That was regarding the DLSS2 functionality, which is free, and the code that was reused was his own code from versions of the mod that worked on other games.
That was regarding the DLSS2 functionality, which is free, and the code that was reused was his own code from versions of the mod that worked on other games.
Sure, but at least they’re being upfront about it. It’s the titty twisting ham fisted justifications that piss me off.
All that’s relevant is that this person spent their time and effort to create a new thing that did not exist before they created it and then decided that they wanted to sell it instead of give it away. The reaction from reasonable people, in this circumstance, would most likely be, “huh, ok, well if I want to pay for…
The rationale you’re promoting here would place “video game mods” into a completely different category than any other creative endeavor.
The thing is, those are all issues that come up in all sorts of industries. Prior knowledge, iterative work, updated versions of existing platforms - whether the platform is “Latest Bethesda Game Engine” or “latest version of Node.js” or even “color film instead of black and white,” this isn’t new ground. That this is…
Certain aspects of it would certainly need to be pared down, but the general thrust of the story could absolutely be done in a feature-length film runtime. There was a lot of content that added gameplay context and helped with pacing that could be dropped without impacting the core story.
“What is it about this game that is so popular?”
modding is VERY iterative
The ethics of paid mods is a weird way to frame it. A person spent time and effort doing something and they chose to ask for compensation instead of giving it away for free. Fair enough. Whining about that is really an example of scaling remarkable peaks of entitlement.
Yes, this is so very important. Commercial aviation is extraordinarily safe, especially compared to driving.
If the scripting you’re doing is reaching a point where you need to be concerned with direct control over garbage collection then you’ve probably reached a point where you should be looking at a lower-level solution, in my opinion. That’s one of the code smells when working with toolsets like these, and one of the…
Moreso I would say are the design tools. Game designers, when working with fully featured toolsets, don’t need a deep proficiency in any particular language. I don’t know what RED used for scripting and higher-level design tasks, but I do know that a big part of the shift to Unreal or Unity is due to the relative…
That’s just it - I don’t expect anyone would pay to use it. Pretty much any game engine that’s not Unreal or Unity - or, to a much lesser extent Godot - represents an additional and potentially unnecessary risk for a small to mid-sized studio. Unless there’s a specific feature of an engine that you absolutely need to…
I understand the rationale behind moving to UE5 from a business perspective, but regardless it still makes me kind of melancholy. UE5 is a great engine, no question there, and great games have been, and continue to be, produced using Epic’s technology. I just can’t shake the sense that in coalescing behind basically…
Well I’m shocked you considered that reply worthy.
It would be kind of funny if the artist was painstakingly hand-crafting the proper errors to make it look as though it was generated by AI without actually using any AI generation. I feel like things move quickly enough these days that the hours of precise, manual effort required to accurately pass something off as AI…
Ideally, with full real-time ray tracing, you would light a digital scene the same way you would light a physical scene. Or nearly so.
I believe that his grounds for suing are “I want money. Give me money!”
First, to get this out of the way, Kotaku complaining about poorly sourced, inflammatory and click bait content? Pot, I would like to introduce you to Kettle.
Very true - gamedev is a thankless churn that happily grinds up and spits out eager young developers who don’t know any better. On top of that, unless you’re working on core engine features and real low level work, the skillset is based on being competent with tools that aren’t used very much outside of gamedev. Sure,…