The art style reminds me of Scavengers Reign.
The art style reminds me of Scavengers Reign.
I wonder how this trend will affect fuel use. Seems like a win for the environment.
he’s gone off the rails in the last 6-12 months - complaining about needing more linux devs
It’s also ironic in light of his history of loudly bashing linux and linux game development.
I can’t think of anything good to say about Tim Sweeney.
I might give Backpack Battles a try. It doesn’t look like my usual style, but I heard there’s some good strategy under the surface, and I like that it’s made with Godot.
Fourteenth Amendment to the United States Constitution
Section 3: Disqualification from office for insurrection or rebellion
Section 3. No person shall be a Senator or Representative in Congress, or elector of President and Vice President, or hold any office, civil or military, under the United States, or under any State, who, having previously taken an oath, as a member of Congress, or as an officer of the United States, or as a member of any State legislature, or as an executive or judicial officer of any State, to support the Constitution of the United States, shall have engaged in insurrection or rebellion against the same, or given aid or comfort to the enemies thereof. But Congress may, by a vote of two-thirds of each House, remove such disability.
how discouraging
should have used an asterisk
not a comic book
Sid Meier’s Pirates! is a wonderful mix of exploration, sea battles, romance, swordplay, trade, and subterfuge.
Tropico 2: Pirate Cove is one that I’ve only played briefly, but I remember it having a fun style that made me want to try it in depth some time.
After decades of license strangleholds by the likes of MPEG LA and Microsoft, it’s refreshing to see open codecs adopted in mainstream hardware and APIs. Hooray for progress!
Micron Technology, Texas Instruments, and GlobalFoundries count among other top contenders, WSJ added citing industry executives.
It’s good to see they’re not putting all their eggs in one basket.
I’ll consider the possibility that the engine is blameless when I see two Unreal Engine games that do it well, hinting that it’s not unreasonably difficult. Sometimes a tool just doesn’t work well for certain uses. That could be due to a design that tries and fails, or one that doesn’t try at all and lacks a good foothold for a custom approach.
In any case, my comment is not about one specific issue. Thus the words “for example”. The point is that what GGP said was obvious is in fact not obvious. Blizzard might very well have passed on that engine because of limitations they found, regardless of whether they detailed them publicly.
Unreal Engine checks all of those
No, I don’t believe it does. In particular, Section 4: “How You Can Share the Licensed Technology When It Isn’t Part of a Product” imposes restrictions that contradict the very first clause in the Open-Source definition: “Free Redistribution”.
At a quick glance, I expect the royalty requirements fail the first clause as well, but there’s no point in combing through them for this conversation, given the above.
You obviously want to believe otherwise, though, and I don’t want to argue with you. Feel free to test it in court. Good luck.
Read the license. It’s what we generally call “source available”, but it does not qualify as open-source.
https://en.wikipedia.org/wiki/Open_source_license
https://en.wikipedia.org/wiki/Source-available
It brings up the issue of royalties because those are part of Unreal Engine’s license terms.
The decision of whether to modify software to suit one’s needs is often about the level effort required, both initially and for ongoing maintenance and support. Having permission to do it doesn’t magically make it worthwhile.
And no, Unreal Engine is not open-source. (Which brings up another possible factor in Blizzard’s decision: Royalty payments.)
Five-year-olds must be pretty advanced in the 24th century.
A bunch of people set up public bulletin boards, and agree to copy whatever gets posted on one of them to all the others.
I’m not so sure.
Unreal Engine can obviously handle some things well, but when I’ve seen it used for less common mechanics, the results have been mixed. For example, climbing and traversing uneven terrain are pretty bad in games like Palworld and Palia. Compare to the Breath of the Wild engine, which handles those things beautifully.
It’s plausible that such mechanics were planned for this game, and that Unreal Engine made it difficult to get results that meet Blizzard’s standards.
These come to mind:
So with normal use it should be fine for a few decades.
Considering that “normal use” can be so very different among different people/applications/climates, I don’t put a lot of stock in assessments like that, but it is at least one prediction to compare against when we see what happens in practice. Time will tell.
I have good news for you:
https://www.polygon.com/24074441/gigantic-game-relaunch-rampage-edition-steam-release-date