text:
Temporary policy: ChatGPT is banned
You may have seen a similar policy announced on StackOverflow's meta. While it's not enforced network-wide, we the moderators feel that the risk of posting plausible-sounding generated answers rather than correct answers is too high.
In particular, users have been observed using ChatGPT to farm reputation from low-activity questions with bounties across many StackExchange sites - including ones where they lack the domain expertise or even language comprehension to judge whether the answer is correct - knowing there's a chance their generated answer will be awarded the bounty by default even if it is incorrect. This practice is actively harmful to users posting questions and bounties on this site, so intervention to reduce this abuse of the system is warranted.
For these reasons, we will follow the same policy announced for StackOverflow:

the use of ChatGPT or similar large language model AI to create posts here on gamedev.stackexchange.com is not permitted.
Posts created with ChatGPT or AI are subject to deletion without notice.
If a user is believed to have used ChatGPT after the posting of this temporary policy, sanctions will be imposed to prevent them from continuing to post such content, even if the posts would otherwise be acceptable.

Related: How can we determine whether an answer used ChatGPT?
Do we have a different policy regard that aspect? Does discussing detection / reporting of ChatGTP on GDSE need to be its own post?

Similar to the answer at that link, I think it's best to not publicly disclose all our detection strategies, since that can be used to tailor evasions. For now, if users want to flag content that they believe to be abuse of this technology, the moderators will look into it. We're not asking users to scour all posts for evidence of AI use, but noticeably wrong / unhelpful answers may merit flagging for additional scrutiny.

I meant more specifically, what action non-mods should take in terms of detection & reporting - that wasn't addressed in the answer, but your reply about flagging pretty much covers it for me.


text:
2022: a year in moderation

As we say goodbye to the old year and welcome the new one, we have a tradition of sharing moderation stats for the preceding calendar year.
As most of you here are aware, sites on the Stack Exchange network are moderated somewhat differently to other sites on the web:

We designed the Stack Exchange network engine to be mostly self-regulating, in that we amortize the overall moderation cost of the system across thousands of teeny-tiny slices of effort contributed by regular, everyday users.
-- A Theory of Moderation

That doesn't eliminate the need for having moderators altogether, but it does mean that the bulk of moderation work is carried out by regular folks. Every bit of time and effort y'all contribute to the site gives you access to more privileges you can use to help in this effort, all of which produce a cumulative effect that makes a big difference.
So as we say goodbye to 2022 (and where did January go, right?) and dive head first into 2023, let us look back at what we accomplished as a community... by looking at some exciting stats. Below is a breakdown of moderation actions performed on Game Development over the past 12 months:

Action
Moderators
Community¹

All comments on a post moved to chat
12
0

Answer flags handled
198
39

Answers flagged
52
185

Comment flags handled
81
122

Comments deleted⁷
1,325
548

Comments flagged
8
195

Comments undeleted
37
0

Posts bumped
0
2,944

Posts deleted⁶
171
1,502

Posts locked
4
30

Posts undeleted
9
48

Posts unlocked
1
0

Question flags handled⁵
67
49

Questions closed
469
34

Questions flagged⁵
13
115

Questions merged
2
0

Questions migrated
1
0

Questions protected
1
3

Questions reopened
23
0

Tag highlight language set
1
0

Tag synonyms created
1
0

Tag synonyms proposed
1
0

Tags merged
1
0

Tasks reviewed⁴: "Close votes" queue
28
190

Tasks reviewed⁴: "First answers" queue
8
538

Tasks reviewed⁴: "First questions" queue
20
1,368

Tasks reviewed⁴: "Late answers" queue
1
199

Tasks reviewed⁴: "Low quality posts" queue
5
71

Tasks reviewed⁴: "Reopen votes" queue
4
21

Tasks reviewed⁴: "Suggested edits" queue
107
458

Users contacted
2
0

Users destroyed³
15
0

Users suspended²
1
32

Footnotes
¹ "Community" here refers both to the membership of Game Development without diamonds next to their names, and to the automated systems otherwise known as user #-1.
² The system will suspend users under three circumstances: when a user is recreated after being previously suspended, when a user is recreated after being destroyed for spam or abuse, and when a network-wide suspension is in effect on an account.
³ A "destroyed" user is deleted along with all that they had posted: questions, answers, comments. Generally used as an expedient way of getting rid of spam.
⁴ This counts every review that was submitted (not skipped) - so the 2 suggested edits reviews needed to approve an edit would count as 2, the goal being to indicate the frequency of moderation actions. This also applies to flags, etc.
⁵ Includes close flags (but not close or reopen votes). Community can handle these flags by at least one person voting to close a question that has a close flag.
⁶ This ignores numerous deletions that happen automatically in response to some other action.
⁷ This includes comments deleted by their own authors (which also account for some number of handled comment flags).
Further reading:

Wanna see how these numbers have changed over time? We posted a similar report here last year: 2021: a year in moderation

You can also check out this report on other sites

Or peruse detailed information on the number of questions closed and reopened across all sites

Wishing everyone a happy 2023! ^_^

I appreciate the report on closed questions across all sites! Sometimes it feels like we shut a lot of stuff down. But the %s were both lower than I thought & lower than many of the other stacks.

I think the 37 comments undeleted is almost entirely from me fat-fingering the "delete" button when I meant to hit "edit"

Community Bot hitting hard with almost 3000 bumps in one year

@Steven have a look at this other post and the ones linked therein for some context on what that means, and how to address it. While some of the stuff on those posts might be specific to other sites' contexts, the general guidance might still be useful here, especially if those 3,000 bumps clog up the front page.

source: Stack Exchange

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

sort: votes


text:
How should we deal with edits that 'evolved' a question?
I just ran into a proposed edit to this question in the review queue. The edit seemed reasonable on the surface - there was some dead text from an image link that had been partially removed on a previous edit.
But when I dug into it, I was really uncertain about the whole thing. The question 'evolved' with a insertions, changes & deletions as it was being worked out. I suspect some of the alteration probably shouldn't have been made, but given the question as it is now, how should it be dealt with? There doesn't seem to be a good single point to roll it back to, but leaving it as it is seems to leave it in a state that's less useful to other who might have run into the same problem.

FWIW, the proposed edit is meaningless. I doesn't make the post easier to read; it even makes it harder because it removes the possibility to click on the image and see it full size, which is much useful in some situations.

Oh! You're right. I missed that; when I looked at the side-by-side, I didn't catch that the image outline color was different. Aside from judging the most recent proposed change (which I now think should be rejected), I'm still interested to know what to do with the rest of the question.

In this specific case, the question has two answers that have been written/edited before a certain number of additional edits have been made, and one of them has been accepted. You've probably concluded that the edits made after those answers have been posted are not needed.
In this situation I'd remove the "Edit #:" "labels" and make sure the question feels "whole", and make sure that the text "fits" what the Answers propose. Kind of like Jeopardy! where you have to figure the question to the answer given.
On a final note, I would keep the last part where they show their results; it's not part of the question, nor does it give an answer, but letting people show off their work and sharing their happiness resulting in them solving their issue is good for them

In general, a question that has a lot of "Edit #:" should be edited in a way that makes it whole and makes it relevant to the actual problem the user is trying to have solved. If an edit or a chunk of code adds more noise that signal, it should be removed.
Again, in general, if the edits and additions add so much confusion that it's now hard to figure out the core of the issue, votes should be applied on the question to help convince the user to figure of a better way to ask the question.

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


text:
Is it off-topic to ask about developing game consoles here?
I've asked this question on Arqade and this was one of the sites I was directed to, so I'm seriously hoping I can find a place where I can ask this.
Anyway, here's a bit of context: my friend and I opened a technology company (Opportunity Computing) and we've decided to build a game console made for custom ordering. One day, I was sitting in my office and my friend proceeded to walk in and dump some parts on the desk. He told me to throw something together. I'm clueless as to what to do. I need to find an SE site that can help me out.
question: can I ask questions about development of a game console.

For the construction of the actual hardware and physical interface (controller, buttons, housing, connection ports), you'd probably want to go to other StackExchange sites including:

Retrocomputing (if this console is meant to evoke the style/workings of old hardware)
Electronics / Electrical Engineering
UX (User Experience - has an active industrial design tag)

What we can help you with is the interface between the console and the game developer, things like...

Software development environment and practices for developing games for the console.

API design for how games communicate with the hardware for things like input, audio/video/haptic output, file loading & saving, user profile management, networking, etc.

Certification processes for vetting that games run correctly on the console / comply with quality standards.

Developing demo apps to test and prove the hardware, or educate developers about how to work with it.

Questions about these areas should generally be on-topic here, as long as they follow other guidelines in the on-topic and off-topic help pages. (i.e. questions should not be about how to get started, be overly broad or ask for open-ended lists of resources / links, be primarily discussion or opinion-based, etc.)


text:
How should we create / adjust tags to account for Godot versioning?
Godot 4.x has numerous differences from 3.x, so it seems logical that it should have its own tag. But that would leave us with Godot & Godot4, which seems a bit confusing.
Potentially complicating things, both 3.x & 4.x have standard versions & versions with .Net/C# support. I'd favor using separate tags to indicate C# use rather than add something like Godot4C# as its own tag, but I thought it was worth mentioning.

AFAIK, we typically create version specific tags when there are significant differences in architecture and API that would make answers specific to a version irrelevant for another version.

I propose the following:
Keep the unversioned godot tag
This tag would act as a default landing point for less experienced users that aren't familiar with the version differences. It also would serve general Godot questions that aren't affected by or concerned with version differences.
Add versioned tags for both godot3 & godot4
These allow users that are familiar with &/or affected by version differences to signal their needs up front.
Retag godot with versioned tags where applicable
As indicated in the comments, there's about 200 total Godot questions. Filtering with search we have:

Only four of them include 4 in the title.
About 50 include 4 anywhere.
Six with 3 in the title.
60-70 with 3 anywhere.

I'd say we retag the ones with versions mentioned in the title first. If folks want look through the others, that's great, but if not, we can leave them to be organically retagged over time as needed.
Update the tag guidance to reflect the above changes
Generally a good idea, though I question how often it gets read.
I patterned this solution based on how we handled directx & the related version tags.
One problem with this solution is that there may be times where a question gets tags with version X, but the situation isn't really version specific. I'm not sure if we should advise domain experts to notice this and retag with godot instead or if it's fine to leave it up to the reader to determine which posts to read through.
Also, I'm not sure if versions 1 & 2 need tags of their own or not. Currently we have:

Zero questions created between 2012 to Feb 2016 which covers the time between Godot 1 & 2 being released. This is just the "certainly version 1" range as it's possible that Godot 1 questions could have been asked after 2015.
37 questions created between Feb 2016 to 2017 which covers the time between Godot 2 & 3 being released; this is the "certainly < version 3" range.

I based the above off the data in the
Godot release policy page.

I wasn't able to find a way to capture a URL that showed a search through the tags for all the various directx versioned tags. If someone figures that out, please toss in an edit!

I like this except for the "keep the unversioned godot tag". I think that's a recipe for ambiguity when a new user tags their question godot, asks "how do I do X?" and the first comment inevitably has to be "...are you using Godot 4?" because the answer is different in each version. I think forcing a new user to make a choice when tagging is helpful and a not-unreasonable amount of friction. Do we have questions that are specific to Godot 1/2 that need coverage?

That's a good question -  I'm not familiar with versions 1 or 2, but I can update my answer to at least acknowledge them & if I find something substantial, I'll update to include relevant info.

I'm a newcomer to this specific stack exchange, learning Godot. Was trying to tag my questions with both godot and godot-4 when it was specific to v4 being different from v3 (but wasn't allowed to do so because I haven't enough reputation to create tags from a question). - Either way, as someone learning Godot I find that 95% of all stuff is not version-specific and having all three options is useful.


text:
Use [construct] tag instead of [construct-2]
I'm using Construct 3 a lot and I noticed that there are very few questions about Construct here, under the construct-2 tag. Most of these questions, obviously, refer to Construct 2, its previous, obsolete version.
I believe that renaming the tag to construct and creating a synonym from construct-2 could attract more public. I don't think we'd need two tags even if we had more traffic.
I know there are very few people interested, apparently, but it might be a kind of egg-chicken situation, because lacking a proper tag can discourage prospective users.
Thanks.

One thing that often works well for this kind of topic is to post an answer offering a proposed solution, even if it's not one you're sure about, then folks can up-vote it if they like it, or it can spur them to post alternative solutions if they don't.

Thank you. It makes a lot of sense. I was being cautious because I'm not active on this site and my privileges are ridiculously low. :-) I'll make a bold edit by turning my "wondering if" sentence into an actual proposal.

I'd recommend putting proposals in answers - that way folks can upvote their favourite proposal out of multiple, separately from upvoting the question as a good question to discuss.

AFAIK, we typically create version specific tags when there are significant differences in architecture and API that would make answers specific to a version irrelevant for another version. This practice may be irrelevant in the case of low-traffic tags.

Proposal:

New construct tag used for Construct 3 and for the rare legacy question about Construct 2.
All questions tagged as construct-2 to be re-tagged as construct.

No need for synonyms and version-based tagging actually.
Rationale for keeping Construct 2 and 3 together: Construct 2 is obsolete and incompatible with Construct 3, but at the same time many techniques and tricks are overlapping. Remember that this is visual programming, therefore even if the project files are incompatible the solutions can be similar.


text:
Middle Sidebar Advertising
As you all know, advertising is an important source of revenue for Stack Overflow and it helps us support all the sites across the Stack Exchange Network and the resources that go into maintaining and improving the experience on the platform. We are going to be introducing middle sidebar ads, which have been on the main Stack Overflow site for years, to some of the tech sites including Game Development.
The middle sidebar ads have the same standards as any other ads on the platform. Ads are non-intrusive and static. Ads go through a vetting process to ensure they are appropriate for the communities on Stack Exchange. If you see an ad that may not follow our established standards and guidelines, you can let us know by using the "report this ad" functionality. Here is a mockup of what these will look like when two ads are showed (the existing ad placement and the new middle sidebar ad placement):

heads-up before you started seeing them. Ads are an essential line of business for us and we’re committed to giving you advanced notice whenever we introduce a new form of advertising on the network sites. If you have any questions or concerns, please let us know.

It's hard to "upvote" this because ugh ads, but I understand it helps pay the bills (so it doesn't deserve a downvote either), thanks for letting us know!

@Vaillancourt are you sure it helps pay the bills? Do you know how much revenue currently comes from the ads on this site?

@user1271772 what makes you believe otherwise?

@Vaillancourt what makes you believe what you do? A quick search of Nasper's quarterly reports tells us that SO is making millions of dollars of profits per year and mainly from SO Teams rather than from advertising. Also, why is this relatively small site having to put up with ads while much larger SE sites that would actually generate revenue from ads, are not getting these middle sidebar ads? SO's profits per employee are much larger than they need to be, especially for a company whose value came almost exclusively from volunteers that don't get paid a cent.

Revenue from SO Teams is not revenue from GDSE. Without ads, GameDev.StackExchange would still be a net loss to host.

@DMGregory why is it that you didn't ping me in that comment? Also, do you have proof for your claim? For example, how many SO Teams subscribers came from GDSE? I subscribed to SO Teams and I found out about it because I was an enthusiastic user of a small SE site. Also, even if your unsupported claim were true, you haven't addressed the second point, which is why does GDSE need to make a net profit while the vast majority of the SE sites don't? Most SE sites will not be getting these huge middle sidebar ads, and also, the revenue from ads might be small, and might cause users to leave.

I don't appreciate the "as you all know" lead. I didn't know.

I'm not enthusiastic about ads.
With respect to the addition of ads as described, I greatly appreciate that they are:

static
non-intrusive

Personally, I might prefer if they were placed between the "Related Questions" block and the "Hot Network Questions" block, but it's hard to say if that would make much a difference.

Why not below the HNQ?

Completely agreed. I'm not a fan of ads either, but hosting a site has costs. If an ad helps keep this community alive, so be it. Especially if they are static and non-intrusive.

@user1271772 I'm conjecturing on personal preference w/in the context of the format mentioned in the post. Placing it between existing items satisfies the middle constraint. Related questions are usually significantly more relevant to me than HNQ; I don't mind HNQ getting bumped down by ads. Time will tell if bumping RQ will matter to me that much or not.


text:
Adding external self written code link to own question?
About 8 months ago, I asked a question on gamedev:
Consistent cross platform procedural generation
The discussion there inspired me to write some C and C++ code myself to deal with the issues raised in the question (I couldn't find anything existing that really fit my use case), which I have been successfully using for a while. I just split out into its own public github repo.
My question: would it be appropriate to provide a link to the repo (with an appropriate disclaimer that the question author wrote it)? I think it would be of some value to someone else that came here with a similar problem, and the code is too big to paste directly.
If so, would it be most appropriate to (1) add it as a note to the end of my question that this was the direction I went, or (2) add it as a new answer?
I don't consider this a duplicate of:
Is it good tone to link your own (open source) projects to support your answer?
as in this case it was my question originally. When I asked the question I wasn't expecting that I'd write this code myself (I was expecting "everyone uses <...>" which I'd then go and use too).

Not only is it appropriate, but it is encouraged to answer your own question.  However, do not provide a link-only answer.  In addition to the link, provide a summary which can stand alone should the link ever rot.  Thank you for your contribution!

My main concern was that answering my own question with a link to my own project could be seen as spamming, but that is a very good point - I'll post information that stands alone along with the link, including some sample code.

I feel like my answer for the linked question holds for this one as well. Since this answer seems to be in the same spirit, I'm upvoting rather than repeating.


text:
What is the correct way to request a tag be added?
I'm looking to add a tag for a new engine/game/sandbox experience called Resonite. This platform has scripting which is done in-game using a node based language, the experience revolves around collaborating and socializing while still focusing heavily on the development side of asset creation.
I'm not sure where to go to ask about adding a tag as it appears to be different for each stack exchange. Any guidance here would be immensely helpful!

Post a question that's relevant to the new tag. If we get enough questions about a topic, we'll add a tag for it.
An engine-specific tag is not a prerequisite before posting the question (since we handle lots of questions that aren't about game engines at all). You can use any other tags related to the problem you're asking about to appease the system and let you post.
If you find no relevant tags exist yet, you can choose a generic tag, then ask here or in chat for someone with sufficient rep to correct the tagging.


text:
List with code renders as expected in preview, but inconsistently when posted
Originally found the problem in this post and was able to recreate it in the formatting sandbox.
The post contains list mark down, the item contents of which are code blocks. The preview renders the list consistently as expected - both items are shown as:
1. block
2. block

But when posted, the the second item gets enumerated as 2) and its vertical alignment is shifted to the right.
Here's my MCVE:
I have tried several different methods that give the same result, not suitable for me.
1)
    QMatrix4x4 mat = m_view * m_projection * m_model;

    QVector3D screenPos(p.x(),p.y(),1.0f);

Preview shows as:

And rendered as a post it comes out like this:


text:
WB Discovery will soon be sponsoring Game Development Stack Exchange
We're excited to announce that WB Discovery will be sponsoring Game Development Stack Exchange beginning November 29, 2023 and ending after six months. We wanted to give you a heads-up and walk you through what it will look like.
How and where will the sponsorship be displayed?
The sponsorship will be shown on the right side of the header at the top of the site in a manner that's similar to the mockup below:

What else changes?
Nothing! Quoting from the original MSE announcement on sponsorships:

First — sponsors do not own these Q&A sites. Sponsors work alongside our communities who ultimately build these sites. Communities ask the questions; communities create the tags; communities conduct elections as they do now, and we are not renaming our current sites like a garish sport stadium to the highest bidder. Any ads a sponsor submits still have go through our crazy-strict ad editorial process… as it has always been. Companies do not have access to personal data, and all Q&A content remains irrevocably licensed under Creative Commons for sharing and attribution.

Sponsorships are a tool that our clients can use to let folks who would be interested in their products know about them.
What if I think I've found a design glitch/bug?
If something looks off, please report it as a bug so we can investigate and squash it.
That's it. If you have any other questions or concerns, please leave them as answers below.
Also, thank you. These types of partnerships help us bring more resources to our communities, and they wouldn't be possible without the work you've put into making Game Development Stack Exchange successful.

Today, I learned not only that Warner Bros. Discovery exists, but that they own a “Warner Bros. Games” division, which owns Monolith Productions (who I know for developing The Matrix Online – though apparently Sony Online Entertainment operated the game for the majority of its run). I probably should've waited until the sponsorship started, but I was curious..


text:
2023: a year in moderation

It’s that time of the year again! As we wave goodbye to last year and welcome the new one, we have a tradition of sharing moderation stats for the preceding calendar year.
As most of you here might be aware, sites on the Stack Exchange network are moderated somewhat differently to other sites on the web:

We designed the Stack Exchange network engine to be mostly self-regulating, in that we amortize the overall moderation cost of the system across thousands of teeny-tiny slices of effort contributed by regular, everyday users.
-- A Theory of Moderation

That doesn't eliminate the need for having moderators altogether, but it does mean that the bulk of moderation work is carried out by regular folks — folks like you. Every bit of time and effort y'all contribute to the site gives you access to more privileges you can use to help in this effort, all of which produce a cumulative effect that makes a big difference in ensuring Stack Exchange sites remain a valuable source of high-quality content on the web.
So as we say goodbye to 2023 (and January 2024… ahem) and move into 2024, let us look back at what we accomplished as a community... by looking at some exciting stats. Below is a breakdown of moderation actions performed on Game Development over the past 12 months:

Action
Moderators
Community User¹
Community²

All comments on a post moved to chat
9
0
0

Answer flags handled
148
56
0

Answers flagged
29
68
99

Bounties canceled
0
0
0

Comment flags handled
68
13
0

Comments deleted⁸
933
21
361

Comments flagged
7
1
72

Comments undeleted
38
0
0

Escalations to the Community Manager team
0
0
0

Posts bumped
0
1,015
0

Posts deleted⁷
129
692
431

Posts locked
1
65
0

Posts undeleted
6
0
41

Posts unlocked
0
0
0

Question flags handled⁶
115
112
4

Questions closed
242
48
3

Questions flagged⁶
32
6
191

Questions merged
0
0
0

Questions migrated
2
0
0

Questions protected
1
2
0

Questions reopened
12
0
0

Questions unprotected
1
0
0

Revisions redacted
0
0
0

Tag highlight language set
0
0
0

Tag synonyms created
2
0
0

Tag synonyms proposed
2
0
0

Tags merged
0
0
0

Tasks reviewed⁵: "Close votes" queue
10
0
200

Tasks reviewed⁵: "First answers" queue
26
0
528

Tasks reviewed⁵: "First questions" queue
30
0
1,037

Tasks reviewed⁵: "Late answers" queue
5
0
173

Tasks reviewed⁵: "Low quality posts" queue
14
0
68

Tasks reviewed⁵: "Reopen votes" queue
0
0
8

Tasks reviewed⁵: "Suggested edits" queue
93
32
251

Tasks reviewed⁵: "Triage" queue
0
0
0

User banned from review
0
0
0

User review-bans lifted early
0
0
0

User suspensions lifted early
1
0
0

Users contacted
1
0
0

Users deleted
0
0
0

Users destroyed⁴
48
0
0

Users suspended³
1
54
0

Footnotes
¹ This refers to the automated systems otherwise known as user #-1.
² This refers to the membership of Game Development without diamonds next to their names.
³ The system will suspend users under three circumstances: when a user is recreated after being previously suspended, when a user is recreated after being destroyed for spam or abuse, and when a network-wide suspension is in effect on an account.
⁴ A "destroyed" user is deleted along with all that they had posted: questions, answers, comments. Generally used as an expedient way of getting rid of spam.
⁵ This counts every review that was submitted (not skipped) - so the 2 suggested edits reviews needed to approve an edit would count as 2, the goal being to indicate the frequency of moderation actions. This also applies to flags, etc.
⁶ Includes close flags (but not close or reopen votes). The community² can handle these flags by at least one person voting to close a question that has a close flag.
⁷ This ignores numerous deletions that happen automatically in response to some other action.
⁸ This includes comments deleted by their own authors (which also account for some number of handled comment flags).
Further reading:

Wanna see how these numbers have changed over time? We posted a similar report here last year: 2022: a year in moderation

You can also check out this report on other sites

Or peruse detailed information on the number of questions closed and reopened across all sites

Wishing everyone a happy 2024! ^_^


text:
Stack Exchange is revisiting moderator elections
Stack Exchange is revisiting moderator elections with the community to discuss what they think needs to be improved over on this meta post. I'm not sure how closely our community members actively monitor SO Meta; I only noticed because it's in my currently featured sidebar.
I'm bringing it up here because our last moderator election (2021) required some extra work to get enough candidates.
I don't know if the nature of elections had anything to do with our difficulties, but one of their state goals is:

Participation in moderator elections is declining. Can we reverse that by changing how elections are run?

Election participation has also come up in a some answers and comments. More generally, it's good opportunity for us to share thoughts & concerns about moderator elections with the larger SE community and the community managers. Thanks considering it.


text:
Accessibility concern about GDSE vote indicator color
The vote indicator coloring on GDSE is more subtle than that of other sites:
GDSE:
GDSE Meta:
SO:
SO Meta:
CGSE:
CGSE Meta:
I'm not sure if it was always like this or if it was something that happened after the last UI update. I just happened to notice because I've recently undone some of my prior votes when revisiting GDSE posts. I can see a difference, but it's not nearly as noticeable to me as the other sites - the other mainline sites include hue changes on their indicators. Full disclosure: I have some color vision impairment. That said, I don't recall this being an issue for me in the past. Is the UI is working as intended? Even if it is, is this an accessibility concern or is it just an issue for me?

This seems to be fixed now. I'm not sure when - I only joined GDSE in early March - but it's currently a nice shade of evergreen for me.

You're right! I didn't pick up on it & notice the change until you brought it to my attention. Thanks for answering & bringing it to my attention & mentioning the color by  name.

You're welcome! It's very similar to the Pantone color by that name.


text:
Are identification questions on-topic here?
I am trying to develop a reboot of a very old game.
Can I ask a questions here asking others to help me identify certain elements of that game?
For example, can I ask to identify a font name (exact or as close as possible) use in that game?

For identification questions, be sure you're bringing them to folks who are experts in the thing you want to identify.
In this example, what you want to identify is a font, so you want to talk to experts in typography: folks with wide knowledge of different fonts, and the techniques and tools/resources to track them down.
Those experts would be graphic designers, not necessarily game developers. The fact that the font appeared in a game is incidental, and probably doesn't give a game programmer or character modeller the insight you need into the font's source. So the audience here at GameDev.StackExchange might not be the best folks to ask.
The Graphic Design StackExchange has a page of guidelines about how to write font identification questions that they'll work with, so that could be a good place to start.
On another note, if your plan is to build on the IP of an old game you did not make and don't presently hold the legal rights for, you may want to read: Can I remake a game and freely distribute it? Or at least privately keep the remake? You may find it safer, legally, to make something that is an homage or spiritual successor, inspired by that game, but not exactly replicating specific identifiable aspects like its fonts or other assets.


text:
Having trouble converting table into MathJax
I'm trying to convert this table into MathJax:

And this is the MathJax code I came up with:
**Table 3.** The regions of the partitioning. Each table entry contains the region name, the algebraic
constraints defining the region, the rectangle point closest to \$P = C + x_0U_0 + x_1U_1 + x_2U_2\$ and
the squared distance from the rectangle to \$P\$.

$$
\begin{array}{c|c|c}
    \begin{array}{c}
        R_{−+}, x_0 < −e_0, x_1 > e_1 \\
        C − e_0U_0 + e_1U_1 \\
        (x_0 + e_0)^2 + (x_1 − e_1)^2 + x^2_2
    \end{array}
    &
    \begin{array}{c}
        R_{0+}, |x_0| ≤ e_0, x_1 > e_1 \\
        C + x_0U_0 + e_1U_1 \\
        (x_1 − e_1)^2 + x^2_2
    \end{array}
    &
    \begin{array}{c}
        R_{++}, x_0 > e_0, x_1 > e_1 \\
        C + e_0U_0 + e_1U_1 \\
        (x_0 - e_0)^2 + (x_1 − e_1)^2 + x^2_2
    \end{array}

    \\\hline

    \begin{array}{c}
    R_{−0}, x_0 < −e_0, |x_1| ≤ e_1 \\
    C − e_0U_0 + x_1U_1 \\
    (x_0 + e_0)^2 + x^2_2
\end{array}
    &
    \begin{array}{c}
    R_{00}, |x_0| ≤ e_0, |x_1| ≤ e_1 \\
    C + x_0U_0 + x_1U_1 \\
    x^2_2
\end{array}
    &
    \begin{array}{c}
    R_{+0}, x_0 > e_0, |x_1| ≤ e_1 \\
    C + e_0U_0 + x_1U_1 \\
    (x_0 - e_0)^2 + x^2_2
\end{array}

    \\\hline

    \begin{array}{c}
    R_{−-}, x_0 < −e_0, x_1 < -e_1 \\
    C − e_0U_0 - e_1U_1 \\
    (x_0 + e_0)^2 + (x_1 + e_1)^2 + x^2_2
\end{array}
    &
    \begin{array}{c}
    R_{0-}, |x_0| ≤ e_0, x_1 < -e_1 \\
    C + x_0U_0 - e_1U_1 \\
    (x_1 + e_1)^2 + x^2_2
\end{array}
    &
    \begin{array}{c}
    R_{+-}, x_0 > e_0, x_1 < -e_1 \\
    C + e_0U_0 - e_1U_1 \\
    (x_0 - e_0)^2 + (x_1 + e_1)^2 + x^2_2
\end{array}
\end{array}
$$

It gives a Missing \end{array} error, but as far as I can see, it's not.  Not sure if it's related, but when I pasted my MathJax code (above), the formatting goes a bit wrong after the first \\\hline; in Notepad++, the code is formatted uniformly (all spaces, no tabs).

I was eventually able to solve the problem & have written up an answer. But I'm not entirely sure if this is a useful/appropriate question to raise on GDSE Meta as I don't think it was a MathJax bug. I found & used the Math sandbox to find my answer, so maybe that's worth leaving up for others to find?


text:
What site should this question go on?
Here is a link to the question (on Arqade) - link
Here is a link to the question (on GameDev SE - link

Here is the question:

Has Riot Games ever said anything about putting VALORANT on Steam?
Have there ever been any rumours about doing so? If so, when was this,
and what was said?
I know VALORANT is available on Windows, which is what I play it on,
but it's not on other OSs (to my knowledge).
Recently, I think, there were some rumours about putting VALORANT on
Linux (pretty sure there's a YouTube video about it)... I'm not sure
how true that it, considering Linux is much less popular than other
OSs (at least, I think it is).

Also, have they ever said anything about why it's not on Steam, considering they would be able to greatly expand their playerbase if it was?

That question was originally on the Arqade SE. It was then closed - the reason why being that it was off-topic, and should be moved to the GameDev SE.
Here is the close reason:

Questions about Game Design and Development are off topic. This
includes speculative questions about developer intent, with respect to
both mechanics and narrative. You might want to ask over at GameDev.SE, but be sure to read their FAQ.

So I moved it. For roughly a day, it was on the GameDev SE. It was then closed - the reason why being that it was off-topic and should be moved to the Arqade SE. Sounds familiar? It does to me too.
So I moved it again. And it was closed again. For the same reason, and with the same suggestion.

So what site should it be on?

Here is a link to the same question on Arqade Meta, if you want it - link

Note the portion you removed from the close reason: "You might want to ask over at GameDev.SE, but be sure to read their FAQ".

"should be moved to the Arqade SE" is also not present in the close reason or any comments left on the question you asked on GameDev.StackExchange. You may have extrapolated that from the experience on Arqade, but it's not something you were told here.