If you’re down to that sort of decision-making, you have to measure.
2,945 karma · joined September 12, 2014
If you’re down to that sort of decision-making, you have to measure.
I’ve read a few of those threads, but often it’s people at cross-purposes with the goals of Anubis. Is there a chance you could clarify the “not working” bit?
[1] https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-rep...
I wonder if he’s an exception that proves the rule like you mention, or if his experiences in his youth working on tabletop games contributed to his design sensibilities in the 90s.
Or, you’re always learning new things and encountering new elements, be it plot, interactions, or simply exploring. The replayability ends up feeling quite arcade-y too, trying for a particular outcome.
If anything, FIFA was probably getting an incredible deal from EA given the cost of making AAA games today.
Since they’re so memorable, it’s usually an easy way to make someone’s day without much time, money or effort. There’s also very little scrutiny in what you write, so even an in-depth episode about sun glare at the bus stop goes a long way.
Compared to other engines, making a new material asset is easy for someone less technical to do willy-nilly.
You can occasionally get one where a very final version copies straight off a PS5 disc.
Or, if the machine-generated programming is that good, it shouldn’t be prohibitively difficult to surpass the handwritten version.
I’ve worked on a few AAA games with large install sizes, and I personally don’t believe this to be true. Or, I think it’s due to a lack of financial/organizational incentive to skim things down. The cost of storage and distribution is offloaded to the digital marketplace and consumer. Nobody’s KPI is tracked to the download size.
In projects of that size, you’re often trowling through a big proprietary graph of assets. This might be akin to UE’s reference viewer, or maybe less sophisticated. It’s hard to do and very unlikely to be on the roadmap.
Would it be difficult to make a PC with a similar power/performance profile?
I can understand how git isn’t always appropriate for less technical workflows and large file sizes, but p4 pain is its own character.
Adding in Handbrake, it wasn’t that bad of a setup!
There tend to be a lot of drive-by AI PRs attempt to “re-add” the feature, often not quite addressing the situation comprehensively. It seems like a bit of a local minima trap for the bots. [3]
[1] https://app.opire.dev/issues/01J8YJ06HPSY7ZAMAW08T83YBD
[2] https://godotengine.org/article/live-from-godotcon-boston-we...
When I browse the candy aisle at the store, I often wonder if certain treats tend to be better than others for administering glucose. In your experience, are there ever certain properties of candies that are more useful than others?
I often wonder if it’s the statistical nature of the LLM mixed with a request in the prompt.
Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1] Doom was an exercise in both creativity and expertise.
[1] https://www.designroom.site/shadow-of-the-colossus-oral-hist...
Making a new DE plus compositor is a lot of work, but I do hope it works well for the Pop_OS developers.
I ask this as someone who has no love or support for the Liberals.
Funny enough, I want to see a version of Chungking Express that feels processed to look like an early-2000s digital camera.
A Commodore 64 was a cool gadget, but “the family computer” became a device that commoditized the productivity. The opportunity cost of applying a computer to try something new went to near zero.
It might have been harder for someone to improve the productivity of an old factory in Shreveport, Louisiana with a computer than it was for the upstarts at id to make Doom.
When I read the responses to this document, I wonder if Dragon Ball is the same, where the collective nostalgia is actually quite diverse.
It feels very much like it’s cobbled together from the libdragon examples directory. Or, they use hardware acceleration for the 2D sprites, but then write fixed-width text to the frambuffer with software rendering.
I always wondered if that contributed to the pathfinding regressions that were talked about online. Or, you learn about compiler-induced accidental UB in school, and part of me wondered if something was happening there.