Latest Comments by TheSHEEEP
The FOSS game engine 'Godot Engine' has a very exciting 2019 planned for features
14 Jan 2019 at 10:20 am UTC
14 Jan 2019 at 10:20 am UTC
Meanwhile, the features I am most waiting for:
Proper terrain/heightmap generation (currently, there's only an external plugin for this)
Actually usable navigation meshes (including dynamic updates and different agent sizes)
Are both planned for 3.2, so I guess also realistic to expect this year.
Proper terrain/heightmap generation (currently, there's only an external plugin for this)
Actually usable navigation meshes (including dynamic updates and different agent sizes)
Are both planned for 3.2, so I guess also realistic to expect this year.
Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 9:14 pm UTC Likes: 1
10 Jan 2019 at 9:14 pm UTC Likes: 1
Quoting: GuestWhen unity stops being about unityHave you heard of a company called Electronic Arts? ;)
PULSAR: Lost Colony, the starship crew sim is closing in on release
10 Jan 2019 at 3:09 pm UTC
But +3 for creativity.
10 Jan 2019 at 3:09 pm UTC
Quoting: Fictionbrain-1 score because you spelled my nick wrong ;)Quoting: TheSHEEEPIf you are easily impressionable by the fact that "woooahhh, I can turn my heeaaaadd", sure."gimmick"
I tried. I'm just not that easily impressed. Did nothing for me other than becoming bothersome after a while due to the weight, cables around my head, etc.
It was fun for a while, as gimmicks tend to be.
Went back to monitor after and never felt the need to do VR again.
So, yeah, a gimmick.
/ˈɡɪmɪk/
noun
Something that TheSHEEP doesn't find interesting or understands the value of
:-)
But +3 for creativity.
Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 3:07 pm UTC
Indeed, streaming a game is more than just, say, watching Netflix.
10 Jan 2019 at 3:07 pm UTC
Quoting: CFWhitmanGood explanation, I think.Quoting: EikeYes, but an additional copy is created for each user and then the results of what it's doing are distributed to a client. That is generally considered to be enough to constitute redistribution. In the case of a Steam Link, the results of the same copy already running on the computer go to another device used by the same person who is running the computer, so that does not constitute redistribution.Quoting: CFWhitmanThe reason they can do this is because streaming a game basically distributes a copy to whomever is playing it (though the copy technically is on the server, an image of it is transmitted to the user). Since Unity have to license redistribution rights to all developers who use the engine, they can control the terms of that redistribution. Of course, it's quite possible that outside companies could continue to use an older version which doesn't have the restrictive terms, though I'm sure that Unity would try to prevent this.When using streaming, shouldn't the client only need minimal software, comparable to what is in the Steam Link?
Indeed, streaming a game is more than just, say, watching Netflix.
The developer of Smith and Winston made an interesting blog post about supporting multiple platforms
10 Jan 2019 at 11:22 am UTC Likes: 2
The same code simply might behave ever-so-slightly-different under different compilers.
Not major differences, mind you - that would be absurd. But small ones that can actually help uncovering otherwise hard to find bugs.
But he also mentions different libraries, like different threading libs per platform. That might be a more obvious example, where one library functions in a way that makes a possible deadlock in your code occur more often on that platform, so finding that bug earlier helps tremendously.
10 Jan 2019 at 11:22 am UTC Likes: 2
Quoting: BeamboomI don't understand how different compilers can expose different bugs in the same(?) code. I mean, a bug is a bug isn't it? Or is it because the use of different libraries expose bugs caused by those particular libraries/APIs? If so, how will the code run smoother on a different set of libraries if the bug is related to that other library?Doesn't work that easy in programming, especially in C/C++, which is what pretty much all gaming is based on.
I don't get this?
The same code simply might behave ever-so-slightly-different under different compilers.
Not major differences, mind you - that would be absurd. But small ones that can actually help uncovering otherwise hard to find bugs.
But he also mentions different libraries, like different threading libs per platform. That might be a more obvious example, where one library functions in a way that makes a possible deadlock in your code occur more often on that platform, so finding that bug earlier helps tremendously.
PULSAR: Lost Colony, the starship crew sim is closing in on release
10 Jan 2019 at 10:22 am UTC
I tried. I'm just not that easily impressed. Did nothing for me other than becoming bothersome after a while due to the weight, cables around my head, etc.
It was fun for a while, as gimmicks tend to be.
Went back to monitor after and never felt the need to do VR again.
So, yeah, a gimmick.
10 Jan 2019 at 10:22 am UTC
Quoting: bubexelIf you are easily impressionable by the fact that "woooahhh, I can turn my heeaaaadd", sure.Quoting: TheSHEEEPWhile I don't care in the slightest about the VR gimmick, I agree with @Fictionbrain that the port is at the very least incomplete. If they plan to add that support to their Linux version (if possible with their engine & libs), given that they are still in early access, then I don't see much of a problem with it for the moment, though.Gimmick? it's absurd say that, its the same as say a monitor is gimmick. It's just other way to display the game but 10 times more inmersive than a monitor.
I tried. I'm just not that easily impressed. Did nothing for me other than becoming bothersome after a while due to the weight, cables around my head, etc.
It was fun for a while, as gimmicks tend to be.
Went back to monitor after and never felt the need to do VR again.
So, yeah, a gimmick.
PULSAR: Lost Colony, the starship crew sim is closing in on release
8 Jan 2019 at 5:56 pm UTC
8 Jan 2019 at 5:56 pm UTC
While I don't care in the slightest about the VR gimmick, I agree with @Fictionbrain that the port is at the very least incomplete. If they plan to add that support to their Linux version (if possible with their engine & libs), given that they are still in early access, then I don't see much of a problem with it for the moment, though.
Tropico 6 release delayed until March, Linux still confirmed for same-day support
8 Jan 2019 at 5:51 pm UTC
8 Jan 2019 at 5:51 pm UTC
Damn capitalists striking at our games again!
PULSAR: Lost Colony, the starship crew sim is closing in on release
7 Jan 2019 at 4:56 pm UTC
7 Jan 2019 at 4:56 pm UTC
This looks like it could rock my boat starship. Not usually going for early access titles, though, so this will have to wait a bit.
There's another (better) workaround for the Unity graphical glitches with NVIDIA on Linux
21 Dec 2018 at 8:03 am UTC
21 Dec 2018 at 8:03 am UTC
Quoting: dannielloI asked politely one of developers of very broken Linux port (Istanbul: Digital Edition) if they cannot support Linux - maybe they should remove it, because Windows version of the game is working great via Steam Proton. As an answer I received free code for Android version...Ouch. I'd feel insulted...
- CachyOS founder explains why they didn't join the new Open Gaming Collective (OGC)
- The original FINAL FANTASY VII is getting a new refreshed edition
- GPD release their own statement on the confusion with Bazzite Linux support [updated]
- Four FINAL FANTASY games have arrived on GOG in the Preservation Program
- Proton Experimental updated to fix the EA app again on SteamOS / Linux
- > See more over 30 days here
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck