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Skwirl posted:Yeah, the only practical application of blockchain I've seen is to pay for things that are illegal, which isn't necessarily wrong, like drug sales and sex work are still gonna happen and laws against them just make the whole thing more dangerous for people involved and take resources away from law enforcement actions that would actually improve society (imagine if all the money spent on vice departments was spent on investigating and prosecuting wage theft and OSHA violations?) But beyond that, it's just ponzi schemes. Even for illegal actions, you're creating a permanent transfer record.
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# ? Mar 23, 2022 15:23 |
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# ? Apr 25, 2024 11:51 |
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Discendo Vox posted:Even for illegal actions, you're creating a permanent transfer record. Ehh, the feds haven't caught on to all the uranium I've sold to Iran via Bitcoin.
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# ? Mar 23, 2022 23:48 |
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more falafel please posted:For all its problems, DNS is actually an example of a decentralized global database system that actually works. With DNS you pay money (gass) to create (mint) a record "foo" so everyone know "foo.com" is yours. The difference is DNS is hierarchical and blockchain is P2P, but other than that the difference is neligible. Ugh. I just made a post about NFT's. I am now uglier and more boring than it was previrusly possible.
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# ? Apr 12, 2022 01:40 |
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The hierarchical aspect makes all the difference. It’s the reason you don’t have to get every DNS user on the planet to verify your record. It’s the reason you can recover names if they get hijacked.
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# ? Apr 12, 2022 03:20 |
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haveblue posted:The hierarchical aspect makes all the difference. It’s the reason you don’t have to get every DNS user on the planet to verify your record. It’s the reason you can recover names if they get hijacked. In the olden days it was pseudo peer to peer. Secondary dns records was asking a friend at another ISP “Can you hold my secondary NS for me?”
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# ? Apr 12, 2022 04:14 |
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Yeah but even then it was peers in a way that didn't require a small banana republic's energy output just to verify one transaction.
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# ? Apr 12, 2022 10:02 |
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The basic shapes in 3D modeling and rendering software are like sphere, cube, cylinder, donut, and teapot. Why teapot? I assume because it's a recognizable symmetrical 3D shape that can easily be expressed as a formula. But you could say that for like a mug or a spoon. I found a wikipedia article about the history of the model but I still don't get its prevelance. Did no one else come up with and publicly release models of like bottle caps or something? Heran Bago fucked around with this message at 15:30 on Apr 14, 2022 |
# ? Apr 13, 2022 10:20 |
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For the most part it's really just a meme. It was one of the first 3D representations of a fairly complex object, and people coming after used it as sort of an unofficial benchmark to show off what their own implementations could do. It's got a few aspects useful for that purpose like smooth alternating curves, hollow parts, and casting shadows on itself but really a lot of shapes could do for that purpose. The teapot just happened to be first and people ran with it. Hell, in my university 3D course we recreated the thing from scratch by slapping coordinates into matlab to demonstrate the basic principles of 3D object representations.
Perestroika fucked around with this message at 10:52 on Apr 13, 2022 |
# ? Apr 13, 2022 10:46 |
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Heran Bago posted:The basic shapes in 3D modeling and rendering software are like sphere, cube, cyllinder, donut, and teapot. Why teapot? It's sort of the same reason people use the Wilhelm Scream in movies still. At this point, if you use it, it's clear you did so intentionally and as a reference to that thing's history.
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# ? Apr 13, 2022 11:03 |
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Heran Bago posted:The basic shapes in 3D modeling and rendering software are like sphere, cube, cyllinder, donut, and teapot. Why teapot? It's a relatively simple curve-based model that hits all the essential edge cases to test your 90s lighting model and then some. As for alternatives, Blender, notably, uses a monkey head instead.
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# ? Apr 13, 2022 14:41 |
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There's also the Stanford bunny, there's a Chinese dragon of some type that was used a fair bit, probably others. Remember that a lot of computer graphics innovation comes out of academic research (these days also out of film and games studios, but the researchers there often publish in academic journals too!) and if you're publishing a paper to show off your shiny new renderer with cheaper, more realistic transparency or whatever then you want a set of well known benchmarks so that everyone reading the article can easily compare it with other similar work, look at known problem areas and so on. Once a couple are established in the early days then they get used forever just out of habit and maintaining a sort of backwards compatibility. And occasionally a new benchmark gets introduced if there's some massive innovation that the old ones don't do a good job of demonstrating.
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# ? Apr 13, 2022 15:07 |
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The bunny and dragon and most others serve different test purposes from the teapot, while Blender's monkey is very much used as a replacement.
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# ? Apr 13, 2022 17:43 |
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I have no idea where to ask so I'll ask here. My girlfriend asked me about investing in Fig portfolio shares. Apparently they're a sort of micro-invest kickstarter, where you don't just fund a game by buying it but buying shares into it. Fig apparently were the funding mechanism behind Psychonauts 2 and Outer Wilds. Now they are seeking for investors not in a specific project, but in a package of them -- sort of like a game development fund. She is interested and she's asking me for advice but I'm struggling with anything. Anyone heard about this? Any opinions? https://republic.com/fig-portfolio?utm_source=newsletter_fig&utm_medium=email&utm_campaign=fps_public&follow=true I think the entire proposition is a little bit odd. But then again I wouln't have predicted the success of crowdfunding in general, either. If I read their pitch correctly, they haven't funded anything or anything profitable since 2019 which I don't understand.
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# ? Apr 15, 2022 20:41 |
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Lord Stimperor posted:I have no idea where to ask so I'll ask here. Is she coming at this because she sees it as a great investment vehicle (it isn't) or is her goal to support developers? If it's the latter I guess go wild but she should probably take a look at the expected returns. My guess is that she'd be sitting with who knows how much money in some project that barely breaks even 4 years late and she just gets back pretty much what she put into it and doesn't get any of the upside that money could have been generating in a passive index ETF over that time.
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# ? Apr 15, 2022 21:06 |
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Game development is extremely risky, even for well-known franchises and studios. It's also worth noting that Psychonauts 2 was not funded solely by Fig, and in fact got the majority of its money elsewhere. Fig was a way for them to build hype and get sales money earlier, but the amount they asked for ($3.3 million) is nowhere near enough money to make the game. That'd pay for, what, maybe 15 skilled developers for a year?
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# ? Apr 15, 2022 21:26 |
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TooMuchAbstraction posted:Game development is extremely risky, even for well-known franchises and studios. That can probably get you about 30 devs for a year. Psychonauts was announced in 2015 released after a 6 year dev cycle, though certainly that ramped up towards the end. In 2015 Double Fine was about 65 people.
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# ? Apr 15, 2022 23:55 |
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Yeah she's moping out from that. She asked me to look into it and it's just too weird. Thanks.
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# ? Apr 16, 2022 00:19 |
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Heran Bago posted:The basic shapes in 3D modeling and rendering software are like sphere, cube, cylinder, donut, and teapot. Why teapot? https://en.wikipedia.org/wiki/Lenna Already discussed, but reminds me of the Lenna image used for 2D image saving/compression. Some researchers grabbed a Playboy pic for use for in a thesis, and its used for the next 30 years. Used it myself for my degree, a comparison on Fractal Compression and Vector Quantization (fancy words for shitter than jpeg compression methods). Didn't know its not used any more, in fact frowned upon.
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# ? Apr 17, 2022 16:59 |
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MJBuddy posted:That can probably get you about 30 devs for a year. Psychonauts was announced in 2015 released after a 6 year dev cycle, though certainly that ramped up towards the end. In 2015 Double Fine was about 65 people. 30 people for a year for 3.3 million? In Eastern Europe or South America, maybe. Not in the US. (remember cost of development is not just employee base salary) Especially for Doublefine in the Bay Area, 15 people is a pretty good estimate.
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# ? Apr 17, 2022 22:21 |
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DancingMachine posted:30 people for a year for 3.3 million? In Eastern Europe or South America, maybe. Not in the US. (remember cost of development is not just employee base salary) 10k/month per person is a decent estimate, and that's facilities included. Bay Area will be higher. 30 people at 10k is 300k/mo, and gets you to 3.6 a year. Bay area will be more, but probably not twice that, and your cost per person per month probably goes down with larger studios. Double Fine may uniquely have higher paid people with veterans and may have to service some fees on that 3.3mil. Easter EU is significantly less than that 10k, and they'd pay more than that for any work they outsourced.
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# ? Apr 17, 2022 23:02 |
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MJBuddy posted:10k/month per person is a decent estimate, and that's facilities included. Bay Area will be higher. You can't pay senior people total cost 120k in even third tier US cities. Salary alone is more than that, let alone facilities/taxes/etc.
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# ? Apr 17, 2022 23:08 |
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I'm working with a team of 3 others to get our game picked up by a publisher and we've estimated ~16k average per month per head. We consider that a reasonable games industry rate, but I wouldn't call it competitive. This is for a completely remote company.
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# ? Apr 17, 2022 23:54 |
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MJBuddy posted:10k/month per person is a decent estimate, and that's facilities included. Bay Area will be higher. General loose shortcut is that employees cost a company 1.5-2x their salary number per year in compensation, taxes and benefits.
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# ? Apr 18, 2022 04:12 |
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god, gamedev comps are poo poo
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# ? Apr 18, 2022 14:03 |
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bob dobbs is dead posted:god, gamedev comps are poo poo For what it's worth, this is kinda changing, at least for the technical/engineering side. Even at the best of times, gaming does not pay as much a FAANG, and pay also depends a lot on discipline (and studio). Artists frequently get shafted, but engineers can do pretty well. The really sad thing is that you often get paid less for working on products that are actually fun and creative. You can make pretty decent money in the mobile space if you want to deal with that, and you can make really good money if you want to sell your soul completely for NFT crap. I generally don't burn bridges in this small industry, but I'll gladly tell recruiters at NFT companies to gently caress off and never talk to me again. All this though I think is changing. The likes of Riot and some Microsoft studios are starting to so aggressively poach with pay hikes that it's causing the industry to kind of figure it's poo poo out here.
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# ? Apr 18, 2022 19:00 |
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I mean, as a senior/lead programmer here in Sweden, I make on the order of $50-55k/year (that comes with a shorter workweek, however; so let's say $60k for a more representative number). So it's not like salaries like that are limited to "Eastern Europe or South America".
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# ? Apr 18, 2022 19:04 |
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Canine Blues Arooo posted:For what it's worth, this is kinda changing, at least for the technical/engineering side. Even at the best of times, gaming does not pay as much a FAANG, and pay also depends a lot on discipline (and studio). Artists frequently get shafted, but engineers can do pretty well. Had comparable offers from a role perspective with 2K and a mobile company. Mobile company was literally 2x comp. They knew it, too. Hiring manager admitted that comp was the biggest challenge he had hiring for the role. Also that they didn't know how to ship a game without crunch I'd rather work on the 2K property, but it still wasn't my dream franchise. And I have a house to pay for, etc. 1/2 the pay for 2x the hours is not my idea of a party.
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# ? Apr 18, 2022 19:07 |
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Hyper Crab Tank posted:I mean, as a senior/lead programmer here in Sweden, I make on the order of $50-55k/year (that comes with a shorter workweek, however; so let's say $60k for a more representative number). So it's not like salaries like that are limited to "Eastern Europe or South America". This is a fair point. Euro goons can probably fill it in here more, but my understanding is that Software Engineering in EU is really underpaid compared to NA for some reason. I think our team of mids/seniors probably gets paid about $160k~ on average by comparison in NA.
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# ? Apr 18, 2022 19:09 |
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mutata posted:General loose shortcut is that employees cost a company 1.5-2x their salary number per year in compensation, taxes and benefits. Yes that's consistent with what I posted. I'm not speculating but I cannot provide actuals here. The catch I think is the 10k number used to be very broad, including west coast primarily and dev centers have moved aggressively to more affordable places (Sweden, Eastern EU, Austin) to kinda shift cost around. That old benchmark is obviously not going to match Seattle area devs or Bay Area shops, especially those that are boutique and full of senior veterans. And pay is both rising in technical fields, and games are more reliant on them than ever before.
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# ? Apr 18, 2022 23:25 |
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12k has always been the standard I've dealt with over the last decade. Obviously that swings wildly but 10k seems more small team indie to me, at best. Even now with people reducing costs and going all remote, benefits and salaries are skyrocketing and that number is catching up to maybe where it should be (just as salaries are starting to in games).
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# ? Apr 19, 2022 02:41 |
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Canine Blues Arooo posted:For what it's worth, this is kinda changing, at least for the technical/engineering side. Even at the best of times, gaming does not pay as much a FAANG, and pay also depends a lot on discipline (and studio). Artists frequently get shafted, but engineers can do pretty well. I do think Microsoft Game Studios not being a part of Microsoft's recruiting and not open to the same kind of internal headhunting is keeping wages lower too. Do it microsoft, let the word team steal game engineers, let the salaries Go Up. (don't believe this applies to like, 343 and Turn10)
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# ? Apr 19, 2022 03:04 |
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Studio posted:I do think Microsoft Game Studios not being a part of Microsoft's recruiting and not open to the same kind of internal headhunting is keeping wages lower too. Do it microsoft, let the word team steal game engineers, let the salaries Go Up. (don't believe this applies to like, 343 and Turn10) Microsoft studios are a hodgepodge of on site Microsoft logo employees, off-site Microsoft employees, limited integration companies which operate very independently and collaborate more like how 2nd party studios act with Sony or Nintendo, and central services like User Research, marketing, etc. There's a decent looking article discussing some of it: https://www.gamesindustry.biz/articles/2020-07-09-how-minecraft-and-mojang-taught-xbox-how-to-buy-studios
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# ? Apr 19, 2022 04:07 |
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Hyper Crab Tank posted:I mean, as a senior/lead programmer here in Sweden, I make on the order of $50-55k/year (that comes with a shorter workweek, however; so let's say $60k for a more representative number). So it's not like salaries like that are limited to "Eastern Europe or South America". I really loving hope that's in gamedev, because in "normal" programming I am seeing 90k+ for seniors in EE.
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# ? Apr 19, 2022 08:07 |
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Xarn posted:I really loving hope that's in gamedev, because in "normal" programming I am seeing 90k+ for seniors in EE. Yes, this is the game dev thread, I'm in game dev. I'm sure salaries are higher if you can stand writing the most boring-rear end uncreative code imaginable for a living.
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# ? Apr 19, 2022 09:08 |
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I work on both serious database stuff with PL-SQL and web front end stuff and I can guarantee there's nothing boring or uncreative about any of our code. Some of it looks like it's straight out of a different reality and could grow sentient at any time.
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# ? Apr 19, 2022 13:35 |
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Having done both, the way I'd put it is that non-games industry software development has plenty of room for satisfaction in your craft, but games work has more artistic expression. And there's a lot to be said for working on stuff that's just there to help people have a good time, instead of to more efficiently hoover money out of their wallets.
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# ? Apr 19, 2022 14:40 |
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TooMuchAbstraction posted:instead of to more efficiently hoover money out of their wallets.
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# ? Apr 19, 2022 16:02 |
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Sachant posted:So, like video games? I get what you're saying, so I should clarify that I'm doing indie development. No lootboxes, no gacha, no season passes or preorder bonuses.
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# ? Apr 19, 2022 16:31 |
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If it's one thing I'm pretty happy about is that no matter how much I gently caress some code up, it's not going to kill anyone. I'd go nuts working in a field like medical or aeronautics or something of that nature.
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# ? Apr 19, 2022 16:48 |
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# ? Apr 25, 2024 11:51 |
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Canine Blues Arooo posted:This is a fair point. Euro goons can probably fill it in here more, but my understanding is that Software Engineering in EU is really underpaid compared to NA for some reason. I think our team of mids/seniors probably gets paid about $160k~ on average by comparison in NA. From my understanding is that we are underpaid because we can be. We are not reliant on that a large part of our check goes to healthcare or other similar things as it's already provided for us. So the companies can get expertise talent for a way lower salary. I've worked with a lot of Americans that have moved to Sweden and went down in salary gladly as it still meant an increase in living standard. Now that is not to say that I think I am paid a fair wage, like the goon you responded to I earn about the same after a decade of experience and only been able to reach it by switching company.
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# ? Apr 19, 2022 17:04 |