https://www.forrestthewoods.com/blog/memory-bandwidth-napkin...
218 karma · joined March 19, 2012
https://www.forrestthewoods.com/blog/memory-bandwidth-napkin...
How about this... stick to small changes, freeze your engine upstream version, or hate your life: pick one? ;)
In my mind, the big win from having the Unreal source code is understandability. But also, in contrast to Unity, if you should for some reason need to—say a critical bug that’s stopping your game from shipping at the last hour—you at least have the option.
I think a better term might be "clone"?
https://www.usenix.org/system/files/conference/usenixsecurit...
>>"I think that everyone age 14 or above ought to take part in sex, though not indiscriminately. (Some people are ready earlier.)"
>In 2006 he was skeptical of the claim that “voluntary” pedophilia harmed children. He wrote something similar in January 2013, but within limits.
>This author opposes such an opinion! However, Stallman later changed his mind and, on 14 September 2019, (belatedly) retracted it.
YIKES. I hadn't even heard that part. Convenient timing to suddenly change his views on the subject.
> Sharing or selling Blender add-ons (Python scripts)
> Blender’s Python API is an integral part of Blender, used to define the UI or develop tools for example. The GNU GPL license therefore requires that such scripts (if published) are being shared under a GPL GPL compatible license. You are free to sell such scripts, but the sales then is restricted to the download service itself. Your customers will receive the script under the same license, with the same free conditions as everyone has for Blender. Sharing Blender or its scripts is always OK and not piracy.
There's something I've been curious about, though, which is that since Blender is licensed under the GPL, aren't all these add-ons also forced to release under a GPL license? Which means the first person to pay the ~$500 is legally within their rights to reupload this product for the rest of the world to download freely?
Not trying to troll, though I worry it may come across that way. It's just that I've actually had a friend try to convince me to work on Blender add-ons for supplemental income, and it seemed like a bad idea for that reason... so I'd like to make sure I'm not missing something.
(I guess you can make the case that all the comparable non-GPL software gets pirated too, but this seemed somehow more demoralizing to me.)
Having heard these claims myself, I firmly believe that developers who eschew debuggers are either severely handicapping themselves out of misguided bravado, or at best are too lazy to invest minimal learning time to establish basic proficiency for huge reward. There's no reason not to avail yourself of extremely powerful tools like that.
That said, maybe don't start with text-mode debuggers...
2 GB: $20/yr 6 GB: $60/yr Unlimited: $120/yr
I've had the paid 2 GB plan for a while, I've got about 800 MB stored with them, and I've been very happy with the service.
Between the Firefox connector, the automated PDF OCR metadata lookup, and the ability to pull in metadata from DOIs, Zotero makes indexing things insanely easy. It's like MusicBrainz for articles. I'm always surprised how many obscure PDFs it correctly recognizes and indexes for me.
I was staying at a hotel recently that wants you to put in your rewards account credentials at the captive portal page, but I couldn't switch over to 1Password to retrieve those credentials without iOS dismissing the portal page and leaving me with no easy way to get back to it. At which point the internet is working, and you're no longer "captive," but the half-completed process implies you want them to bill your room $15 for a day access pass...
"Planning Algorithms" by Steven M. LaValle
>This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning under uncertainty, sensor-based planning, visibility, decision-theoretic planning, game theory, information spaces, reinforcement learning, nonlinear systems, trajectory planning, nonholonomic planning, and kinodynamic planning.
More generally, I am curious how many of the "larger organizations" to which you refer in this context (clients interested in git-annex) are in the games industry, and how seriously interested your company is in trying to cater to that industry's needs? (Lots of game engines enjoy built-in first class support for Perforce due to how established it is in that vertical.)
My takeaway: It's hard enough that I'm probably never going to attempt to implement lockstep simulation, and if I was forced to I'd probably do everything in fixed point for my own sanity.
The concept of version control is much more integrated into the UX of the Unreal tools, with things like visual diff/merge support for assets built in.
Additionally, one of Unreal's killer features for scaling collaboration up with larger teams is the idea of editing a map in multiple distinct layers which are composed at runtime. This means you can have someone working on audio in the audio layer, someone working on collisions in the collision layer, someone working on lights in the lighting layer... all in parallel. If you tried that in Unity, all you'd end up with is a binary blob with a merge conflict, and n-1 people having wasted their time.
Now the free version of Unity also supports the Rift. That is indeed new.
EDIT: I am totally wrong!
That said, I'm still uninterested in using Unity because of the implications of having a black box engine that underlies your project. Being able to step into the engine code is too important to my understanding and my ability to debug problems, not to mention the possibility to implement your own bugfixes or otherwise modify the engine.
In addition, the collaboration story with Unity still isn't great once your team scales past "tiny." Unreal and its Perforce integration were built and battle-hardened in the forge of AAA studios with hundreds of artists; Unity still encourages you to use a proprietary "Asset Server" which they charge extra for, and even then it gets awkward and prone to irreconcilable merge conflicts once you go past two or three people on a team.
Having said all that, yay competition!
According to this thread, as of version 4.6, the maximum supported multiplayer map size out of the box is 20km x 20km. Is this the limitation you were referring to? That wouldn't accommodate an MMORPG or Minecraft, but otherwise seems quite big.
Something I've been struggling with lately is that in my heart of hearts I'm still a game developer, but as a freelancer, it seems to be so much easier to find work doing just about anything entirely unlike game development.
I'm curious whether you would you be able to go into any more detail about how Twisted Oak is structured, or perhaps point to an example of a similarly structured company I could read more about the nitty gritty details of?
"Zinc is an experimental attempt to write an ARM stack that would be similar to CMSIS or mbed in capabilities but would show rust’s best safety features applied to embedded development."