If you read carefully this is actually very similar to the Steam news. I doubt Valve or GOG care, but generally the games are “sold” by the publisher as non transferable licenses for you to play them. So the part that matters isn’t up to them.
If you read carefully this is actually very similar to the Steam news. I doubt Valve or GOG care, but generally the games are “sold” by the publisher as non transferable licenses for you to play them. So the part that matters isn’t up to them.
Codeberg is run off of donations, they have no service contract revenue. Nobody, much less a volunteer, wants to commit to a 5 or 10 year service plan like that, it’s not sustainable for a small project from a non profit.
CLAs can be abusive, but not necessarily. Apache Foundation contributors need to sign CLAs, which essentially codify in contract form the terms of the Apache 2.0 license. It’s a precaution, in case some jurisdiction doesn’t uphold the passive licensing scheme used otherwise. There’s also a relicensing clause, but that’s restricted to keeping in spirit, they can’t close the source.
After doing some Meta/Facebook VR development in my job the lack of popularity made increasingly more sense. In brief, they’re both incredibly incompetent and transparently greedy.
I’m honestly baffled how they could spend so many tens of billions of dollars and have such bad software, it is completely bug ridden. You’ll hit a bug, research it, and find out it’s a major know bug for literal years they haven’t fixed. They care so little that they couldn’t bother to update the Oculus branding to Meta for over 3 years in various software tools and libraries.
Their greed might be more salient aspect preventing adoption, though. They transparently wanted to be the gatekeepers to everything “metaverse” related, a business model that is now explicitly illegal in the EU after years of being merely very sketchy. They are straight up hostile to anyone else trying to implement enterprise or business features. Concrete example: fleet management software, aka MDM. There are third party tools that are cheaper and much more featured than Meta’s solution, but in the last year they’ve pushed hard to kick those third parties out of the ecosystem.
I could go on, but in short nobody in their right mind would build a major business on their ecosystem. They’d rather let Meta burn billions in R&D and come back later. Besides, not even Meta is able to make money in the area now.
The original UE5 seemed slightly premature, the 5.1 and 5.2 updates were significant and non trivial to update to. It also seems like a tool that gives you enough rope to hang yourself. Unlike Unity, everyone gets ready access to the full engine source code. Fortnite runs UE5, so the performance isn’t inherently bad.
The headline is pretty misleading. The full quote states this being the studios debut game made several factors major problems. UE5 as the engine, a highly competitive genre, and a new IP made nearly insurmountable obstacles. For comparison, Doom Eternal, their obvious AAA competitor, was from a veteran studio with a legendary IP built on literal decades of custom engine experience. On the other hand, a game like Ultrakill can compete by having an incredibly tight scope.
Arch for stuff I have physical access to. Nothing’s ever gone wrong, so it’s worth it for the immediate updates and consistency with my other systems. For VPS I use Debian though, occasionally the unstable/Sid branch if I really need the latest updates. There are almost always Debian images available on a VPS.
Forgejo is my go to, I ran it in a GCP micro instance, which has 768 MB ram and a piddling processor. One of my friends works for a company that had all their devs run a local instance in addition to the main repo, it was that light.
Gitea is the former go to, but gitea was hijacked and stolen from the community by a for profit company. Forgejo is currently a drop in replacement fork, but with added privacy features, future federation options, and a reputable parent organization.
Architecture emulation for current gen games is exceptionally unlikely right now. At a fundamental level, wine/proton doesn’t change the instructions the code describes, rather it translates the input and output. It’s a reimplementation of the same instructions in Windows. For architecture crossing you’d either have to create virtual hardware, which adds tremendous overhead, or recompile the binary. Recompilation is theoretically possible, but for x86_64 to ARM64, for games no less, it’s beyond the realm of mortals. It’s like how some jokes can’t be translated between languages; the structure and vocabulary is just too different.
I use netdata, it’s very good at digesting thousands of metrics to sharing actionable. The cloud portion is proprietary, but you can toggle off the data collection. I did turn on the cloud portion though, I get email notifications when something breaks. Might sound counter to the self hosted mantra, but a self hosted monitoring system isn’t very helpful when your own systems go down.
Title worried me for a moment that they were dropping Steam Input; happy to see they seem intent on the opposite.