DSP doesn't have builtin controller support, so I'd be leery recommending it for Deck unless you're used to more complicated manual input mapping. Hardware-wise, it's more than capable as long as you don't go megabasing postgame.
DSP also doesn't do cloud saves, so you gotta be careful with your wineprefix.
I think most people don't realize how unusual their company structure is. It feels like it's set up to let them do exactly that. As far as I can tell, once you look past the smoke and mirrors, the board effectively controls both the non-profit and the for-profit.
AWS has a shitton of in-house "Graviton" ARM stuff available and the ARM server chips from Ampere are popping up in more and more places as well. Most Linux servery distros have ARM images available now, and most software builds without major changes. It's a slow transition but it's already happening.
"Open source" has more or less always meant something very specific as defined by the Open Source Definition. Adding restrictions on top like no commercial use or no lawsuits turns it into "source available".
The badness this game had at launch really can't be overstated, though. At launch, this was a paid early access always online mostly-singleplayer-with-coop game with a premium currency shop and a battle pass. And it was one of those games where the shop was the most fleshed out part.
They've added offline mode and are now reworking the microtransactions to Steam DLC, but I'm still very skeptical of them. That launch was so blatantly over the top bad.
The number of people accepting email for some magic thing without in-between mechanisms is ridiculous. If it's sent in an email you should 100% consider it to be stored in plaintext in multiple places. There is incredible amount of machinery between your mail() call and the end user reading that email, on both the sending and receiving end. For example, my spam filter (rspamd) will likely store a copy of it for a while, and that's not unique to it.
What's in the database is not really relevant. Only the worst instance of storage counts.
AGI (artificial general intelligence) is the current term for "The Concept Formerly Known As AI". Not really a new term, but it's only recently that companies decided that any algorithm can qualify as regular "AI" if they consider it good enough.
OpenSSH's server login component (the authorizedkeys checking) can't properly respect XDG_CONFIG_HOME because it won't be set at the time it's reading the authorizedkeys file. The user's home directory is stored in /etc/passwd but the XDG variables have a million different ways to set them, none of which are truly standardized. Best you could really do is hardcoding .config or the like, which you can do by changing the AuthorizedKeysFile in sshd_config.
You haven't been able to give them nothing for over 2 years now. For this particular bundle, the minimum split for Humble is 30% and the default split is an insane 45% to Humble, 50% to the company and 5% to charity.
Humble is unfortunately still coursing by on their old reputation of being charity-friendly, but they changed to be one of the worst players around years ago. That goodwill from back then has really been depleted.
Yeah on second thought it's maybe a bit more vivid than intended, but it fits what I think is going to happen. Below the top 1-2% of mobile games, it's one big pile of endlessly recycled advertising money. Spend a million in ads, make $800k in ads and $500k in microtransactions, and the $300k is where you have to pay everything else from. Unity is about to bite into that hard and doesn't care if it leaves behind some wounds.
I think this one will work. Most of these games are already "multihomed" on different ad networks and display the one that is most profitable to them at any given time, or a semi-random mixture. The differences in profitably aren't that huge, and it will get even worse if advertisers run away from Unity too. Unity is making an absolute killing from their ads division, and this is now being threatened.
And who are the advertisers? Other game devs. The whole mobile game advertising scene is one gigantic ouroboros with the ad platforms cutting off a huge portion in the middle. If you leave, you're going to both stop showing ads and stop your advertising there.
Even if the source is kept decently preserved, the build environments are usually not. If they still have a machine in the exact state it was in at the time the game was finished, it might be as easy as Project - Build, but... they almost certainly don't. So that likely has to be rebuilt from scratch, and you'd be very lucky to find any kind of documentation on how things worked.
Game studios tend to have it particularly bad because of how much binary-only engines/middleware (standalone bits like Havok physics/Bink video/etc) they used, how often the game's data and code builds were mixed together in some way and how in some cases the project is designed to build things like console releases at the same time. If you lost the install files for your physics engine, you're probably straight up screwed.
By the time you've figured all of that out, you can be easily hundreds of hours in, with tons of weird little issues that might require different people to solve. Some examples: you might end up needing to build it in Windows XP because no other OS runs all of the software used during the build, any sysadmin is NOT going to be happy installing WinXP on their network so the machine has to stay offline, getting code onto that machine might be a pain due to how Perforce or whatever is used by them, even things taken for granted like a particular version of the DirectX 9 SDK might be hard to find, etc. Sometimes licensing/activation of tools used in the build process is an impossible to solve problem because it needs some DRM dongle or activation server that no longer exists and the software was never publicly available, so there is no crack.
Yum, smells like microwaved 'microwave-safe' plastic!