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Should we remove the 'inventory' tag?
Should the inventory tag be removed? Are there people who are experts at inventories?
As of writing this, there are 29 questions that use the tag, with only two of them closed, so there doesn't seem to be a major issue with the tag existing, but I'd just like to know if it's something that we should keep around.

I'm just about to program an inventory, so for this purpose I'd like the tag to stay.

I'm not so sure we should get rid of it. Inventory related code and design problems are unique to games, and this tag provides scope and discoverability to that unique problem domain.
I do think it's possible to have expertise in implementing these kinds of systems and designs, so I don't think we should get rid of it.

This is probably opposite the stance I would have taken even a month ago, but in reviewing our catalogue of tags recently I've started to come around to the idea that we're too sterile in our handling of tags, increasingly sacrificing domain-specific tags on the alter of "can you be an expert" dogma that is perhaps part of the reason we have some seriously bloated catch-all tags like game-design.

I think we should keep the tag if a definition for it is made. Right now, it is rather vague

So would the [tag:inventory] tag need to come along with another tag such as [tag:architecture], [tag:data-structure] or [tag:game-design]?

No, I don't think so.

Rather, I'm more thinking that the way we've decided to venerate tags like architecture, data-structure and game-design means we're trending towards having lots of big, open, basically-useless tags in favor of many smaller, domain-focused ones.

I feel this is a meta tag.
The tag has no description, and no usage guidelines. Most of the questions with that tag could have either data-structure or user-experience instead.
Also, can one be an expert in inventory? I find it hard to believe.
I suggest we remove it and blacklist it.

I was surprised when editing a crafting question this morning that we have an inventory tag but not a crafting one. It seems to me more likely someone could be an expert in item transaction features than item storage features. ;)

@DMGregory It's probably another discussion topic, but would crafting be about the game design aspect, or the implementation?

Not sure. I don't think we need either tag — it just struck me as odd to find a question about crafting transactions tagged something as generic as inventory, so I agree, the inventory tag isn't doing any clarifying in situations like this.

[tag:gui] seems like a better alternative to me. [tag:data-structure] is more about data storage in code

@Bálint That would depend on the question asked.

I disagree that [tag:inventory] is a meta-tag. [tag:inventory] is about the content of the question and doesn't communicate any meta-information. Also, [tag:inventory] can be the only tag on a question, and it would be enough to give a general idea of what it is about.


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Is Unity's scene manager such a thing that it deserve its own tag?
I see we have the tag scenemanager.
100% of the occurrences are used with unity.
Is it so special that it should have a tag of its own, or is it considered meta and should be made a synonym of Unity or blacklisted? After all, we have done something like that for unity-editor and inspector . We also did something like that for unreal-editor .

Should not be a tag of its own, in my opinion.

@Almo that's a nice candidate for an answer :p

Nuke it. We already have a [scene] tag (whiiich itself lacks a description and wiki), which covers the more general case idea (Flash also had a concept of "scenes" you could switch between, as did Director (that thing that wasn't Flash but which was basically Flash and sometimes called Shockwave)).

@Draco18s This comment is also a good candidate for an answer :)

@AlexandreVaillancourt I'm still sort of wary in the meta-space, posted. :)

Nuke it.
We already have a scene tag (which itself lacks a description and wiki), but it covers the more general idea as both Flash and Shockwave have a concept of "scenes" you can switch between programmatically. Management of scenes on the different platforms is handled differently, but that's what platform tags are for. unityscene vs. flashscene.

Thus seems logical, though a note should be left in the "scene" tag to let other users know to also tag the engine they are using.

@TheMattbat999 The tag needs a description regardless, but yes, that is a good suggestion.

I believe the most beneficial use of tags is to let the askers categorize their questions, so the answerers can navigate the site easier to find questions that interest them.
Purging all small tags will most probably result in having god-tags. They will become bloated and broad. This will eventually make people hold back from subscribing to them.
If scenemanager is removed, then probably scene tag will host these questions, but the tag scene also hosts the questions that are about, for example, scene design. But if a person wants to answer questions about scene management and not scene design, they will have to dig through a list of questions.
This is no good for answer writers. If the concept of tags loses its use for navigating the site, then I believe it is of no use besides moderation.
Also, considering the latest trend in the community, I say someone can be an expert in scene managers; but this one is just my opinion, not an industry observation.

Your argument seems to be that scene is already used too much, which isnt really something were automatically against. In this case, if you really wanted to look for these questions, you would look for questions tagged scene and unity.

@Gnemlock Actually no, my argument doesn't speak about present time. This may not become an immediate problem, but it will emerge over time as more and more questions get posted. I carefully constructed my sentences using future tense to reflect that. Regarding looking for both unity and scene tags, that doesn't ensure one will get only unity scene management questions as the search result, they may also get questions about unity scene design.

@S.TarıkÇetin You should downvote Draco18s' answer :P

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Reflecting on the Reflection Tag
I was answering & editing a question involving (one kind of) reflection recently and noticed our reflection tag currently has no tag guidance and a mix of three very different meanings:

Reflection rendering: visually representing the way that light bounces off surfaces and can produce images of surrounding objects.

Environment mapping without cubemap (need coordinates projection)
Getting the unity pro Water shader to reflect light sources such as spotlights
OpenGL Water reflection seems to follow camera yaw and pitch

Physics/geometric reflection: calculating the velocity with which one object should bounce off another, or taking a chiral game entity and producing its mirror image.
(Technically the real-world physics of this interpretation have a lot in common with the visible light case, but in games we'll generally be applying the math through very different sets of code / tools)

How does one calculate the surface normal, in 2D collisions?
Determine the bullet / particle reflection off of a circle in node js using SAT lib functions
Mythbuster: Mirror Operation with Quaternion

Code reflection: software that introspects its own structure and types at runtime.

Making generic type T method as a layer of abstraction for Unty3D's EditorGUI field draw methods
How can I look up an object given only the name of its type? (I'm the guilty party here)

I think some cleanup here is due. Before making changes I want to solicit input on what the best way to disentangle these might be.

+1 just for the nice title. Good topic, too though.

My current thought:

Re-tag the questions about visual effects with reflection-rendering

Make reflection a synonym of reflection-rendering since it's the most common use.

Un-tag the questions related to physics bounces / transform manipulation. I think these topics are already adequately categorized by the physics, transformation, and geometry tags.
Create a new reflection-code tag for the computer science meaning of reflection, with explicit tag guidance to use reflection-rendering if asking about how to code reflection shaders and the like. ;)
(I was tempted to call this "introspection," but I think "reflection" is the first thing most devs type, so I think the tag is more discoverable this way. I don't have any hard evidence though, so please let me know if you agree or would prefer a different alternative)

Could also call the code-tag reflection-introspection. I'll admit that I do not recall ever hearing the word "introspection" before, but with a proper tag wiki and description I'm sure programmers would go "yes, that is the thing I want."  e.g. pulling the first sentence from wikipedia "Reflection is the ability of a computer program to examine, introspect, and modify its own structure and behavior at runtime."

When typing to search for tags, the tag search engine will present all tags that match what's being typed. So instead of reflection-code, the tag should be named code-reflection which is closer to proper English (right?). When typing "reflection", users will be prompted with code-reflection.

About introspection: if we feel that it is needed, we could simply create a synonym from code-introspection to code-reflection.

Alright, I'm going to put this into practice tonight in-between handing out candy for the trick-or-treaters. I think I'll take @AlexandreVaillancourt's suggestion re: code-reflection as that sounds better to my ear too If anyone wants to help with the re-tagging, feel free to dive in. :)

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Would this multi-track music question be considered off-topic?
Where to purchase multitrack music loops? was asked recently, and has seemed to have brought up confusion in Game Development. Though, to me, seems off-topic, there aren't any flag descriptions that actually match to this question.
How should this question be dealt with, if there is need for action?

Generally we close requests for resources, including:

links to external websites or tutorials
book / course recommendations
asset sources

as off-topic, usually using the "too broad" reason.
These questions tend to attract open-ended lists of answers, where no one necessarily ranks as "correct," and the answers age poorly as links rot and old resources go out of date.
Because "too broad" doesn't explain much, if voting to close a question like this, I usually pair it with a comment explaining why our Q&A format is not an ideal fit for it, and pointing the user to GameDev.net or the chat feature here as possible routes of investigation (if the topic isn't just "Google tutorials for me so I don't have to" ;) )


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Can I contribute to a question (through an answer) without the right to comment?
I have seen quite the number of questions on GameDev SE where I wanted to post some information like a link to other questions or some info I had gathered for that question.
However, I'm quite new to Gamedev SE and therefor I have not yet unlocked the ability to comment. Therefor in nearly all cases, I decided not to post my findings or links as an actual Answer, as they are no real answer but more of a suggestion or addition to the OP's question / problem which might help them in their search for an answer.
Question
What do I do in these situations, where I feel like I have some information that the OP could use?
I feel that this is something comments would be used for (?), but it feels bad to have info but not be able to share it because my reputation is too low.
Note: I am aware that this post might be self-answering as 'wait till you can use comments' seems the most likely answer to me. The question can be closed if this is the case. (feedback on what taggs this post should have is appreciated aswell)

You're not far from earning commenting privileges, so I'd recommend keeping a list of posts you want to comment on. A couple upvotes from now you'll be free to go ahead and post them. As an aside, thank you for asking first rather than trying to circumvent the system! I think this helps produce higher-quality Q&A in the long run.

Please don't.
In the case that you haven't generated enough rep to post a comment (50) - but you have enough to speak in chat (20) - you can use the chatroom and ask someone else to post a comment for you.

Thats a useful answer I was looking for.

Getting your answers upvoted one of the fastest ways to increase your reputation (+10 rep per upvote).
I suggest you build nice, full-fledged answers around the input you want to share with the OP, as long as the answer actually answers the question.
Writing good answers will get you the rep you need in no time!


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2017 Community Moderator Election Results
Game Development's third moderator election has come to a close, the votes have been tallied, and the 2 new moderators are:

They'll be joining the existing crew shortly — please thank them for volunteering, and share your assistance and advice with them as they learn the ropes!
For details on how the voting played out, you can download the election results here, or view a summary report online.

Awesome! Congrats to the winners. :)

Thank you! I'm looking forward to helping maintain and grow our community together. :)

Thanks @Almo! I'm looking forward to help the community too!


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Flag as duplicate finds no results at all
I tried to flag this question as duplicate of this question, but I get no results. Whatever I type in.

Aside from the answer posted below, the second question is already marked as a duplicate of the first question. Closing the first as a duplicate of the second would create circular duplicated question references. Why would you want that?

Because both are the same question so boths are duplicates

Oh, ok, well if we close both as a duplicate of the other, users won't be able to answer any of them. That won't allow users who would have the solution to help those who have the issue.

Ok I see and agree that it is better.

I'm sorry I didn't post more explanation on the thread when closing the duplicate yesterday. Thank you both for taking the time to clear this up. :)

When I know exactly the question of which the question is a duplicate, I usually paste the URL of the other question in the text field:

And if finds it right away.

That worked, I get This question has no accepted answer or upvoted answers, so I can't flag it.

@Black The help page has a clearer way to explain it than I would: "The fundamental goal of closing duplicate questions is to help people find the right answer by getting all of those answers in one place." With this in mind, redirecting traffic from a question that has answers to a questions that has no answer makes little sense. It's expected that the target answer has some quality content before we can redirect to it.


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Why was my question deleted?
I recently posted this question that attracted a lot of attention. Now, 20 minutes ago, Alexandre Vaillancourt deleted my question after it being put on hold. I do not understand why it was worth deleting so now I wonder - Why was it deleted? How can I edit the post to make it worth un-deleting? A direct response would be great if you read this Alexandre so I can understand your reasoning! :)

Seems like he judged the question as too much opinion based.

@Eldy Yes, it definitely was. That's why it was closed. Not why it was initially deleted though, as noted below.

Thank you for asking this on Meta.
Your question was closed mainly because it was attracting opinions rather than facts. Questions that do not involve programming often hit the HNQ, attracting all sorts of users. This particular question hit a raw nerve upon users who visit the site (StackExchange in general); it unfortunately gave them the option to voice their opinion and show their disagreement, and they forgot that voicing their opinion that way is not the expected practice on most of StackExchange sites.
Additionally, the question had already 3 close votes on it. Since @DMGregory and I have been elected as moderator last week, we’ve kind of refrained on using our user rights to vote to close questions because moderator votes are binding (one moderator vote closes the question); as such, if the question had been posted one week before, it would have been closed by the community much earlier.
Your question was deleted because it attracted a lot of these visitors each contributing their two cents without really reading what was already there, and we felt that the reputation given out was not representative of what this site is about.
Unfortunately, there is not much to be done to the question, as the issue here is mainly with the answers.
We’ve decided to un-delete it and historically lock it. The question will be available to be seen by visitors, users will have their reputation back, but no further actions will be doable on the question and its answers.

It's a shame that bad answers, or even badly voted-on answers can close something that might have been salvageable on microtransactions as a design decision (with some re-wording). I liked at least one of the answers there because it did a decent job of sourcing its claims. But it's understandable that the end result is a poor reflection of the purpose of this community, and so it was closed.


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Should we make exceptions for questions about identifying specific software?
In the general case, questions asking for software to accomplish some task are off-topic here (and generally closed as "too broad"): answers are necessarily opinions and suggestions, and not really able to stand up well to objective scrutiny.
However: should we allow for exceptions to this rule for questions asking to identify a specific piece of software? Arqade has a similar exception for permitting game-identification if some kind of artifact is provided with the question?

I've posted answers covering what I think are the most obvious options, but feel free to weigh in with your own thoughts.

To me at least, it seems like the primary basis for identification would need to be a visual artifact - if that's the case, how does someone other than the OP discover they have the same question?

Can you post links to a couple existing questions which have been or are in the process of being closed for this reason, but wouldn't be closed under this change?

@TrevorPowell This is the question that prompted me to make this meta post. It's the first such example I recall seeing.

No, these questions are still fundamentally outside the scope of the site in that game developers are not any more qualified or capable of tracking down this kind of information.

I think game devs are more likely to have run across the software, provided it's actually related to game dev.

+1 because of the reasons I gave on the other answer from Josh.

I think one trouble here is that it's basically a matter of luck whether a developer who's seen that program happens by. Over years of experience, devs can build up fairly generalized knowledge of problem-solving strategies used in games, applicable to a wide range of questions, but we've still each seen & used only a handful of tools ourselves. So it's a bit like folks coming here to ask about WWII aircraft - yes, you might catch a developer who worked on a WWII game and knows the answer, but there's no reason to expect many developers do, the way we can expect many devs to know update loops.

I'm with the opinion that these sort of questions will add no value here. Even if we're equipped with the means to find out what was used for what, it could very well be an engine that is not open to the public, or under NDA or worse, under development and still in an alpha version. All we could essentially offer is whether the engine in question is closer to Unity, Unreal Engine or CryEngine (since those are the most easily available engines).

Yes, we should permit these sorts of questions provided that they include some kind of visual artifact (screenshot, animated GIF, et cetera) that can be used as a basis for identification and verification.
This is similar to Arqade's policy concerning game identification, which requires the question to include an artifact meeting certain criteria.

-1 I don't think this is going to make great answers (you need basically one word to make an answer for this type of question). And as we've seen before, this will open the door to software recommendation in the form of "I don't know that software you ask about, but you could use this software instead".

I think ID requests would be a good addition to this site if we do them right.
The usefulness of this depends on the rules these questions need to follow. The purpose of the SE network is to provide good answers to questions and to eliminate the need of searching through dozens of random forums to find what you're looking for.
If we have 50 different questions with the same "Please identify this piece of software for me" title and with a gif in the questions body, then there's no chance they are ever going to pop up in a Google search and they might as well get deleted if they only help for one person.
A great example to follow in my opinion is the movie SE. They have strict rules on identification requests. You need to give the question a descriptive title, you need to write a couple of lines of text in the question's body and you need to provide as much details about the movie, as you can (art style, the date you saw it/got released, etc.). If we do the same, then this feature has a good chance of becoming useful.
There's also the problem of how you describe something, this is why, for instance, Anime SE banned id requests some time ago. Different opinions make it close to impossible to find questions about the software you're looking for.
And last but not least, there's the problem with customization. I've seen examples of IDEs getting customized to look like a different ones, because the programmer liked that style (I remember a conversation on r/programminghorror, that occupied 4 and a half screens, because someone asked the OP what IDE he used and no one could recognize it. It was sublime 3 modified to look like VS with IntelliJ-like recommendations)

I lean on the "No" side of things for that exact reason. IDEs and engines regularly change their appearance and feature sets, and some write custom IDE's as flavors of existing platforms like eclipse or netbeans. This only further limits the set of people who would recognize that particular flavor beyond what the customize crowd already do.


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Suggestion for New Tag: unity-2017
I tried to add a new tag: unity-2017.2 the other day with my question
What is the size limit to the Unity 2017.2 Tilemap?
It was later removed by a moderator, but I still think we need a new tag, even if not exactly what I tried to create.
We currently have unity, and unity5 as tags to differentiate general unity questions from questions about specific features to that unity version.
My question was in regard to the Tilemap feature new to Unity 2017.
As such, a new tag specific to Unity 2017 would allow filtering between topics about Tilemap, now standard to Unity, and the older questions related to TileD and other non-unity-developed Tilemap plugins.

We currently have unity, and unity5 as tags to differentiate general unity questions from questions about specific features to that unity version.

That's not exactly the case.
Taking a look at the page for unity tag synonyms, you'll see unity5. This means that unity and unity5 represent the same thing, with the "front face" being unity.
It's been discussed and decided the in the past that there was little value to add a tag for a specific increment of the engine. Like with the c++11 tag that we had, users tend to tag their question with everything they think is valid. Letting users tag a question with unity and unity-2017 that is not specifically about the features that are exclusive to that version will end up polluting the new tag anyway.
Also, the feature you're mentioning seems to have been implemented in Unity 2017.2. To be perfectly consistent, we'd need a tag for each release of Unity in order to cover the new features. I don't think it's a good idea as we'll end up with a lot more of what I've described before. What if you need a feature from Unity 2017.2 and one from Unity 2018.1?
We've also decided in the past to convert unity-related tags to being synonym of unity. Maybe the concept of tilemap in Unity 2017.2 is so different than what the basics of tilemap are that we'd need a unity-tilemap tag. But then again, we'd need a watchdog for that tag, able to distinguish if the question is about using the feature of the engine or not.
An alternative approach is to use the search.

I agree with this; in general I believe that versioned tags add more noise than they are worth, promote over-classification of minutiae in questions, and create too much space for duplicate-or-not rules-lawyering. There hasn't been a lot of support or strong arguments for keeping them when they crop up.

I agree to most of your points, but one drawback to the search you provided is that it only works if the Asker makes that distinction. After this new feature, most user looking for answers to this in unity will be inquiring about the built-in feature rather than what it used to mean: tilemap plugins/add-ons. How can we differentiate from the old context to the new, if not through a specific tag?

@Stephan There are alternatives: users can sort the posts with the newest tab, or they can use advanced search features to include dates.

I'm not entirely familiar with how the synonyms work, would a unity 2017.2 synonym be of any value?

@Stephan The tag synonym feature can be viewed as a way to redirect/funnel traffic when tagging a question. A good example is the [tag:formula]. Users who search for a tag and type formula will be presented with the [tag:mathematics] tag instead. After that, there is no way to distinguish if a question has been tagged with formula or mathematics. The only use I'd see with a tag for unity-2017 would be to stop users from trying to re-create the unity-2017 tag again and again.

Ok fair enough. And i just found the suggested tags section, so sorry for cluttering Meta with this. Thanks for clarifying everyone!

@Stephan There is no such thing as cluttering Meta with this :) Thanks for bringing that here, Meta is made for that :)

Having a unity-tilemap tag would make it the scenemanager problem all over again. I think specific features can be identified with a simple one-word tag, in this case, there's already a tag for tilemap and tagging the question with unity and tilemap should provide the clarity needed for anyone reading the title and the tags.


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Are questions concerning timeliness on-topic?
Consider, for example, these few questions:

Is Flash game development dead?
Is OpenTK Dead?
Is using Spherical Harmonics still viable as a technique nowadays?
Is Opengl 2.x still usable?

The first few of these are closed, while the last is (currently) not.
These questions are all making requests about the timeliness of some technology.
In the past, SE sites had a "too localized" close reason that was often used to cover questions that were off-topic because they were highly dependent on the point in time they were answered.
Should we consider the above sorts of "is X still viable?" questions as on or off topic here?

I read this as timelines at first and was really confused.

I think these questions are tough to answer in game development especially. People are still making games for downright ancient systems and tech.
I've helped ship AAA games on forks of engines over a decade old (in the 2010s we could still find fossilized comments from the 90s). And I think we all have a chunk of our codebase somewhere that we now know is horribly outdated but just not bad enough to be critical to replace just yet. It happens. It might not be what we'd call "best practice" but if a thing works, it works.
So, I think the answer to all of these questions ends up being "yes" in the sense of "nobody will stop you" but also "no" in the sense of "if you decided to ask, you probably already know there are 'better'/more popular options you should probably use today" without a lot of conclusive evidence we can present either way.
(Sure, Flash support is officially ending, but sufficiently-motivated players still dig out and maintain their original NES systems, so is a lack of support an absolute deal-breaker? Seems like that will vary based on a developer's opinions and aims)
So, I have a hard time envisioning what a high-quality, useful answer to this type of question will be. Most I've seen boil down to "I wouldn't recommend it" which the asker probably already knew, else they wouldn't have asked in the first place.
I don't think the site or its users gain from considering these questions on-topic.

I think we should consider these sorts of questions off-topic because fundamentally, they're still asking for a technology recommendation. The recommendation is less open-ended because the focus is starting from a particular piece of technology, but the inherent subjectivity of the query is still there.

That would be true if the questions said "What should I use instead of Flash?", but they do not.

@immibis But isn't that really the only direction to develop any answers? I can't imagine any answers outside the templates "Yeah, it's dead. Try these alternatives." and "No, it's still alive, and this is my opinion on it.", which are both about tech recommendation.

@Anko "Yes, here's why" and "No, here's why". It is fundamentally a yes/no question, but it could also go on to include, say, a chart showing the installed userbase declining sharply over time.

These questions are kind of in a weird spot.
On the one hand, you could think of them as software recommendations. This would be on the assumption that if a piece of software is not being developed is effectively an anti-recommendation.
But on the other, they're unlike software recommendations in that some of them really do have definitive answers. For example, whether OpenTK is still being actively developed or not is something that can be determined based on objective evidence: look at their repositories for any recent check-ins, and see how many. Look at their bug lists and see how frequently they close bugs. And so on.
The Flash question in particular is interesting due to the fact that, not only is it being discontinued by its owner, it is such a pariah in the web world that there are numerous browser extensions that exist for the sole purpose of killing it. And browser makers themselves are doing everything they can to kill off Flash ASAP.
If you're a game developer evaluating Flash, it is valuable to know just how much Flash is hated as a technology.
So it might be better to turn these questions into less "should I still use this" and more "is this still being worked on/are people actively trying to kill this technology off" questions.


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How to reword this question to make it non-opinionated?
Here: unity game engine - should I be using a di framework / ioc container
I would love to get some information on this topic too. May someone give their opinions on how to reword this question so that it fits the Q&A format?

From what I can see, the question hasn't yet attracted any close votes. It looks too broad to me, but not so much so that I'd want to close it unilaterally. So it might be a non-issue.
Then again, it also hasn't attracted any answers yet either. So edits that focus it on a more answerable scope might help encourage more contributions.
As a general rule, I think "which technology should I use / should I implement solution Y" questions fit the Q&A format better when reframed as "How do I solve problem X?"
That gives us a clearer criterion to evaluate potential answers: "does it solve problem X?" as opposed to the more nebulous "does it demonstrate that technology Y 'should' or 'should not' be used in general?"
If the user describes a specific problem in their game, to which a dependency injection framework is an effective solution, then recommending that framework and detailing its benefits could be a correct answer.
This framing also leaves room for "actually, there's a simpler method to solve this particular problem" which we can't directly address if the question is "use dependency injection frameworks: yes or no?"


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Adding a tag for CocosSharp?
So I started to dig into game developing and I was wondering why there is no tag for CocosSharp (cocossharp) available, already?
Cocos2d has a variety of tags for its ports, CocosSharp is a legit port from the Xamarin team using MonoGame to allow to use Cocos2D with C#.
I've not enough reputation to create the tag, but I think it should exist.
(On StackOverflow the tag is already available)

If you have a question for it, specific that the tag is missing in the question, and someone with high enough rep will make it and add it your question. As Kevin van der Velden said, there is no purpose for a tag if there aren't any questions related to it.

Because nobody needed one.
Tags only exist when there is a question tagged with them, deleting a tag is simply untagging it from all questions.
If you have a question about cocossharp for the site and can't tag questions just ask for it to be tagged (in a comment or in chat, or here if necessary) and someone with sufficient rep can edit it in.

Thanks, can you please add cocossharp tag here? https://gamedev.stackexchange.com/questions/151655/display-shapes-of-box2d-in-cocossharp-for-testing-purposes
Some more questions regarding CocosSharp will follow up for sure ;)

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Should I add notes to my question afterwards?
I recently asked a question and have accepted an answer, but comments on both the question and answers have shown that my question could've been clearer.
I think that I could edit in notes that would address this and show why I picked the answer that I did, not least because of what I've learnt (especially vocabulary) from the answers.
Would it be appropriate to do this?

Thank you for taking the time to consider this. We often see "drive by" use — folks posting off-the-cuff questions, getting just the info they need, then disappearing, leaving a sometimes confusing trail for a user who comes later to try to learn from. Thinking about your posts for the long term, and how they can offer high-quality Q&A for future users, can really make the site's resources and community stronger. So thank you for taking this to heart, and consulting with other users here to find constructive ways to improve the content together. :)

Maybe this should be it's own meta question, but other than upvoting, is there any way to incentivize / reward this sort of behavior? Like approving edits with a +2 or +5 rep trade on the grounds of 'Edit improves use w/in context of site."

It is generally suggested that you update the question post and add this kind of details in it instead of adding notes as comments (comments are volatile). If you can integrate the new information in the post instead of adding an "Edit:" section, that would be the best.
You can add more details and narrow the scope.
What's not allowed is changing the scope of the question (such as changing the topic or updating the question with an answer and ask further details (e.g. Q: "I have this issue" A: "You solve it like this" Q: "Ok now I have this new issue based on that answer")).

+1 As long as you're careful not to change the core question in a way that invalidates existing answers, editing to add clarity and detail is often very helpful.


text:
Is it on-topic to ask a question on how the Elo system can be adapted for multiplayer games and games where the margin of victory matters?
I initially asked this question on Arqade.SE, but found out that it's off-topic.
Is it on-site here to ask about how the Elo system can be modified to work for multiplayer games and games where the margin of victory matters?

Please add any required tags, as the one I used might be insufficient.

We have quite a few questions & answers about Elo-inspired ranking systems. Scan through those and you might find some.suggestions relevant to your application. :)

@DMGregory Thanks a lot, quite a few of them deal with my question! I'll look into them and let you know! :)

I don't see why it wouldn't be, but (without really knowing too much about the workings of Elo) I would guess you should ask two separate questions, not one trying to address both changes.

Thanks for your answer! The link provided by DMGregory was useful in clearing up my doubts about Elo for multiplayer games, so my question (which I'll ask soon) will focus only on the principles involved in extending the Elo system to games where the margin of victory matters. Thanks again, I've accepted your answer!

Yes it would be on topic. Just note that scoring systems is a topic that only partially overlaps with game development - it's widely used in sports, non-video games, and studied as a topic in mathematics. So you might find better answers in another stack, like math.stackexchange.com.
This stack would be best for scoring systems as applied to video games.


text:
Do we need a fullscreen tag?
I just noticed that fullscreen exists.
I don't think it's a harmful tag, but not a very useful (not too used either, 10 questions as of writing) one either.
Should we keep it around?

I don't think the tag should go away.
I think that the problem domains of "dealing with fullscreen switches" and "handling 'borderless fullscreen'" and similar are reasonable and on-topic for a game development site. It's possible we should clarify the scope of the tag though.


text:
MathJax (\$\LaTeX\$ in posts) has been added! Let's make some math!

MathJax has been enabled on our site!
That means we can have actual fancy mathematical equations expressed as such without resorting to pseudocode, uneditable \$\LaTeX\$ screenshots, etc. MathJax is derived from LaTeX, but not exactly equal to it. (It's generally off topic on TeX Stack Exchange.)
What's this do?
Basically, we can fancify our equations:
$$ E = mc^2 $$
We can wrap our equations in \$ ... \$ (for an inline equation: \$c^2 = a^2 + b^2\$), or if we want it to take up its own lines or be multiline we can use the $$ ... $$ delimiters instead.
This also lets us write equations with some significant visual complexity:
$$
\begin{align}
\vec{v} &= \begin{pmatrix}
  x \\ y \\ z
\end{pmatrix} \\
\vert{\vec{v}}\vert &= \sqrt{x^2 + y^2 + z^2}
\end{align}
$$
The rule of thumb is that LaTeX makes extremely complex stuff simple, and extremely simple stuff complex. :)
References are available here:

MathJax basic tutorial and quick reference
Game Development MathJax Cookbook — a game development-specific MathJax guide created by the community focusing on the most common parts of our domain.

Aw yiss. Mathjax.

The MathJax todo list
We have a list of posts we previously identified as being solid candidates for MathJax. We should do some editing to convert those to use mathematical formulae.
Please work on the ones you can confidently work on as necessary. Once you've edited a post, delete it from this list.
Some posts that are logged here will not need MathJax at all. They are here because when compiling the case for adding MathJax to the site, we (or I) believed that if we had MathJax when the post was written then it may have been written differently to use it. However, the post having been written now may be OK as-is and not need changes. If you encounter one of these posts in this list please remove it even without edits.
What do we change or not change?

✓ If a post is displaying complex mathematical equations or notation that would benefit from being laid out in MathJax instead, convert those equations to MathJax.
✗ If a post is displaying minimal simple math (e.g. "a = 1 + 2") it's not really worth converting to MathJax.
✗ Do not replace pseudocode with Mathjax. Pseudocode is intended to be easily translated into actual computer code, sometimes even copy-pasted with minimal adjustments. Replacing it with MathJax would be a detriment to our site's utility.
✓ Do augment pseudocode with adjacent MathJax, when the mathematical notation would help people understand what's going on in the pseudocode. There are many equations that are simple to express as an equation, but complex and difficult to read when expressed as code. If it's not one of these cases (the mathematical equation is either more difficult to read than the code, or adds no net benefit in legibility) probably don't worry about this.

Sometimes the line between points 1 and 3 will be blurry. Use your judgement or request feedback from your peers in game development chat.
For users whose edits need review
If you don't have the >2k edit privilege then when you submit an edit, please leave a comment in the Edit Summary field before submitting so that whoever approves your edit can also update this page accordingly.
The "definite" list
These posts were identified as definitely beneficial from mathjax, because they were already using plaintext or images for equations or would otherwise clearly benefit from mathjax. Where these posts contain pseudocode, be mindful of whether it should be replaced with mathjax or augmented with it, per our guidance above.

How do I detect the direction of 2D rectangular object collisions?

Path following with Asteroids-like movement. Time to complete path ( potentially — or user could've preferred keeping the latex markup intact in the diagrams anyway)

How To Program a fully controllable spring (Damped) motion

Calculate intersect point / aim point

The "probably" list
These posts were identified as potentially strongly benefitting from mathjax, but may not be simple to convert: these were answers using psuedocode that may be more cleanly expressed as a mathematical equation, or would be better accompanied by an equation.
If you don't feel like a post on this list should be modified, please strike it out with <s> ... </s> rather than remove it.

View Matrix FINDING U
How can I move and rotate an object in an “infinity” or “figure 8” trajectory?
How can I move an object in an "infinity" or "figure 8" trajectory?
Converting Euler rotation angles from Z up to Y up (Max to OpenGL)
Problem with Rotating Third Person Radar UE4
How can I project a vector on another vector?
What is Vector Projection and what is it's use in games? (but may be better leaving mathjax inside the diagram)
How to work out the height of a point on a tilted surface?
Hemisphere Projection
Determine the z coordinate of a deformed plane based on uv (xy) coordinates
Computing chance of winning when dealing with fuzzy numbers
Computing chance of winning when dealing with fuzzy numbers
Computing chance of winning when dealing with fuzzy numbers
Computing chance of winning when dealing with fuzzy numbers
Time series for creating new events in a PVP game
how to handle the virtual Z axis in 2D games?
How can I prevent small numerical advantages from dominating the balance of an encounter? (benefits from arrays)
Translation Matrix not working properly
What is a simple algorithm for calculating evenly distributed points on an ellipse?
How to calculate the exit speed of ball bouncing off a solid surface
Ray Intersecting Plane Formula in C++/DirectX
Rotate vector by matrix?
How can I find a point on a line when I have only two other points?
Calculate matrix transformation components separately
How to calculate distance of travel needed get achieve speed x?
How to calculate distance of travel needed get achieve speed x?
Attack vs Defence and who is the winner?
Continuous weighted random distribution, biased toward one end
understanding spatial hash function behaviour and Knuth for int64 (would benefit from align)
How do idle games handle such large numbers?
How can I launch a GameObject at a target if I am given everything except for its launch angle?
Test if Jump can reach target
Object orbiting a 3d sphere
Finding pitch/yaw values from lookat vector
Orbital mechanics: orbit as a function of time. Universal variable formulation?
calculating the weights for direction vectors to a target
Adjust Aim Angle for Motion with Accelerating Bullet
How to draw a circle that is around an object and becomes smaller if the player enters it
How to draw a circle that is around an object and becomes smaller if the player enters it
Returning a List of coords for a sphere in order of inside to outside
Explanation of the parameters in the line intersection code
How can I calculate current level from total XP, when each level requires proportionally more XP? (so many equations)
How can I calculate current level from total XP, when each level requires proportionally more XP?
Algorithm for spending x points on y things divided by n people
Exponential EXP Curve | FIXED TIME -> MAX LEVEL
Calculating the vector to catch a falling object
Find two points in a point cloud with the maximum distance?
Find two points in a point cloud with the maximum distance?
Hex axial coordinates to table coordinates conversion (would benefit from array)
How to work out given two coordinates should I use a vertical/horizontal/diagonal line to connect them
Collision detection with curves
How do you calculate if a line is facing a curve?
How do you calculate the nearest point on 2 curves?
Bezier curve arc length
Moving ships between two planets along a bezier, missing some equations for acceleration
Bezier curve not drawn correctly
Collision detection with curves
Cubic bezier for easing?
Average for damage formula (Min-Max Attack - Min-Max Defense)
Calculate the slope of a 3D triangle?
Calculation correct position of object after collision (2d)
How to find the point on a hypotenuse divinging triangle into two right triangles?
Finding coordinate in radius (pseudocode)
Calculating orbital elements from Cartesian Vectors
Non equi-probable random function
Cannot find bug in frustum culling code (lots of plaintext vector definitions that would be presented far more legibly in mathjax)
Detect if two objects are going to collide (equations would benefit from being legibly
expressed in mathjax alongside psuedocode)
Rotating a 3rd person camera toward a target
Need some help with math steering behavior stopping on destination point
Is there a quick way to determine if a vector is in a quadrant?
How to invert a damage formula? (maybe)
atan2 : inversed result? (angle 180 is on the right side, angle 0 on the left side)
How can I make a spline out of three points that define a circular arc?
Inline-Building a World (SRT) Matrix (maybe)
Determine if Plane is seen by Camera
Understanding normal mapping
Understanding normal mapping
Affine transformation: rotate a plane parallel to another plane
What is the simplest way to calculate distance in a 3D environment? (provides native formula + implementation pseudocode already; native formula would be better off as mathjax)
How to reposition a bouncing ball after it has passed through a surface
How can I test whether points are within a polygon?
How to calculate a direction vector for camera? (probably)
Trajectory of a spinning ball
How do I interpret the dot product of non-normalized vectors?
How can I come up with a simple diminishing return equation?
How can I come up with a simple diminishing return equation?
How can I come up with a simple diminishing return equation?
Formula to measure uv-mapping distortion (would benefit from align)
Gravity: Slow down on ground approach
Percentage of object inside a moving rect
Percentage of object inside a moving rect
How do I calculate the distance between a point and a rotated rectangle? (real code; would benefit from being annotated with mathjax as the operation is fairly simple)
Implicit Functions and extracting an isosurface
Explaining vector math for a pendulum camera
Converting time of day into a smooth day/night variable?
Screen coordinates to isometric coordinates? (maybe)
How do I generate solar systems for a 2d universe map, but still look random
RPG like hit points growth algorithms help
How to use "weighted average easing" correctly with variable framerate?
How do I convert from the global coordinate space to a local space?
How do I convert from the global coordinate space to a local space?
How can I find the tangent and normal at an interpolated point on a Catmull-Rom/Hermite spline?
Predicted target location (real code, ought to be accompanied by MathJax)
Using Bullet physics engine to find the moment of object contact before penetration
Why do we use the Pythagorean theorem in game physics?
Projecting a light onto a quad (apparent math pseudocode at the beginning is hard to understand)
How can I rotate about an arbitrary point in 3D (instead of the origin)?

We should find a way to tell converted posts apart from the ones that are not, so that this can also become a way to track which ones are done and which are not (ex. make the ones that are done italic, or make the ones that are not done bold, I tried using ascii striket̶h̶r̶o̶u̶g̶h̶ but that just breaks the notation we use to make the post shorter.)

@John The "done" posts ought to get deleted off the list by the people completing them; if the edit needs review others can also keep an eye on it if it's posted to the linked chat room.

Might be worthwhile to check the list produced by this search about images hosted on Wikipedia.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Game Development MathJax Cookbook
MathJax (a relative of \$\LaTeX\$) is now enabled on this site. Mathematics.SE has a MathJax basic tutorial and quick reference, but this question will be a cookbook for Game Development-specific mathematics formatting. Many posts in here will repeat or summarise content from that quick reference.
Contributing to this cookbook
Please do so! Answers should each be a specific topic, or set of closely related topics. If in doubt, group them by how game development mathematicians would think of them. You can help in several ways:

Revise existing answers to add or improve details, including formatting that isn't covered yet in that topic but ought to be.
Expand an answer with new subsections covering tightly related topics that aren't covered yet.
Post new answers about new topics, and link them in the table of contents in a position you feel is appropriate.

Table of Contents

Basic MathJax and Mathematics
Vectors and Matrices
Boolean Algebra and Logic
Tables and arrays
Tag and reference equations

I find this really useful, even when you know most of the markdown.

Vectors and Matrices
Basic symbols

\vec puts an arrow over the next symbol: \$\vec a\$. For larger groups, use \overrightarrow: \$\overrightarrow{abc}\$
\overleftrightarrow and \overleftarrow are also available: \$ \overleftrightarrow{abc}\$ and \$\overleftarrow{abc}\$
\vert and \Vert display single and double vertical bars: \$\vert a \vert\$ or \$\Vert a \Vert\$.

Strictly speaking, use \lvert \rvert and \lVert \rVert to display on the left and right sides of symbols respectively: \$\lvert a \rvert\$ and \$\lVert a \rVert\$. It may display more correctly certain formula renders.

\cdot represents the centered dot for dot products: \$x \cdot y\$

Matrices
The \begin{matrix} ... \end{matrix} environment facilitates display of a matrix. Separate matrix elements with & and create new matrix lines with \\. So the following code:
$$
\begin{matrix}
a & b \\
c & d
\end{matrix}
$$

produces
$$
\begin{matrix}
a & b \\
c & d
\end{matrix}
$$
To surround the matrix in brackets of some form, either use the \left and \right brackets from section 6 of the basic mathjax tutorial, or use pmatrix
\$
\begin{pmatrix}
a & b \\
c & d
\end{pmatrix}
\$
, bmatrix
\$
\begin{bmatrix}
a & b \\
c & d
\end{bmatrix}
\$
, Bmatrix
\$
\begin{Bmatrix}
a & b \\
c & d
\end{Bmatrix}
\$
, vmatrix
\$
\begin{vmatrix}
a & b \\
c & d
\end{vmatrix}
\$
, or Vmatrix
\$
\begin{Vmatrix}
a & b \\
c & d
\end{Vmatrix}
\$.
You can use \cdots \$\cdots\$, \ddots \$\ddots\$, and \vdots \$\vdots\$ to omit entries.
$$
\begin{pmatrix}
a & b & \cdots & e \\
c & d & \cdots & f \\
\vdots & \vdots & \ddots & g \\
h & i & j & k
\end{pmatrix}
$$
Vectors
Use a one-dimensional matrix. For example:
$$
\begin{pmatrix}
a \\
b \\
c
\end{pmatrix}
$$

$$
\vec v =
\begin{pmatrix}
a \\
b \\
c
\end{pmatrix}
$$

Basic MathJax and Mathematics
Displaying a formula
For inline formulas, use \$ ... \$. For display-mode formulas (i.e. multiline, centered formulas which take up their own paragraph), use $$ ... $$. Various symbols will be displaye differently in inline vs multiline mode.
For example, the equation \sum_{i=0}^n i^2 = \frac{(n^2+n)(2n+1)}{6} renders in inline mode (\$) as the following: \$\sum_{i=0}^n i^2 = \frac{(n^2+n)(2n+1)}{6}\$
Meanwhile in display mode ($$) it displays as: $$ \sum_{i=0}^n i^2 = \frac{(n^2+n)(2n+1)}{6} $$
(Note the $$ also breaks it out into its own lines and centers it.)
New lines: Display formulas can have multiple lines. Insert a line break with \\.
Grouping
MathJax operates on symbols or groups of symbols. Usually, a MathJax operator that's expecting to do something fancy with some symbols will grab just the very first symbol available and nothing more. For example, a^bc will be displayed as \$a^bc\$.
If we want to represent that as \$a\$ to the power of \$bc\$ we instead need to group these symbols using curly braces, i.e. { }. So we'd write a^{bc} instead: \$a^{bc}\$.
You can get literal curly braces by escaping them: \{foo\} → \$ \{foo\} \$
Basic mathematical formatting

Mathematical operations: +, - (hyphen), \times and \div: \$1 + 2 - 3 \times 4 \div 5\$.

\cdot for \$ x \cdot y \$
\pm \mp for \$\pm \mp\$

Comparison:

\gt and \lt for \$\gt\$ and \$\lt\$
\ge or \geq for \$\ge\$, \geqslant for \$\geqslant\$.
\le or \leq for \$\le\$, \leqslant for \$\leqslant\$
\approx \sim \simeq for \$\approx \sim \simeq\$

Superscripts and subscripts: use ^ and _. These can be combined: x_i^2 or x^2_i renders as \$x_i^2\$.
Fractions:

\frac a b grabs the next two groups: \$\frac{a+1}{b+1}\$
\dfrac a b works the same but always occupies two lines of vertical space: \$\dfrac{a+1}{b+1}\$
You may instead prefer to use \over: {a+1 \over b+1} for \${a+1 \over b+1}\$

Greek letters: Use \alpha, \beta, …, \omega: \$\alpha, \beta \ldots \omega\$. For uppercase \Gamma, \Delta, …, \Omega: \$\Gamma, \Delta, \ldots \Omega\$.
Plain text: Usually all text is treated as symbols, so these are some words gets rendered as \$these are some words\$ despite the spaces. To tell MathJax to treat it as just ordinary text use \text{stuff}: \$\text{these are some words}\$.
Floor and ceiling: \lfloor x \rfloor for \$\lfloor x \rfloor\$, \lceil x \rceil for \$\lceil x \rceil\$

Equation alignment
You can use the \begin{align} ... \end{align} environment to align equations over multiple lines. The & symbol is an alignment marker in this environment. Use \\ to start new lines. The following example aligns on the equals sign:
$$
\begin{align}
a^2 &= b^2 + c^2 \\
a &= \sqrt{b^2 + c^2}
\end{align}
$$

$$
\begin{align}
a^2 &= b^2 + c^2 \\
a &= \sqrt{b^2 + c^2}
\end{align}
$$
Equation sizing
Occasionally the default mathjax sizing may need to be adjusted in order to make things readable. MathJax supports size Latex commands:
\tiny
\scriptsize
\footnotesize
\small
\normalsize
\large
\Large
\LARGE
\huge
\Huge

The commands are listed from smallest to largest. \normalsize is the default. Note that use of capitalization on some commands.
The a size command is applied within the scope it occurs in. For example: \${\Large\sqrt{\frac{1}{a_z^x}}}\$
gives \${\Large\sqrt{\frac{1}{a_z^x}}}\$.
As a more practical example, the application \small allows the following to render without undesired line breaks:
$$f(t)={\small\frac{cos(rt)(gr^2_x+gr^2_y-r_xr^2_zv_y(0)+r_yr^2_zv_x(0)+
r^3_x(-v_y(0))+r^2_xr_yv_x(0)-r_xr^2_yv_y(0)+r^3_yv_x(0))}{r}}$$

Boolean Algebra and Logic

Quantifiers. use \forall and \exists: \$ \forall\ and \ \exists\ \$
Operators. use \neg, \land and \lor:  \$ \neg, \land\ and \lor\ \$

Tag and reference equations
Tagging
If you have multiple equations in the same post, you may want to tag them for reference using \tag. For example, \tag{1} adds this floaty \$(1)\$ on the right hand side here:
$$ c^2 = a^2 + b^2 \tag{1}  \label{eq1} $$
$$ c^2 = a^2 + b^2 \tag{1} $$

You can also use letters, whole words, and so on.
Usually a MathJax block can only contain one tag. The Align environment lets you add multiple tags should you want:
$$
\begin{align}
c^2 &= a^2 + b^2 \tag 1 \\
c &= \sqrt{a^2 + b^2} \tag 2
\end{align}
$$
$$
\begin{align}
c^2 &= a^2 + b^2 \tag 1 \\
c &= \sqrt{a^2 + b^2} \tag 2
\end{align}
$$

Referencing equations in code
Your primary use case for tags might be referenceing your equations in code examples, to show what mathematics you're implementing:

Referencing equations via a MathJax link
If you want to reference (and link back to) the equation elsewhere in your post, add a \label as well. I'll call this one eq3:
$$ c = \sqrt{a^2 + b^2} \tag{3} \label{eq3} $$
$$ c = \sqrt{a^2 + b^2} \tag{3} \label{eq3} $$

Then reference it using \eqref{eq3}: \eqref{eq3}. Note that the link text is \$(3)\$ because that is the tag text. If I had given this equation \tag{foo} instead then the eqref text here woud be \$(\text{foo})\$. The purpose of this link is to scroll the particular equation into view, so here's a link back to the very first equation on this post, to which I sneakily added a label, for a better example: \eqref{eq1}.
Labels must be unique: two equations can't share the same label.

Tables and arrays
The array environment can do tables quite well.
$$
\begin{array}{r|lcl}
\text{Column One} & \text{Two} & \text{Three} & \text{Four} \\
\hline
foo & bar & baz & narf  \\
tinker & tailor & soldier & spy
\end{array}
$$

$$
\begin{array}{r|lcl}
\text{Column One} & \text{Two} & \text{Three} & \text{Four} \\
\hline
foo & bar & baz & narf  \\
tinker & tailor & soldier & spy
\end{array}
$$
There's several parts to this.
First, we begin the array (\begin{array}), then immediately make a column declaration: {r|lcl}. r, l, and c  define column alignment: right-aligned, left-aligned, centered. | establishes a vertical line between two columns. You can have |'s anywhere, including at the beginning or end, but multiple |s in a row are redundant.
Then we write out our rows. & separates the cells in a row. \\ marks the end of the row.
We can insert a horizontal separator with \hline. This line doesn't need a \\ at the end of it.
We end the array with \end{array}.
Boxing in a table
You can use | and \hline to completely box in a table, by placing lines at the start and end as well as between cells as you'd like:
$$
\begin{array}{|c|c|}
\hline
a & b \\
\hline
c & d \\
\hline
\end{array}
$$

Advanced usage: you can use \rlap to right-overlap a heading across several cells
$$
  \begin{array}{r|lll}
& \rlap{\text{number of foo}} \\
\text{number of bar} & 0 & 1 & 2 \\
\hline
0 & 0.125 & 0.250 & 0.168 \\
1 & 0.125 & 0.250 & 0.168 \\
2 & 0.125 & 0.250 & 0.168
  \end{array}
$$


text:
Would a question of real life ways to quantify certain stats be welcome here?
If I were to ask a question involving 35 different stats, ( as Grip, Endurance, Courage, Deduction, Savvy, Flattery, and Aim) and how to quantify them using real-life tests, would such a question be accepted here?
If not, where would it be better accepted?

I have a feeling there might be a form of this question that could work on the RPG StackExchange. Tabletop players, GMs, and game system architects tend to devote a lot of thought to the meaning and role of each character stat

Keep in mind that asking about 35 items will most likely give weird answers: some will focus on some of these stats, while some others will focus on other stats, and there is a high chance of no one covering all of the stats. This is why we generally avoid questions asking about multiple things. You might want to reduce the scope to a few of these stats, specifically the ones you have the most trouble with.

I agree with @AlexandreVaillancourt - the # of things being asked about is too large. Unless there's some criteria that categorically ties them together, (i.e. they're all on the Meyers-Briggs test, or ROTC fitness eval, etc) it strikes me as being automatically too broad on the basis of # of items alone.

If you literally asked that, no.
If you asked a question about quantifying them in order to solve a specific problem in the context of your game, and you provide enough information about how the mechanics of your game work with those statistics, that's probably okay.
In general, we welcome game design and game mechanics questions, but because they can be extremely broad and discussion-based (due in no small part to their reliance on the entirely subjective concept of "fun"), we generally want such questions to provide as much context about the gameplay interactions being discussed so that answers can be as objective as possible with the context of the specific game.

Where can I put my question instead?

@Piomicron I'm not sure; what is the context of your question if it isn't game mechanics?


text:
How can I post contents in code format?
I'm trying to post somethings in LibGdx code format in this site (I'm new here), but I can't do it...
Can anybody help me, please?

Ctrl-K will indent code and create a code block.

Thank you for your reply...

But I didn't understand how it work...

What do I do if I'm not using a desktop???

Please read the [help], it goes over the options. If you don’t have a traditional keyboard or your mobile layout doesn’t show he appropriate UI you can always just type the Markdown in directly.

Surround the text you want with backticks and will appear as inline code.
Put four spaces in front of each line of text
    you want to appear
        as a block of code.

You can click the "edit" link under this post to see exactly what the post content looks like.
There are also buttons you can press above the text edit area, some of which have key mappings. Control-K will create code blocks for selected text, for example; pressing the {} button above the text box does the same thing.
This section of the Help Center explains the formatting features in more detail.


text:
What to do with links / imagery with sexual content?
I came across this answer where the first URL links to a pornographic site (In the meantime I have edited out the links in the answer). While these links were (probably) posted in good faith and the answer has been upvoted a few times this raised a few questions for me:

Is it appropriate to link to pornographic sites such as the one mentioned above?
Is it appropriate to link to sites that contain sexual content, but is not the main focus / is locked away behind age confirmation? For example Newgrounds?
Is it appropriate to post imagery of sexual content if the question could call for it? For example would it be reasonable that Age Rating: female nipples poking through clothing? contains images of female nipples poking through clothing?

Is it appropriate to post imagery of sexual content if the question could call for it?
No, it is even less appropriate than posting links since everyone that sees the question / answer will instantly be greeted with imagery that may or may not be offensive to them. Such images should be completely removed and any question that relies on them should be re-worded to not need the image.

Why did you split this answer up like this? You're not providing different viewpoints; you're answering a three-part question. I'd advise you to put all three of your answers into one answer.

@ArwenEvenstar because people might have different opinions on all three parts of the question (one of my answers has +1, one has -1, perfect example haha). This way you can vote on the specific part of the question that you agree / disagree with. This would be difficult if all three were combined into one. If people agree this should be one answer I will combine them all into one :)

Is it appropriate to link to pornographic sites such as the one mentioned above?
Yes. It is appropriate to post links to pornographic sites as long as they are relevant and they are clearly advertised as having sexual content (such as the answer linked in the question). Clicking links are voluntary and they do not hurt or offend anyone that decides not to click on them.

Might be worth differentiating the levels of the link add some description: erotic poses, simple nudity, or in full action. I'm personally fine with anything if there's a warning on the link.

I'd want to investigate whether we have any particular legal duty beyond this in certain more puritanical jurisdictions. but to me this seems like the option most in keeping with the StackExchange spirit. We're a site for expert advice. If a particular link helps support that, I think we can trust our users to be responsible and not water it down for them. As long as it's noted up-front and not sprung on someone who wasn't expecting content like that (eg. if they're searching for help at their office/studio)

Is it appropriate to link to sites that contain sexual content, but is not the main focus / is locked away behind age confirmation?
Yes, but only if the content is hidden as in not present or directly accessible from the linked page. Even better if it's behind a barrier such as log-in or other age confirmation.

Simple solutions are best in my opinion and I think that all pornographic or NSFW imagery or content should be hidden behind a link with a proper warning. Other than that, there should be no restrictions to content that can be linked here if the content is relevant to the post.
Ex:
I should be able to link nude imagery as an example to a post asking about nudity in games but I shouldn't be able to embed the said imagery in the post itself and expose everyone to the image even if they didn't want to see it. (NSFW)

Is it appropriate to link to pornographic sites such as the one mentioned above
No. It is not appropriate and should be removed when encountered and - if possible - replaced with a general statement without giving specific examples (e.g. "But, you can publish your application on alternative markets allowing pornographic content").


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Are Legal Questions On or Off Topic - Revisited
Previous History:

Proper solution for legal questions?
Are legal questions allowed here?
Can we answer "Is It Legal to <x>" questions authoritatively?

Recent examples:

Do you need special permission to personify companies as characters?
Can I use fictional city/country names from public domain/fiction etc. in a potentially monetized browser game?
Copyright/property rights to using the Certificate 18 movie logo on your game or artwork without permission?
Using trademark or famous game characters for free (related to collaboration)?
Could you create a game for an older system (say, SNES) and sell it with an emulator as well as the game?
Is it legal to use formulas from a professional game?
Is it a legal thing to do to sell fabricated accounts of your game?

Prior community consensus went something like: it's OK to ask legal questions, but be aware that bad and/or off-topic legal questions can and do exist, and should be dealt with accordingly.
Is it time to revisit this and form a new consensus?

The "winning answer" on that other thread currently has a score of +17. Given the fact that the traffic on meta is roughly the same as when that question was asked in 2010, I think it should only be fair that to "reverse" that policy that was established 7 years ago, we'd need at least the same score on Maximus' answers.

The case for legal questions being off-topic

They fail the "would a game developer give me a better answer?" test.
Game developers are not legal professionals and are absolutely not qualified to answer legal questions.
At the time the previous consensus was formed, Law SE did not exist.
Law SE does exist now and deals with legal aspects of software development, which is on-topic for that SE.
Law SE covers itself with an appropriate disclaimer: "Law Stack Exchange is for educational purposes only and is not a substitute for individualized advice from a qualified legal practitioner. Communications on Law Stack Exchange are not privileged communications and do not create an attorney-client relationship".

Proposed new consensus

Legal questions are off-topic for Gamedev SE.
Legal questions may be migrated to Law SE.

Do you propose closing all legal questions in the event that law.se does not want the migrations?

The general consensus here seems to be toward these questions being off-topic. Guidance from Law SE members and their own help center and meta, however, suggests these questions are also off-topic there. So in the future we would simply be closing these questions without migration.

Well, that kind of closes the debate, I guess.  If law.SE has concluded that it's too dangerous for law.SE to accept questions which are asking for specific legal advice, the logic leading to that conclusion would apply for us as well.

@TrevorPowell It doesn't though; this isn't that community. They don't get to set our rules and we don't get to set theirs. Short of StackExchange telling us these questions cannot be asked, we're free to decide that on our own. That Law SE meta is also discussing a specific type of legal question, where this meta is discussing the entire topic of legal questions.

(I do think we should adopt that same specific policy though -- we should just do it by voting on it ourselves, and not because some other SE has done so; this question has given me a number of ideas about how we could refine and improve our handling of legal questions in the future, presupposing the outcome of this discussion is to uphold the status quo).

I do feel like the distinction that law.SE draws between "legal advice" questions and "general principles" questions is a useful one, and not one that I'd really considered before.  If we follow their lead in declaring obviously-asking-for-personal-legal-advice questions as out-of-bounds ("Would it be legal for me to ", etc), then a whole bunch of my objections are probably irrelevant to the remaining, more general legal questions.

I don't see a need to institute a blanket ban on questions touching legal issues.
We already have restrictions in place that require the scope of the question to be related to game development. The questions we've accrued so far seem to be commonly-asked by, and useful to, aspiring game developers who (as you note) don't always have a complete grasp of even the basics of the law.

How closely can a game legally resemble another?
Is it legal to use formulas from a professional game?
What are the legal implications of creators streaming their development?
Do you need a license for weapon models?

Why should we stop providing that service to our community, exactly? To address some specific points:

They fail the "would a game developer give me a better answer?" test.

That test was established for programming questions. It's something I've come to view as a mistake, as well. I think it hobbles our community and bringing it to bear on more topics would only further penalize. For almost every topic we consider on this site, there now exists a SE for dedicated practitioners of that topic. We were to apply this test to every such topic there would be ample arguable room to consider almost everything off-topic here, or at least to reduce a lot of questions to tedious argument over whether or not a question passes or fails such a test. Remember, also, that:

At the time the previous consensus was formed, Law SE did not exist.
  Law SE does exist now and deals with legal aspects of software development, which is on-topic for that SE.

Just because a site exists for a topic does not make that topic immediately and implicitly off-topic everywhere else. We don't consider art questions off-topic because of the Blender or Graphics Design SEs. We don't consider math questions off-topic because MathOverflow exists.

Game developers are not legal professionals and are absolutely not qualified to answer legal questions.

You don't have to be a lawyer to discuss the law. Naturally. Or we'd all be jail except for the lawyers. We don't prohibit people from answering questions about Unreal even if they've literally never opened the Unreal Editor. Sometimes those users can still provide a great answer.
Similarly, we don't have to be so protectionist about legal questions. The system -- community consensus through voting and flagging -- works. We should let it work.

Law SE covers itself with an appropriate disclaimer: "Law Stack Exchange is for educational purposes only and is not a substitute for individualized advice from a qualified legal practitioner. Communications on Law Stack Exchange are not privileged communications and do not create an attorney-client relationship".

Most of the users who actively engage in legal questions here include that disclaimer in their own answers.

There are legal issues in game development. Some game developers know about them and can use that knowledge to help other game developers who may have some questions. These questions do not harm our site; in fact, they give it value. Consequently, banning them (and, naturally, all the related tags) seems pointlessly harsh.

I think it's wrong to base our policy about legal questions on our policy about math questions or art questions.  These things aren't comparable.
If someone takes bad advice from an approved answer about art, which was given by a well-meaning novice who didn't know what they were talking about, then somebody's character models might wind up crinkling at the shoulders when they lift their arms.
If someone takes bad advice from an approved answer about maths, which was given by a well-meaning novice who didn't know what they were talking about, then sometimes a collision might not be detected.

"We don't prohibit people from answering questions about Unreal even if they've literally never opened the Unreal Editor.  Sometimes these users can still provide a great answer."  - @JoshPetrie

This is absolutely true.  Sometimes they can!  And when a well-meaning novice who doesn't know what they're talking about provides a bad answer, then maybe the asker loses an hour trying to make that suggestion work.  That's a shame, but it's not really a huge deal.
But if someone takes bad advice from an approved answer about what's legal for them to do, which was given by a well-meaning novice who didn't know what they were talking about, then somebody could take an action which turns out to be illegal, be sued, end up bankrupt, their company destroyed, future wages garnished, their employees out of their jobs, etc.  This is all entirely plausible.
There is simply a different level of risk, when we're talking about bad answers about the law, than when we're talking about bad answers about art or bad answers about math or bad answers about the Unreal Engine.
Questions about legality should be referred to Law SE.  They're much more likely to be seen by somebody with at least a cursory understanding of the law over there, and the law-focused moderators and regulars there are more likely to be able to identify and down-vote any bad answers, than are the development-focused regulars here.
It's better for the asker (they'll get better answers), and it's better for the SE network in general (better-quality answers across the network, because the topic experts are the ones seeing the question and voting on the answers).


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Can I ask non-technical questions on Game Development?
For example, this Indie game Domina, if I was developing this game, I would need to think of how this game would end, e.g. would there be a final boss?
Can I ask this kind of non-technical questions?

Questions, like "should there be a final boss?" can't be asked on the main site, because it's too broad. However, if you include additional details (e.g. Would it make the game feel more finished if I added a separate end-boss instead of ending the game after the player finished off the boss of the last level?), then it might work. Questions like this go into game-design.

I recommend checking out the guidance on the game-design tag wiki - through past meta discussions we've tried to boil down what ingredients help make a focused, on-topic [tag:game-design] question.

Non-technical (e.g., non-programming) questions are absolutely on-topic here.
They are subject to the same guidelines for broadness or subjectivity that technical questions are, however, so take care when asking that you're focusing on something that can be reasonably answered objectively with arguments that cite evidence or facts.


text:
Should this be referred to Legal SE?
This post is a first question asking about international copyright law between two specific countries, and just so happens to be about attempting to liscense a videogame.
I'm not really sure this is on-topic for Game Development, but @Philipp has already edited it, so I'm second guessing myself.
There are also a lot of discussions, such as this one or this one, in Meta which address what is or isn't a relevant legal question for Game Development. After reading through some of them, I still think the question seems Off-Topic.
Anyone else think this should be flagged as Off-Topic? I don't want to flag it and end up discouraging a new member unnecessarily.

woah, didnt realize the "...Revisited" legal post was so new its eyes are still blinking in the morning light. The question in question (see what i did there) popped up in my "First Post" review queue, and Im not sure what to do with it.

It may not be on-topic here, but it doesn't fit the criteria for migration, so it's going to stay here unless the OP themselves re-ask on Law.

Should I flag it then?

That's up to you; I don't want to tell you how to think. From my perspective it isn't so bad as to warrant my unilateral intervention. It's up the community.

Fair enough. I think I'll leave it be. I've only recently started trying to flag posts but it's so few and far between my radar still needs calibration

I felt it was on topic enough to warrant attempting an answer. That being said, I don't think it's a particularly good question. It doesn't demonstrate much research & as written, it's applicability to others is limited.
In general, I tend to flag 'em as I see 'em. If the mods disagree, your flag will be declined. If you don't understand the reason for being declined, you can always ask (and if more than a couple in a row have been declined, you probably should).


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Is Q about negociating republishing other games on-topic? (alternative take & clarification of rule)
(This question is already being discussed for another reason on whether or not it is on-topic or off-topic.)
The help centre includes "publishing" under project management.

project management (testing, team management, scheduling, publishing, etc)

My interpretation is that this applies to one's own game project as part of protect management. And has to be an integral part of one the last steps of game development (getting it published).
Edit: moved my opinion to an answer to have a place to vote separate from the meta question.

This (to me) is a question about how to conduct a generic business negotiation, not specific to game development, and not about developing a game nor being a game developer unless it's about self-publishing or negotiating your own game's publication.

I think the topic is relevant to game development; we're talking about negotiating a deal for IP rights to a game, and the usage of those rights in a game publishing context which is something game development professionals familiar with the process could give unique insight on. I've thought about answering it myself, however...
...I'm not sure it's on topic because it's so broad. It's basically one step away from the game publishing equivalent for "how do I get started?" and thus I've been on the fence about it.

I agree with the points about it being on-topic as relevant to game development.
I don't think it's necessarily too broad. The concept is broad & part of the question is asking about the the concept in very general terms. However, OP also has provided a context - they tried something & it didn't work they way they expected & they're trying to figure out why that might be the case.
Taken as a debugging question (albeit oof process rather than code), I think it passes.
To be fair, it could be better: OP could have more clearly indicated the relative size & reputation of their business as well as that of the IP being sought.

Republishing other games (not porting, not updating, not adding DLC) seem no different than negotiating & acquiring rights to republish a movie, book, music album.
This is a question about how to conduct a generic business negotiation, not specific to game development, and not about developing a game nor being a game developer unless it's about self-publishing or negotiating your own game's publication.

Those upvoting this should consider voting to close the question too :P

There is no better site (no business SE, no publishing/licensing SE) so in any case it should stay on GameDev.SE (for now) as it is the site most related to this topic.

I can't vote on my own answers but this would be my vote. I think there should be a business.SE and Qs on running a publishing business should go there. But they can stay here for now.

When I asked about migrating a question to SO, I was told that the absence or presence of another SE shouldn't be a factor.  If the community consensus is that it was not on-topic here (due to subject matter or any other criteria), then we should close it. We shouldn't keep barely on-topic things that don't have a better place to go & we shouldn't throw out on-topic things that might also fit other SEs.


text:
How to ask this question, which has a 7-year-old duplicate?
I want to post a question about creating a "game UI" with javascript and HTML5 canvas. I'm not sure how to keep it on topic because

It's basically a recommendation question,
It's already been asked and answered here.

The existing question was asked 7 years ago (active 4 years ago) and the web has changed since then. Is it appropriate to ask the same or similar question now?

Please elaborate on the "the web bas changed since then" statement. Today's standards came out a while ago and the answer doesn't depend on versions either. And yes, it will probably be closed if you don,'t have specific stuff in mind.

@Bálint Was being vague here because I don't know the exact history, but HTML5 has evolved from a living standard to w3c 5.1 and browser support is more consistent with WebGL.

This is why I think questions grounded in or about the timeliness of technology shouldn’t be on-topic here in the first place :(

As an alternative, rephrase your question so it’s more narrowly focused on a specific technique and a problem you’re having with it, or similar. Something like “I tried this, I wanted this result, I got this instead, what can I do about it?”
As long as you're not asking for broad lists of techniques or unfocused strategies or technology recommendations, you can probably phrase a question that isn’t a clear duplicate of the above.
In the worst case scenario, you ask it, it gets duped, and we can figure out how to edit your specific question to make it unique.

You should start a bounty on the question.
Bounties are there to bring attention to the question, and you don't have to be the one who asked the question to start a bounty on it.
When you start the bounty, you have to specify why you start it, and there is a reason with your context: Current answers are outdated -- The current answer(s) are out-of-date and require revision given recent changes.

Once you've selected the reason why you start a bounty, you can also specify a custom message (3000 characters) to add more details about why you start it and what you're after (keep in mind that the new answers will still have to answer the question).

You will not be able to change the accepted answer, but you'll be able to give the bounty to the most helpful answer.


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How should we handle questions asking for specific legal advice?
While questions that touch on the law are generally on-topic here at Game Development, there are subsets of that topic that I think we should clarify our position on.
In this case, I'd like to discuss questions that ask for specific legal advice. By that, I mean questions that lay out an asker's particular scenario in detail and solicit the community for guidance to handle that scenario or an interpretation as to whether that scenario violates some law.
How should we treat such questions?

I think we should adopt Law SE's policy, which makes these questions off-topic.
As with anything we consider off-topic, if it's possible to edit a question into something that is on-topic (in this case, likely by making it more general and removing the aspects of the query that "personalize" it just to the asker), we should.
Similarly, if it's possible to close the question as a duplicate of an existing more-canonical form of the question, we should do that. We already have established this specific precedent for some such queries, such as the variety of questions pointing to "How closely can a game legally resemble another?"
But providing detailed, customized legal guidance to a specific scenario isn't our wheelhouse, it isn't really within the realm of the site's responsibility (although the broader shape of the law around business of making games can be), and it shouldn't be something we entertain.


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Should we remap the "legal" tag?
Continuing the trend of law-related meta questions... is there anything we can do to the legal tag to provide better guidance as to its use and the kinds of law-related questions that are acceptable here?
Or is it fine as it is?

One thing I've been thinking we should do is merge it into a more specific tag to provide clearer guidance. Especially if we adopt Law SE's policy on specific-advice legal questions, inspection reveals that the majority of our law-related stuff concerns intellectual property. Copyright and trademark, most often.
We could remap legal to intellectual-property to more clearly indicate that that is the basic scope of the law questions we handle here.

I think this is a good suggestion, although I'd have something to say about the implementation of this. I suggest that we manually remove the [tag:legal] from all the questions, re-adjust the tags appropriately and review them to close them if needed. Then, when there are no more questions tagged with legal, we create a synonym of [tag:legal] to [tag:intellectual-property]. This will be easier to review them like that compared to doing it after the fact :p


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Community Promotion Ads - 2018
It's almost February in 2018, which isn't supposed to be the proper time to cycle these, but for this year it'll be once again, so we'll be refreshing the Community Promotion Ads for this year now!
What are Community Promotion Ads?
Community Promotion Ads are community-vetted advertisements that will show up on the main site, in the right sidebar. The purpose of this question is the vetting process. Images of the advertisements are provided, and community voting will enable the advertisements to be shown.
Why do we have Community Promotion Ads?
This is a method for the community to control what gets promoted to visitors on the site. For example, you might promote the following things:

cool game development related open source apps
the site's twitter account
scripts packs or power tools
project or blogs from notable or just community devs
cool events or conferences
anything else your community would genuinely be interested in

The goal is for future visitors to find out about the stuff your community deems important. This also serves as a way to promote information and resources that are relevant to your own community's interests, both for those already in the community and those yet to join.
Why do we reset the ads every year?
Some services will maintain usefulness over the years, while other things will wane to allow for new faces to show up. Resetting the ads every year helps accommodate this, and allows old ads that have served their purpose to be cycled out for fresher ads for newer things. This helps keep the material in the ads relevant to not just the subject matter of the community, but to the current status of the community. We reset the ads once a year, every December.
The community promotion ads have no restrictions against reposting an ad from a previous cycle. If a particular service or ad is very valuable to the community and will continue to be so, it is a good idea to repost it. It may be helpful to give it a new face in the process, so as to prevent the imagery of the ad from getting stale after a year of exposure.
How does it work?
The answers you post to this question must conform to the following rules, or they will be ignored.

All answers should be in the exact form of:
[![Tagline to show on mouseover][1]][2]

   [1]: http://image-url
   [2]: http://clickthrough-url

Please do not add anything else to the body of the post. If you want to discuss something, do it in the comments.
The question must always be tagged with the magic community-ads tag. In addition to enabling the functionality of the advertisements, this tag also pre-fills the answer form with the above required form.

Image requirements

The image that you create must be 300 x 250 pixels, or double that if high DPI.
Must be hosted through our standard image uploader (imgur)
Must be GIF or PNG
No animated GIFs
Absolute limit on file size of 150 KB
If the background of the image is white or partially white, there must be a 1px border (2px if high DPI) surrounding it.

Score Threshold
There is a minimum score threshold an answer must meet (currently 6) before it will be shown on the main site.
You can check out the ads that have met the threshold with basic click stats here.

This is a demonstration post to indicate how this should look when an ad is posted. It also doubles as your twitter ad, but it's up to you if you wish to promote it by voting

For more information about this ad, please see this Retrocomputing Meta post.

This ad is by DaaaahWhoosh at Worldbuilding :)


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Should we have a [warcraft3] tag for modding and the like?
It took me some time to gather the information I needed for a certain problem, and so I thought that I would post that here.
To be more specific:  the information pertains to editing Warcraft 3 maps.
Seems to me like would be rather too specific for here, but the What topics can I ask here? indicates otherwise.
I'm not asking whether I should post my Q–and–A:  I'll do that and judge by the reception.
I am asking for a new warcraft3 tag; if someone thinks that none should be made, then please explain for posterity.

Tags cannot just be created on their own. They have to be added to a question. What questions do you think deserve this tag? If there are none currently, you can ask some. Modding is certainly on-topic here, as long they aren't too broad / "how to get started" / opinion-based / whatever other off-topic reason.

You don't need to wait for the tag to be created to post your Warcraft 3 modding question - or any other topic.
Once we have a question or a few about that topic, any user with 300 reputation can add the tag by editing the question to add it.
Our tags are generally descriptive, meaning they're about the kinds of questions we have, rather than prescriptive, about the kinds of questions we're allowed to have.
We sometimes confer on Meta to rename/merge/synonym-ize or blacklist tags if we find they're over-broad ("meta-tags"), excessively granular (like tagging each version of a largely consistent line of tools), or leading users astray from constructive Q&A practices. But for the majority, if an established user found it useful enough to add, then it's probably a useful tag, or at least not harmful. ;)


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To what width should I limit my hexdump output in posts?
The default for many programs which output a hexadecimal dump of data is often 16 columns of octets.  Defaults for binary or octal dumps are often different, but usually something similar to that width.
However, that could be awkward for users on mobile devices with narrow displays.  Add the offsets and the US-ASCII rendition on either side, and it can be quite wide in a monospaced font — especially if you separate each octet for better visibility.
If there isn't a recommended maximum width for GameDev Stack Exchange, then perhaps it should be discussed here.
I ask this here rather than on the mother of all metas because I think the needs of different sites would have some bearing on this.  (Also, I think that the aforementioned site is a disaster that should be avoided like the plague, but whatever.)

Format to whatever width seems appropriate for your question.
I don't think this is something we need a rigid standard for. We certainly don't worry too much about the line width of regular source code people post.
If you want to try to find a way to format your question so it reads well on mobile as well, great. But I wouldn't worry too much about it. The vast majority of questions and answers we get here don't look amazing on mobile no matter you slice them.

That's a good point:  if readability is important, then the width should vary if it helps whatever text best convey useful information.  Personally I disagree that we should ignore a certain format of presentation simply nothing else here does, but that is, of course, beyond the scope of this meta site.


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How should we handle answers that violate terms of service?
We have a question asking how to remove a splash screen from the free version of Unity. Currently, the option to modify the splash screen is determined by the license. This is also covered in their support/faq.
The poster claims to have a solution using a memory scanner/hex editor/debugger.
This sounds like it would violate their terms of service:

General Restrictions. Except as expressly specified in this Agreement, you may not: (a) copy (except in the course of loading or installing) or modify or create derivative works of the Unity Software;
...
Accordingly, you agree not to disassemble, decompile or reverse
  engineer the Unity Software, in whole or in part, or permit or
  authorize a third party to do so, except to the extent such activities
  are expressly permitted by this Agreement or by law notwithstanding
  this prohibition.

So, my question here is, how should we handle answers that violate terms of service? We have some questions that mention jailbreaking, but I didn't see any that describe how to jailbreak. In contrast, this situation involves giving instructions.
The closest stack exchange related answer I could find focused on questions about getting away with breaking the law. Breaking ToS isn't necessarily the same as breaking the law though, so I thought this warranted some meta discussion.

I believe that the answer you're referring to would only skip the logo on one's own computer;  it doesn't sound like something that would be baked into the mod and be redistributed;  just let the modder skip past the logo on their own computer, for the sake of faster iteration times during development of the mod.  I'm far less concerned about that than I would have been if it was asking for a way to remove the logo in redistributions.

It is not StackExchange's staff's, moderators' or users' responsibility to monitor 3rd party ToS violations.
So we should do nothing about it.
If Unity gets fed up, they'll give SE a call and SE will take care of it.
Further reading: Should moderators enforce NDAs for software vendors?

One of the tricky parts in here is how is the ToS interpreted.

Unity also provides a downloadable software component (the “Unity Software”),

Here, the "Unity Software" sounds to me like it is what you download from Unity's web site: what you use to edit and program your game and what you use to build your game; not the games made with Unity.
In this case, the ToS would not apply to these games and modding a game made with Unity to remove the splash screen would totally be legitimate.
Now perhaps the game they're trying to mod has their own ToS which prevents users from removing the splash screen, or modding it altogether.
As a side note, IANAL, so all of this second part might be rubbish.

We had another question about the interpretation of this ToS, and though I'm also not a lawyer, I think Stephane Hockenhull's statement is correct, that the exported game contains the runtime engine which is part of "The Unity Software" in this sense. That said, I don't think players are prompted to agree to that ToS the way the developer is when downloading/installing Unity, so I don't know if they're bound by similar terms. There might be DMCA protections though where the "digital lock" put on the splash screen has its own rights somehow

The prior post "Should moderators enforce NDAs for software vendors?" does seem to handle most of the issues - good find.

@DMGregory Hmmm, IANAL, but I also agree that ToS might be less applicable here & DMCA moreso.

I'm uncomfortable with your claim that removing an author's attribution from a creative work "would totally be legitimate", if there is no ToS in force.

I think we should vote to close questions about how to violate ToS. Would not want a cease and desist sent to SE over one of these.