They’ll live happily ever after in their TikTok houses.
Developmental informatics hacker
They’ll live happily ever after in their TikTok houses.
One time I nearly cut a job due to being asked to make something gambling related, but when I worked on an addictive mobile game I simply didn’t realize what I was doing. Honestly, I couldn’t have known unless I had asked about their monetization strategy before they brought new people on to implement it. And at that point the game was as good as done. I remember walking through Barcelona and seeing all these kids on their phones in the park and not playing or having fun, it felt surreal. I bawled my eyes out and didn’t return to the job. You know I genuinely just wanted to give people some fun in this world.
The issue with mobile games is that nobody is prepared to pay even 5 euros for a game. So for mobile game developers it is business as usual to do it this way.
Could you elaborate?
Wow those are huge!
I’m curious how this reads if it would not be a joke.
Do you use a domain name? I put one up and just constantly get spammed from Panama by lamers
Do you use a pihole or sum or block unwanted requests too?
Honey I thought you’d never ask, here’s my two bits in lay terms:
If I’d have to give one quick answer it would be memory latency. The fact is that memory and computational power have grown immensely over the years, but the time it takes to retrieve a bunch of data from the memory hasn’t really improved at the same rate. Some quick math shows that the speed of light must be an issue. The solution to that is to create smaller devices, such as the SOCs (system on a chip) that we are starting to see the past few years.
In less technical words: The postal service is darn slow. Only a few days ago you figured out you needed something small to continue your work, and since then you’ve been waiting and idling. The roads are fantastic, it’s just that there’s a speed limit. The solution is to take all the villages and condense them into a city, shortening the distances.
There’s a lot more to it than that, and that’s just one of the issues on only a hardware level and only one of the solutions.
Do you put effort into your commit messages before the rewrite, or just write something quick for yourself and then put in the effort later?
It might be funny to hear but I am specialized in vr. Well, I could criticize it in many ways. In the case of this picture, it’s comparable to people being excited about GMO, but being against it because of how capitalism manages to fuck it up.
That’s a great link. There’s just so many people exactly like him.
Thanks
I can recommend norsemen. It’s a series, though.
Huh what
There’s worse things to be called I suppose
Yeah not the best design
It’s good that you managed to wake up and take care of yourself. Players with that pattern are called dolphins.
You’re a non-monetizer, just like 95% of the players. The game will make you some form of offer in order to convert you into a paying minnow, dolphin or whale. Whales are rare, less than a percent of the players, but they generate a significant amount of the revenue.
Companies compare their conversion rate with each other and have specific goals to meet. 5% for example is good. If your company has say 3%, you’ll want to focus on improving that. Each product will have a specific goal here, and otherwise is shut down because there’s a customer acquisition cost. Games easily cost more to market than to develop.
A lot of effort is spent on the first offer. This is where you’ll see a screen that makes an amazing offer you’ll seriously consider. It’ll have something that is high value but incredibly cheap and so temporary. This isn’t to earn money, it’s simply to convert you. Because after you’ve spent your first dollar you’re likely to keep spending.
Many game companies specifically target vulnerable people, who end up spending their entire pay check every month, and are called Whales.
The battery life is actually one of the downsides of accessing a lot of memory. A typical way to solve this is to do a depth draw first and then another one that actually samples textures. Textures and even meshes use a lot of bandwidth. But that won’t work for all devices because many use their own special ways to solve this by using a screen grid with buckets and depth sorting the tris.
A unique issue for vr is that you have to render for two eyes and at a high frequency. A typical mobile game might target 30 fps instead of the typical 60 when running on battery. On the contrary, if a vr game would run at 60 fps you’d get nauseated pretty easily. A low end device will run at 100, and in an overly simplified sense that means you’re actually doing 200 fps because of the two eyes. Further, you have to consider the tracking cameras. I am not knowledgeable about those but it’s safe to assume they need to send a lot of data around.