Counterpoint: https://youtu.be/Y1GMlXuvdic
At its most basic level, Slitterhead is clearly an action game.
Ok, so it’s not a horror game.
This is the same mistake people make with titles like Dead Space… They sell it as horror, but that just makes it disappointing for people who like actual horror games.
I ship them
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Stonetoss is a Nazi.
I ended up having to recreate it from memory in a DAW and used Google Assistant to identify it
So you’re telling me to stop paying my bills in protest of Google Chrome, because I’m not technically being forced to pay my bills
What a privileged life to lead, where you aren’t forced to use certain websites by (e.g.) your student loan servicer, or your utility company
This sounds like it was written by ChatGPT
I’m struck by how modern those bicycles look
HTTP is stored in the balls
Fictional?
Virtually all modern scholars of antiquity agree that Jesus existed historically.
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*pogress
oof ouch my credit score
The text of the LGPL actually imposes some very inconvenient restrictions around static linking:
Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Application with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.
https://www.gnu.org/licenses/lgpl-3.0.html#section4
In order to be compliant, you would have to also ship linkable object files of the proprietary application code alongside the executable.
VR has much more stringent latency requirements than normal gaming, because moving your head needs to be in perfect sync with the world “staying still”. The manual calibration needed for this is around 8ms, which is compensating for the render/presentation time of a single frame at 120fps.
It sounds like a nitpick, but I can tell you from experience that it makes a very significant difference.