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Joined 9 months ago
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Cake day: June 16th, 2025

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  • Where I grew up, most lines only had the driver so he also had to sell and validate tickets, so you’d always enter and exit through the front door. And they all knew my family. So you’re damn right I thanked them every single time even as a little kid.

    The habit has stayed with me through life even if I don’t take the bus anymore. One of my exes even thought I was trying to flirt with the nice lady at some kinda kiosk selling me some snacks or something in Stockholm. We live in Estonia and were on a one day cruise. I was literally never going to see that lady again lmao, I just always say thank you and good bye.

    And yes, you’re right, it is a thankless job. I already get to sit way too much as a software engineer. My grandpa had to do it in front of a large window and the sun is out for 16+ hours a day in the summer here. Hell, in his day they didn’t even have AC, that only really became a thing in like the last few years of his career since it’s not like the company could afford nice buses before the '10s.



  • My theory:

    I think it used to be that the customers for Unreal Engine oftentimes weren’t all these big studios at all. The only AAA games I personally remember from late 2000s and early 2010s that used UE, other than Epic’s own games of course, were the Mass Effect games.

    Now they’ve got investors to please (Tencent) so they keep pushing new features that look great in showcase trailers, for big studio execs to pick Unreal. And it seems to be working. Downside is that these things need to be used really carefully or sometimes not at all, but they’re advertised as the end-all-be-all solution to make things pretty and easier to build. I’m talking about Lumen, Megalights, Nanite, etc.

    E.g Nanite makes little to no sense for games where all your scenes are low complexity. You’ll just lose a bunch of performance. It starts making sense when you have a lot of complex geometry and then it boosts how much you can actually do at the top end. Not every game needs it.













  • I think that’s the easy bit. For me at least.

    Any sort of artwork is expensive to commission though. And if you’re born without a shred of artistic talent in your entire being, you ain’t doing it yourself.

    So I’ve got some very broad strokes vision of a game I want to build and I haven’t expanded on it further because I know I can’t afford to make it.

    If I do decide to make it, I’d have to hire someone to do 3D modelling* at the very least. I don’t see a world where that’s feasible without copyright, because then I’d just be paying someone’s salary (or commissions) and be out of pocket for it.

    * No, don’t worry, I’m not thinking of yet another photorealistic-ish looking 3D game. More like something in the style of the 3D Zelda games or like some of the (MMO)RPGs of the 00s.



  • Well, Valve funds Linux development and other than GOG, they run the only passable online game store. Idk if you remember, but you used to have to find a shop that stocked the game you wanted and then buy it from there. Steam and EGS have more or less everything, but since EGS is a Chrome instance running inside Unreal Engine 4, it’s extremely slow. Yes, they managed to invent something worse than Electron.

    Ubisoft, on the other hand, went from creating some of the most iconic games ever made, to pumping out repetitive garbage. Any individual newish Assassin’s Creed game isn’t bad, but once you’ve played Origins, Odyssey, Valhalla… You no longer feel like buying Mirage and Shadows.

    I may be wrong, but there’s sources saying Valve pays game and steam developers roughly 1 million dollars a year, hardware developers about 400k a year. Likely much of it in the form of profit sharing. They could hire 10x as many people and still be profitable, but what’s the point of adding bloat to something that works? Over-hiring during good times tends not to end well for the people hired, nor the company’s actual productivity.



  • Honestly, my main resources were the CTO at my company, as well as our existing custom modules so if you’re using OCA modules as a reference you’re already on the right path. If you’ve got any specific questions you can ask me, or I can try to think of what the common pitfalls are that I’ve seen that aren’t really well documented.

    You can also contract me as a consultant but if you’ve got 20 years of dev experience I’m assuming you aren’t very interested.

    Do you have access to the Enterprise codebase? That would also be helpful if you’re running enterprise modules


  • I mean I can’t see what the comment was and I’m assuming it must’ve been downright hateful, but that person almost certainly has learned a foreign language just to communicate with the world and in fact had to learn another foreign language in school because their name is Estonian for “gypsy” and learning two foreign languages (usually English and Russian, sometimes German or something else for the second foreign language) is required. Likely they speak 2.5 languages as is common here (my German is so bad I count it as half a language - native speakers speak too fast for me, but I can kinda get my point across if needed), but could be more.

    Just pointing out that even when trying to be accepting of others, subtle anglo-defaultism can show up in your comment, not that I necessarily agree with whatever the comment was.