Both games are completely free and without any sort of monetization, I do think he definitely should have linked to the original game and taken it down when the original creator asked, but a fan remaking a game doesn’t sound that unusual
No-one is profiting, no one is losing anything, why does it matter?
Yeah, I think games just take longer to develop nowadays than anyone is prepared for, especially the managers. Both companies and gamers have yet to realize that there is only so much you can accomplish in a certain span of time.
This really reminds me of the latest wendover video. It seems like large companies see small studios as an investment and take any chance to cash out and fire everyone as soon as it’s hurting their short term profits.
That’s great, I hear CD Projekt has some real problems with overworking their employees.
Edit: (right before cyberpunk released)
Employees at CD Projekt Red, the Polish studio behind the game, have reportedly been required to work long hours, including six-day weeks, for more than a year.
One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.
There is also a technique where you manually swap out the filament at a certain layer height. Based on the shared STL files I think that’s the case here.
I disagree that you really need to put much effort into updating the materials to get benefits from rtx. HL1 RTX looks pretty great with only the bare minimum PBR remasters, because PBR and RTX are 2 separate things that both improve a game’s look. PBR materials help rtx just as much as PBR materials help regular rendering, and rtx helps PBR materials only a little bit more than rtx helps regular materials. All of the effects used in PBR materials apply the same to regular rendering as with RTX.
I partially disagree, GI is easy to do most of the time with baked lighting, but reflections (especially more diffuse reflections) are hard unless you have very simple environments or tons of gpu resources to spend on rendering alternate camera angles. Even the more modern rasterized reflection techniques such as parallax corrected cubemaps or screen space reflections break easily if you look at them wrong. Raytraced global illumination and soft shadows are still great though, but are more easy to get around with regular rendering in most games where the environments are very static.
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Making good, profitable games 'will no longer keep you safe': industry expresses fury and heartbreak over closure of Hi-Fi Rush and Prey studios (www.pcgamer.com) angielski
What game fits this? (lemmy.world) angielski
It was a lively, bustling major city... of about 12 people and 1 chicken. (startrek.website) angielski
CD Projekt employees form a union (gamedevunion.pl) angielski
KSP2 is Spamming the Windows Registry Over Weeks/Months Until the Game Will Stop Working Permanently (forum.kerbalspaceprogram.com) angielski
Godot Engine hits over 50K euros per month in funding (www.gamingonlinux.com) angielski
One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.
3D printed Portal coasters (i.imgur.com) angielski
A while ago I printed these Portal coasters.
Half-Life 2 RTX, An RTX Remix Project - Announce Trailer (www.youtube.com) angielski