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tal, do games w Microsoft's next-generation Xbox pitched as a "cloud hybrid" console
@tal@kbin.social avatar

modular thumbsticks

Hmm.

So is this modular thumbsticks akin to the Microsoft Elite controller, where you can put taller or shorter stems on or different tops?

Or is it like the Thrustmaster eSwap Pro, where you can remove the entire mechanism beneath, and put something else in (like, say, a more-expensive-but-immune-to-drift Hall Effect thumbstick)?

Callie, do games w Microsoft's next-generation Xbox pitched as a "cloud hybrid" console
@Callie@pawb.social avatar

Pass. As much as I dislike PlayStation after the issues I had with the ps4, I’d sooner swap back than use a cloud console

NOT_RICK, (edited ) do games w Microsoft's next-generation Xbox pitched as a "cloud hybrid" console
@NOT_RICK@lemmy.world avatar

Adorably all digital

Adorable, really?

dan1101, do games w Microsoft's next-generation Xbox pitched as a "cloud hybrid" console

First thing I’ve heard about it and…pass

flux, do games w Microsoft's next-generation Xbox pitched as a "cloud hybrid" console
@flux@lemmy.world avatar

Good luck with that one. Highspeed reliable Internet does not exist everywhere. I’d rather pay for a gpu then deal with garbage gameplay.

datavoid, do games w Microsoft's next-generation Xbox pitched as a "cloud hybrid" console

Boo

ICastFist, do gaming w Roblox awards canceled, dev arrested after "security concern"
@ICastFist@programming.dev avatar

The arrested Roblox developer was later identified as Mikhail Jacob Olson, also known as Simbuilder. Per the Chronicle, Olson was taken in (and later charged) for having a concealed firearm in his vehicle, along with “possession of armor-piercing munition and a large capacity magazine activity.”

Fuck, the dude was ready to commit mass murder. Anyone got more details on him and/or why he might have wanted to kill people there?

Zevlen, (edited )

deleted_by_author

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  • ICastFist,
    @ICastFist@programming.dev avatar

    Are you familiar with roblox

    Yes

    and the controversy around it?

    Do you know how little that narrows it down? There was also the controversy around them essentially exploiting free child labor - www.youtube.com/watch?v=_gXlauRB1EQ

    Zevlen, (edited )

    vlipsy.com/vlip/joker-laughing-31f4PskT

    Stay sassy; I love it! 😉

    ShaunaTheDead,
    @ShaunaTheDead@kbin.social avatar

    God that video (and the follow up to it) are infuriating and disgusting that such a company can continue to exist.

    Catastrophic235, (edited )
    @Catastrophic235@midwest.social avatar

    That really doesn’t do anything at all to explain why one of the devs would get arrested for brandishing(?) A handgun. Literally conveys no other information other than “Roblox devs bad”, same thing is true of the rest of this thread now that I think of it.

    Like just going off the title, that could be describing a would-be mass murderer who got foiled as easily as it could be describing some guy who just forgot to take off his conceal carry and the wrong person realized before he did.

    brie,

    No idea why he had the gun, but for context, California defines large capacity as anything more than 11 rounds, which makes many standard handgun magazines large capacity.

    snowbell,
    @snowbell@beehaw.org avatar

    I have to wonder what kind of ammo that is really, I’m a firearms enthusiast and have never seen armor piercing ammo for sale anywhere. Pretty sure it is illegal everywhere.

    TexMexBazooka,

    I’m curious what kind of firearm it was

    PonyOfWar, do gaming w The Death of Unity - Opinion

    Really sucks to be a Unity developer right now. I’ve been working with mostly Unity for around 10 years now, and while I’m not directly affected by the recent changes, it really feels like the engine has been dying a slow death for a few years now. Hopefully Ricitello will leave eventually and they can turn this around, otherwise many of my skills will be useless in a few years…

    Icalasari,

    Nintendo has a few games made in Unity

    Noteably, one of the Pokemon games is made in Unity

    I don't think that CEO will last long once Nintendo realizes their biggest cash cow gets hit by this

    rastilin,

    If I were running a Unity project, I'd be tempted to just jump to Unreal. No matter what promises Unity makes you don't have any actual guarantee that they'll keep them while Unreal has the "non-retroactive" clause directly in their contract. However painful the switch is, you'll only have to do it once.

    Tarte,
    @Tarte@kbin.social avatar

    "non-retroactive" clause directly in their contract

    I also wonder how Unity‘s approach will work in countries where that is the legal default. I have a feeling that we will be seeing quite a few lawsuits next year, if they actually go ahead with their plans.

    ursakhiin,

    Nintendo would probably prefer the 20 cent per copy license fee to a percent based one. New Pokemon games are sold at 60 dollars in the US and sell millions of copies. This is a bigger issue for indie developers looking to sell for a cheaper price to bring in sales.

    InfiniteLoop,

    are unity and unreal so different that your 10 years of experience in one isn’t helpful for the other? i’m not a game developer but I had assumed it was similar to web frameworks - definitely high switching costs for porting an existing project, but as a developer looking for a job there are still many portable skills.

    i’d guess it also depends on what parts of the engine you are working in?

    PonyOfWar,

    To an extent I can apply my knowledge to other engines, sure. I’m working on my third Unreal project currently, and while it’s not like starting from scratch, I’m definitely way slower working with it. It also doesn’t replace Unity completely. It’s great for high-spec 3D stuff, but almost useless for mobile 3D/AR apps, which is a lot of what I do (not making games but mainly industrial interactive 3d applications).

    HerrLewakaas,

    Hey same here, although I’m just getting started in the industry. I’ll look into Unreal soon I guess, been wanting to do that for a while anyways, and maybe also experiment with godot

    Piers,

    Unreal is good if you want to work on big expensive projects at big companies. Godot is good if you want to work on your own projects today and potentially but not definitly work on small to middle-sized projects at small to middle-sized at small to middle-sized companies in the future. Unity is fine if you want to work on small to middle-sized projects at small to middle-sized companies now and potentially in the future.

    Which sucks. There ought to be a clear and unambiguous path to chose for someone moving into game development today but since Unity keeps making weird choices that are hostile to developers whilst not continuing to improve at a good pace, it’s hard to say for sure which engine will fill in the not-Unreal Engine part of the market unless you have a crystal ball.

    Realistically the best thing is to have as strong a foundation in programming generally as you can so that switching engines is minimally disruptive (as there will always be a need to do so eventually. There’s very little chance one single engine will continue to be the standard over the 40+ years of a career.)

    strongarm,

    Sounds like Godot is more for your usecase then

    Piers,

    I’m not so sure about that. Godot is fantastic for making the sorts of projects they are describing. But if the relatively minor difference between Unity and Unreal’s workflow are a turn off for them, then the consciously different workflow in Godot is probably going to be a significant barrier. Personally, whilst I love Godot because it’s FOSS and lightweight and a great platform for building smaller scale games: a big part of the appeal for me is that I find the Unreal and Unity ways of doing things stupid, confusing and clumsy and the Godot way clever, clear and elegant. I know lots of people feel the exact opposite.

    ExLisper, do gaming w The Death of Unity - Opinion

    Correct me if I’m wrong but lots of game developers simply do bootcamps or short courses where they learn Unity. They don’t have background in software development and switching tools/languages will require lot of learning from them. They will only switch when using Unity will actually become unaffordable. Bigger studios that can afford to retrain people/hire new experts can change tools like that, smaller studios will just keep using Unity.

    SkyeStarfall, (edited )

    Sounds like those game developers are about to become unemployable without further education

    Also, I don’t really know how one can be a good developer without that necessary foundation. Maybe you can use a tool, but how would you know what to do with it…?

    Piers,

    I think the game “development” industry is run by people who don’t understand the difference between a game designer and a game developer. As such there’s lots of people who only know as much about game design as the average developer does being tasked to do game design work and vice versa.

    frog, (edited ) do gaming w The Death of Unity - Opinion

    I heard from a friend that, allegedly, Riccitiello sold a load of his shares in Unity last week, almost like he knew those shares would be worth less this week… No idea if there’s any truth to it. You know how rumours can be.

    I’m starting a game design degree on Monday, and I know Unity is on the syllabus (though not until later in the year). Guess it’ll be interesting to start the term with a conversation about how useful knowledge of Unity will be long term. Since the majority of graduates from this university go into or start indie studios (due to geography), how Unity treat smaller developers is definitely going to be relevant.

    Benign,

    I don't quite get how the changes are so bad for indies. You must have both $200k revenue and 200k installs before the fee starts ticking on the excess installs. Do indies really sell that kind of numbers?

    I can see how the flood of ad-based mobile F2P games are hit, but I don't feel sorry for those that run that kind of model.

    Wirrvogel,
    @Wirrvogel@feddit.de avatar

    Do indies really sell that kind of numbers?

    Some do and can you risk to be one of them if Unity takes that much after the first week?

    Terraria, a game that got fresh content for years, meaning people were each update reinstalling the game, installing it on multiple platforms etc.

    During its first week of release, the game sold over 200,000 copies. That number increased to 12 million by June 2015. As of the end of 2020, the game has sold over 35 million copies worldwide. Read more: tuko.co.ke/421556-top-20-selling-indie-games-time…

    interolivary,
    !deleted5791 avatar

    Knowing the sort of person JR is, I absolutely wouldn’t be surprised. He’s a shit human

    Piers,

    The reality is that it’s a lot of fuss for a game development company to switch engines but for an experienced individual developer it’s not a huge deal to switch engines. If you learn game development and design today using Unity then 100% of the game design knowledge is exactly transferable and 80-99% of the game development knowledge (depending on exactly what you’re doing) will transfer to Unreal or Godot or whatever else you might need to use later.

    It’s like a musician switching from one audio production suite to another. The musical theory stays the same and while the exact details of how to make each bit of software do stuff is different, the actual stuff you’re making it do is broadly the same.

    dingleberry, do gaming w The Death of Unity - Opinion

    That dead eyes smile tho…

    termus,
    @termus@beehaw.org avatar

    He sure is a Starfield NPC lookin’ motherfucker.

    Sibbo, do gaming w Unity introducing new fee attached to game installs

    Why didn’t humanity collaborate on a free and open source game engine already? It works with OS kernels, then why not game engines?

    KRAW,
    @KRAW@linux.community avatar

    Godot?

    Adramis,

    Godot?

    EvaUnit02,
    @EvaUnit02@kbin.social avatar

    In addition to the mentioned Godot, Monogame is available as well.

    jack,

    Check out alternativeto.net and filter by open source, it’s really useful

    makingStuffForFun,
    @makingStuffForFun@lemmy.ml avatar

    It’s called Godot. It is basically on its path to becoming the Blender of game engines.

    Sibbo,

    In that case, this unity price change may be the company giving up, knowing that they will be eaten by open source soon

    makingStuffForFun,
    @makingStuffForFun@lemmy.ml avatar

    Definitely not, they’re huge. They even purchased Weta digital recently (lord of the rings animation company). The’re going nowhere fast. They’re just eeking every little cent they can out of every little crevice of their offerings.

    amju_wolf,
    @amju_wolf@pawb.social avatar

    Ironically Blender also has game engine features, though I don’t think anyone ever used it as such.

    veloxization,
    !deleted12638 avatar

    Godot was already mentioned. Someone on Mastodon brought up the Bevy Engine as well.

    Sibbo,

    I know bevy and I know that it is certainly far behind Godot. It’s written in Rust though, so that gives it a lot of future potential, compared to Godot especially.

    shiveyarbles, do gaming w Roblox awards canceled, dev arrested after "security concern"

    Will you buy my painting?

    lonewalk, do gaming w Unity introducing new fee attached to game installs

    Godspeed Godot, fuck every single tech company enshittifying the whole sector to hell.

    TwilightVulpine,

    Godot's only issue is the lack of console support, but that's because they can't get the licenses as an open source project.

    520,

    They support dual licensing for this very reason.

    Lojcs,

    How does that help if there’s no engine support?

    520, (edited )

    It essentially allows for special closed source builds. These closed source builds can have the engine support for consoles and still be in keeping with Sony/Microsoft/Nintendo's licenses.

    TwilightVulpine,

    I didn't know that. How do the developers get access to these builds? Are they sold? Or do they need to build it themselves?

    520, (edited )

    So, basically the console manufacturer gives you the SDK, integration code, etc after you sign their NDAs. After that, you can either use what they gave you to port it yourself to that console, or you can pay someone else for their build.

    https://docs.godotengine.org/en/3.2/tutorials/platform/consoles.html

    taanegl,

    This, right here.

    Hey EU. How about lowering that barrier to entry by pumping a couple of million Euro’s into cold-room reverse engineering the API’s and developing an open source alternative that can be distributed freely.

    We’ll invite Sony lawyers, Microsoft lawyers, watch them cope and seethe as their framework is made more open…

    …aaaand then realising that a lot more people will take the shot to pay for actual licensing. Go figure.

    teawrecks, (edited )

    You’re still going to need them to sign your binary for the console to recognize it as legit.

    Circumventing the official path worked back in the 80s and 90s, but modern consoles and their SDKs were designed with those lessons in mind.

    520, (edited )

    It's still valuable information for those that would seek to load homebrew (unsigned code) onto their systems.

    Console security is one of those things where every additional barrier helps. The goal isn't to outright prevent homebrew or piracy but to limit the scope of breaches and delay them as much as possible. Even modern consoles like the Switch and PS5 are not immune

    teawrecks,

    It would be great if there was a guaranteed way to homebrew your consoles, but yeah security and stability is the real thing we benefit from. I don’t think anyone would advocate for more hackers in console multiplayer games, and I don’t want a homebrew game I’m running to crash or brick my system because of their fly-by-night hardware usage.

    520, (edited )

    So, I didn't bring up Xbox earlier, because Microsoft has an official way to run homebrew on Xbox consoles.

    All modern Xboxes have access to something called developer mode. This allows people to put whatever code they like on it, but removes the ability to play retail games. The change isn't permanent, however, and switching between the modes is perfectly safe.

    This is a big part of the reason why Xbox 1 never had piracy; pirates couldn't piggyback on the back of homebrewers, who simply opted to use developer mode instead of cracking the console.

    teawrecks,

    Interesting, I didn’t realize this. I assumed a dev kit was always required for that behavior, and that’s why Nintendo offering a cheap switch dev kit was such a big deal. TIL

    ProdigalFrog,

    The Godot developers created a new business entity that will facilitate porting games to closed platforms.

    atocci,

    I was going to say, I know Cassette Beasts released on Switch and it uses the Godot engine, so there's no way it doesn't support consoles.

    sandriver,

    Also, Sonic Colors on Switch used Godot code in violation of the license, whoops.

    insomniac_lemon,

    I am not sure this is something other engines even offered at this level, but my issue is bindings support.

    3.X had (3rd-party) production-ready bindings, even for niche languages.

    4.X, with hopes of improving support for compiled languages, has a new bindings system meaning that all bindings need to be redone as a new effort. This happened with the language that I'm interested in, the group that made the production-ready 3.X bindings abdicated the crown and there have been splintered efforts by individuals to work on 4.X bindings.

    So it (3.X vs 4.X) is language vs engine features. When/if 4.X bindings do come out, it is not known how similar they will be so (aside from non-Godot-specific code) that will likely add complication to it as well.


    I don't really care about consoles (needing to jump through hoops to develop for it is one reason) so a different potential issue would web export limitations. Both for different languages and for visual quality (AA). Those were issues in the past, though I'm not actually sure where they're at now (the 4.1 docs do say you can't have C# web exports in 4.X).

    Dark_Arc,
    @Dark_Arc@social.packetloss.gg avatar

    I’m all for Godot getting better; that said, has Epic, Open3D, or Crytek made similar moves?

    (I know Crytek isn’t much of a player currently, but as someone who’s been following them closer in recent years, it really seems like they got their house back in order)

    jackoid,

    I think epic made their engine more appealing by waiving some Epic Games Store charges for Unreal games. And had a no fee until 1m earnings thing. Not this kind of shit.

    Granixo, do gaming w Roblox awards canceled, dev arrested after "security concern"
    @Granixo@feddit.cl avatar
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