It costs inconsequentially more to host large files, sure, but the cost is usually on the consumer vis-à-vis their ISP to stream larger files.
You are wording this like you are disagreeing, while still agreeing with what I said.
People still on Reddit want someone to take their complaints seriously? Empirically speaking, they will accept this.
Nah, it’s more than the communities on places like Reddit and lemmy/kbin are so small and unimportant relative to the overall consumer market that you can pretty much ignore them completely.
Why should quality be a tier?
Because it costs more to stream 4k content than lower quality content?
Not agreeing with it, but the justification is easy to make.
I wouldn’t say it sucks, just that it’s a more complex, lower-level API layer than DX11 and earlier. Which is good in that it allows for more control over game performance, but the big downside is that it’s more difficult and easier to screw up.
Problem is when you procrastinate because manually importing transactions and correcting them is just annoying enough to make it a hassle. Then the transaction batch gets too large and you can’t remember details anymore so you give up and don’t track your budget at all.
That’s been my experience in the past at least.
It’s more complicated than just a spreadsheet but not as complicated as regular programming. You will want to learn general accounting practices like double entry bookkeeping to really understand how to use it though.
In this case, OP is stating that he thinks no company should be making games with any type of sexual content. Just in case his kids want to play that game.
That goes beyond “monitoring what their kids play” and that’s why people are reacting strongly.
Seems to me that anything beyond the actual hosting and serving of the video file is unnecessary to include by default in a federated video streaming solution…
You are basically saying “Other than the most expensive and complicated parts” the rest is easy or unnecessary. Which isn’t necessarily accurate but still is being a bit dismissive of the problems at hand.
And one of the biggest criticisms of Peertube (aside from the dearth of content, which helpfully avoids the “expensive/complicated” parts) has been Discoverability. How do people watch your videos (or your playlist) if they don’t have a way of knowing that your videos even exist?
Source available is open source. There’s a recent movement trying to redefine open source to refer only to FOSS, but it’s pretty stupid.
You have it reversed. The “source available is open source” argument is the more recent idea. Unless by “recent” you mean “in the last 30 years”.
Also, you can distribute your version, of course you can.
Are you sure?
You may Distribute Engine Code (including as modified by you) in Source Code or object code to a third party who is separately licensed by us to use the same version of the Engine Code that you are Distributing.
Any public Distribution of Engine Tools (e.g., intended generally for third parties who are separately licensed by us to use the Engine Code) must take place through a marketplace operated by Epic such as the Unreal Engine Marketplace (e.g., for Distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for Distributing Source Code).
So, you can only distribute source to people who are specifically licensed by Epic to use the source. That sure doesn’t sound anything like “open source” to me.
you can’t use most open source code “however you like” either
Alright, sure my language was overly broad. “The licensing is restrictive in a way which makes it clearly not open source.” would have been a better choice.
…the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.
So, it’s not open source.
…but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here
That still doesn’t make it open source, mainly because you are missing one of biggest aspects, distribution.
keep in mind that unreal engine is also open source.
The Unreal Engine is not open source by any reasonable definition of open source. Being “source available” is not the same as open source, as you can’t use the code whoever you like.
The qualifier is just pointing out that most of the content on the blog is centered around MUDs as opposed to other types of text-based games.
It proceeded without incident but I couldn’t help feeling nervous to trust that its lidar saw me and it interpreted me as a human.
I can’t say I view an average driver with any more trust though.
You also some aspect of this old XKCD: https://xkcd.com/927/
Long are the days that devs would need to write their own tools and even engines to put the game running. Some (like Naughty Dog) would even hack the hardware in order to bypass limitations of it.
Re-using engines has been around for basically as long as game development has existed. This idea of some mythical age when game development was more “pure” is a fantasy. What has changed is that expectations on AAA titles has grown to the point where it’s extremely difficult to roll your own engine if you are committed to many, many years of work.
Not to mention, it certainly doesn’t guarantee that the engine performs well. Look at Starfield or Baldur’s Gate 3. Both have noticeable issues with performance, and both are built on in-house engines by their respective studios.
No he means in the vanilla game. The first 10 levels go extremely quickly if you have even a basic idea is what you are doing.
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I guess it depends on how much you trust a company (both now and in the future) to do something they shouldn’t with this kind of setup, whether on purpose or though incompetence.
Personally, I don’t software silently installing unrelated services to my machine just in case the company decides they want to have it running on my machine in the future.
I don’t know, I’m really interested in all these internet services that are 100% safe from hackers. Sounds like very useful information that should be shared around.