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This is untrue. It would be trivial to perform the same spatial query the game is using for the “nearby” Pokemon, and then return the coordinates of each one. Those distances could update client-side at a much higher rate without any additional server load. Based on what I have seen of the Pokemon Go API, that is how

The reason they use a non-interactive experience for demo purposes is stability. I get your point, which is solid, but for actually figuring out the limitations of how many vertices and textures and light sources an engine can handle smoothly, a pre-made cinematic is a lot more stable. Obviously in game situations

I think your calculation is a bit simplistic for two reasons:
1.) The network lag and tick rate are stacking on top of the visual response reflex, so the player is still going to feel it.
2.) People plan ahead to reduce their response speed, which can get it down to around 50-100ms (think about how fast people can

Why couldn’t they just make it an official server by selling the Nostalrius hosts a license for $1 (or whatever price they saw fit)? Or why not buy the server and employ the people running it as sub-contractors? As far as earning a good reputation as a brand goes, there are far more expensive ways to purchase the same

The Dragon Cancer has sold about 14,000 copies on steam at $10-$15 each... so we can guess that the developer has pocketed maybe $100K after Valve’s cut and taxes. The composer *should* have been compensated somewhere in there, even if he didn’t get cash up front, because the game has brought in money.

That Dragon