Software engineer (video games). Likes dogs, DJing + EDM, running, electronics and loud bangs in Reservoir.
The “complicated” Fediverse signup process is actually the perfect filter. If someone isn’t willing to learn such a trivial process to gain access to an open decentralized discussion platform, then they really only have themselves to blame when they keep ending up in enshittified algorithmically-manipulated echo chambers.
I’ve already installed Arch on a spare laptop to assess the difficulty of switching over. So far I’m very impressed!
arch-install made the setup pretty easy, and KDE Plasma feels very natural for someone migrating from Windows. Flatpaks make installing/updating apps a breeze, and there’s way more apps available than I expected, including commercial ones like Spotify.
Most of the “muscle memory” habits translate across too, for example pressing Meta and typing “notepad” shows KWrite in the start menu. That was a nice surprise.
I can already tell it’s going to be viable for 90% of my needs, and the fact that there’s good free software to do everything from video editing to office tasks is really amazing. Linux desktop has come a LONG way.
And yet Fallout: London - a community-made singleplayer experience - just hit 1 million players. It feels like there’s a huge mismatch between what many players want and what public game companies are chasing… they’re all going after online MTX and completely discounting singleplayer because it makes less money overall.
No, see you’ve fallen into the exact trap I just described. The “exact same binaries” is not true. The Steam build will have the Steam overlay SDK integrated into it. The GOG build won’t. Each store may require its own SDK and API integrated into the build. But even they were the exact same binaries, you’ve still got to think about QA, build pipelines, storefront configuration (including achievements and online subsystems like leaderboards, parties/lobbies and voice chat, plus collectables and any other bespoke stuff a particular store has) and community management, plus any age ratings and certification/testing each store requires (though PC is usually pretty sparse on this front).
For small indie teams, all of this can seriously eat away at your time, so it makes sense to limit how many stores you target based on risk vs reward.
Edit: btw I’m not trying to be a troll, I just know from first-hand experience. I’ve been in the games industry for over two decades and have done everything from AAA to running my own indie studio. Indie development is brutal, you really have to be clever about your time management otherwise your risk of failure skyrockets.
The reality is those other platforms won’t make much difference on sales at all, and with a limited indie dev team they’ve made a wise decision to focus on the largest PC storefront.
It’s the same reason a lot of indies don’t target Linux, the effort vs reward simply doesn’t make sense for small teams. Anyone who says “But Unity and Unreal Engine support Linux! It’s literally two clicks!” has no idea what they’re talking about and hasn’t actually been through the process of releasing a game for multiple platforms.
The US has absolutely atrocious employment laws, so yes they can: https://en.m.wikipedia.org/wiki/At-will_employment
Haha, love the last paragraph. It’s hard for software engineers to release code publicly knowing their work is going to be scrutinized by other engineers, without adding a disclaimer or caveat of some kind.
“We had very little time and were crunching for months”
“I know this is a bit hacky but I was 7 years old”
“I wrote this code in hospital while I was recovering from anesthesia”
It reminds me of a musician playing their song publicly for the first time.
I would strongly consider just crying about the headphone jack. Like you I’m really annoyed that most phones got rid of it, but take a look at how many more options you have on gsmarena phone finder if you ditch it.
My main use case for it was sharing my wired noise cancelling headphones between my work PC and phone for zoom calls. But I ended up getting a nice pair of Bluetooth headphones recently and so haven’t used it in a long time. I’m sure it’ll still annoy me on occasion living without it, but if it’s only a few times a year I can live with that for all the options it opens up for new phones.
It’s the responsibility of the game developer to ensure their game performs well, regardless of engine choice. If they release a UE5 game that suffers from poor performance, that just means they needed to spend more time profiling and optimising their game. UE5 provides a mountain of tooling for this, and developers are free to make engine-side changes as it’s all open source.
Of course Epic should be doing what they can to ensure their engine is performant out of the box, but they also need to keep pushing technology forward, which means things may run slower on older hardware. They don’t define a game’s minspec hardware, the developer does.