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ffgjgf1
searching PlanetScale…
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451.
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ffgjgf1
3y ago
Also I guess AMD is fine with having much lower margins compared to Nvidia which makes them very competitive in this marker?
452.
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ffgjgf1
3y ago
Depends on your definition of “good” I suppose? It’s hardly that different from caffeine in that sense..
453.
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ffgjgf1
3y ago
> Using open source development tools is fine Yea but the article is claiming that Unity is including LGPL libraries in apps built with Unity, not just the editor itself.
454.
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ffgjgf1
3y ago
> I've never understood the problem with (L)GPL code on iOS devices AFAIK Apple just doesn’t allow apps which don’t that on the app store regardless of how the developer would chose to interpret the license
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ffgjgf1
3y ago
> But is that Unity’s problem? Well: 1. Unity itself is using plenty of LGPL libraries itself so the same concerns apply. 2. If this is not an issue on desktop platforms where you can comply with LGPL there is nothing wrong with allowing
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ffgjgf1
3y ago
Boo ran on Mono though. Their flavor of JavaScript, UnityScript wasn’t even remotely similar to standard JS besides syntax, it also ran on Mono. I vaguely remember them trying Python initially but IIRC Boo and “JavaScript” were always based
457.
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ffgjgf1
3y ago
Is there is other way to describe what was going on in Tigray?
458.
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ffgjgf1
3y ago
> but it is a good point on that topic that Switch games can be distributed without the software store. Perhaps, yet despite that the Apple app store is considerably more open in almost every other way.
459.
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ffgjgf1
3y ago
I’m not sure I understand what you’re trying to say, unions shouldn’t ever comment on decisions they disagree with because they are not helping anyone? > either listen, or ignore what the leadership has to say Or openly criticize those d
460.
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ffgjgf1
3y ago
What do you mean?
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ffgjgf1
3y ago
> 2020 Right.. yet it’s 2024 as far as I’m aware and inflation is tracked on a rolling 12 month basis. If it was only 10% during those 3 years, it’s approximately 3.2% per year which is close enough (of course the official inflation was
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ffgjgf1
3y ago
> I think the answer would be "yes". Hardly. Good luck running non-supported OS’s on iOS devices. So all of the old iphones and ipads are out. Even on Android only a tiny statistically irrelevant proportion would both with this
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ffgjgf1
3y ago
Are there that many smartphones that are actually capable of running YT and have a access to a version of Android/iOS that’s still supported and are 4g only? iPhone 5 was the first to support 4G and I’m not sure the 4s or 4 are really
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ffgjgf1
3y ago
> Conversely, if you don’t like iOS your only other option is Android. Two players. To be fair Google’s control over Android is far more limited. Manufacturers can make significant modifications to it if they wish.
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ffgjgf1
3y ago
How exactly? You can still only run applications approved by Nintendo. Also besides this the Switch is still massively more restrictive than the iOS appstore
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ffgjgf1
3y ago
What are you arguing about then? Nintendo controls the Switch platform much more strictly than Apple does, it’s cheaper and much easier to ship a game on iOS
467.
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ffgjgf1
3y ago
What does that change? Only advantage I can think of is that you can share/resell physical copies
468.
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ffgjgf1
3y ago
> inflation is around 3%. My feel for it is around 9-10% Why do you think that’s the case?
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ffgjgf1
3y ago
> Plus 40k per year for the 20 devs that you face even if you don’t ship. Sure, but that not a significant amount compared to all the other costs > But sure, unreal is a bad choice for shovelware and garbage mobile games. Well it’s a
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ffgjgf1
3y ago
> 1m in revenue is fine, 20% per install fee (which is sketchy to track to begin with) after 200k downloads was ludicrous for an indie, especially on mobile. Yeah. But realistically nobody would have paid that much since it would have be
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ffgjgf1
3y ago
That’s really not true though? He still got about $10 million after his resignation as a reward for his extreme incompetence..
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ffgjgf1
3y ago
The Unity is fee is capped at 2.5% though. For example is your game is $20 it’s between 0.35-0.55%. > Heck at free/open source you’re paying Unreal nothing and Unity a flat rate so then it’s infinite percent of your revenue Unless y
473.
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ffgjgf1
3y ago
> most indies True. But I wasn’t really talking about indies (or not only them anyway). Also the Unity fee/royalty thing doesn’t kick in below 1 million $ AND users, and above that is somewhere between 0.1% and 2.5% depending on you
474.
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ffgjgf1
3y ago
Yeah. But they entirely reversed that part and also the new fees/royalty scheme is perfectly reasonable cost wise > A higher but predictable percentage of sales can be appealing compared to that. Well again the current model is basi
475.
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ffgjgf1
3y ago
> a million dollars with a “few people I’m mostly talking about larger studios with at least 15-20+ people (which isn’t even necessarily that many, the mobile freemium shovelware market is huge). > massive success. It’s not though. 1
476.
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ffgjgf1
3y ago
The massively over hired during 2020-2022. So IMHO the layoffs seem like a good sign (aside from the obvious issue in cases like this, firing the ”right” people is hard if not almost impossible unless you’re removing specific product teams&
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ffgjgf1
3y ago
> aside That’s a massive “aside” though? Unreal’s royalty is 5%? With the pricing changes Unity’s is 2.5% or as low as 0.N% if you go with the instal fees. If each of your developers cost 100-200k or more per year the $2000 yearly licens
478.
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ffgjgf1
3y ago
Retrofitting floor heating might be very expensive though? Especially in some older houses
479.
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ffgjgf1
3y ago
I wonder how many millions they paid him to “resign”?
480.
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ffgjgf1
3y ago
You can pick from either rev share or pay per install now. It also won’t be applied retroactively. But I guess not that many noticed this after the initial outcry
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