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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)SA
Posts
2
Comments
404
Joined
2 yr. ago

  • The big problem I have with this advice is that it can't be scaled up to everbody. If everybody were to follow this advice, we'd have a situation where everbody works 4 extra unpaid hours and nobody stands out. Advice which becomes worse the more people take it. Not good.

    Secondly, working more hours might decrease your efficiency in the long run, leading you to finishing less work than if you took the time to rest. If reduces your efficiency by just 10%, you'd already produce less value. While it's unlikely to get that far by just 4 extra hours, you don't get the full 26 extra days of productivity.

    And if everybody were to follow this advice, always trying to work more than everybody else in order to stand out, we'd soon reach a point where people would produce less.

    The advice is basically actively harmful to society.

  • There's this one guy on youtube(https://www.youtube.com/@rossmanngroup), who said about business: [paraphrasing] "Sometimes things go well, and sometimes, you dry to get the change stuck between the couch cushions". And you're right, this pretty much does seem like a desperate move if you think about it.

  • Could also be. I'm not sure about how the legal situation works exactly. My understanding is that you can't change a contract, such as a license agreement without the other party's consent. Maybe they have a clause in it allowing them to revoke the existing licenses, meaning the developers would be forced to agree to the new license or be without a license.

  • I also asked the question, and got an answer. The hypothesis is that they'll release new versions under a different license, also meaning that if the devs never agree to the new license, they'd avoid the fee. Of course, that would mean that any engine level bugs in their game would become unfixable. This also means that large developers would be exempt, as they likely have contracts in place that supersede the license agreement.

  • Makes sense. I hope the unity guys come to their senses. This whole thing seems rather self-destructive on the company's part. Unity is far from being a monopoly, with one competitor being free and open source (Godot). And pulling stunts like these, even if you walk them back later, does not engender trust.

  • I'm confused. I've never licensed a game engine, but I figure you'd write what charges you pay into the contract, and as far as I know, you can't just add additional charges in later without renegotiating the contract. At least, you'd have no way to enforce those. So I'm sort of at a loss how this is even supposed to work.

  • And a lot of the features don't have a reason to engage with them. E.g. Vehicles. You get a spaceship at the start, so most of the vehicles you get later are very much a downgrade. And that Exo Mech which had an entire update dedicated to it. To me, it just illustrated why mecha are a silly concept, namely everything you can do with them can be done better with other vehicles. The game is basically a toybox, and none of the toys really keep my attention.

  • DRM on the chip seems not really feasible to me. In the end, the chip doesn't know what it is doing. It just does math. So how can any DRM on that level realize that it is running a forbidden model, or that a jailbreak prompt is being executed? Finding out what a program does already non trivial if you have the source code, and the DRM of the chip would only have the source code.