer of undergarment adds difficulty and time to getting dressed.
When discussing performance issues in games, how much blame should be put on the game engine that a developer is using? A while back, Unity had somewhat of a bad reputation among people online due to its wide use in a lot of low quality mobile games. However, game developers were quick to point out that that was less of an issue of Unity itself and more about how people were using Unity. Does the same idea apply to UE5? Or are there legitimate issues with the engine that hurts the end product?
The real answer here is the practical approach - you do what you can with what you've got. It is entirely possible to reach out to the engine developers and make requests, but they have their own priorities and not beholden to each licensor for quick turnaround on bug fixes and feature requests, so it is up to the individual dev teams to recognize what they can and can't do within the time they have. When this is the case, developers must pivot to working within the areas that they can work - our own code, our own assets, our own resource usage - in order to bring things back to the needed performance levels.
I actually found a bug with one of UE5's systems a while back. It was a broken system that couldn't be used the way it was. I reported it to Epic via their Unreal Developer Network and they acknowledged the bug and said it had been prioritized for a fix, but that it would likely not make it to a public engine release for at least two version updates. That put the coming fix several months away, which was too far away for our needs - we couldn't table development for several months to wait for their fix. Instead, we had to come up with a different solution that would work within our time frame, which we did.
If we can't fix the engine, we must work within the framework it provides and do what we can. Players aren't going to accept unperformant gameplay and accept the nuance of engine issues, they'll stop playing the game out of frustration and the game will likely not do well. It behooves us as practical developers to work around the issues as best we can and produce the best game we can within our circumstances. Every engine is a big batch of tradeoffs - they are really good at some things and not so good at others - this is why we evaluate what kind of game we're trying to make, what kind of technology we need to make it, and what kind of engine would best suit our needs. We have only so many development resources and development time, so it is up to our leadership to make judicious decisions when determining where and how to spend our developer resources.
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I wonder if my constant like 20% feeling of numbness is bc of meds or if this is just how I am…hm
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