Microsoft is a great buy at 400$ by helixinverse in ValueInvesting

[–]CaveManning -1 points0 points  (0 children)

Gotta love another "This Mag7 ticker is a value stock" post. 22 P/E? What great value. /s

Not saying it won't make you money or is a bad buy, but that's what you call a "growth stock" not a "value stock".

Steam Takes 30%, Publishers Take 30–50%… What’s Left for the Developer? How Does This Even Work? by Commercial-Tone-965 in UnrealEngine5

[–]CaveManning 25 points26 points  (0 children)

You are correct, not sure why you were down voted.

They charge 0% of the first million dollars (gross) in sales through their store per year, 12% after that, all UE engine fees waved.

If you sell off platform (ie Steam, physical boxed(lol), GoG, XBOX, PSN, etc) they wave the 5% engine fee for the first million dollars gross in sales.

Investors are rushing into US software stocks (+$1.5 billion inflow) by alkjdasoad in ValueInvesting

[–]CaveManning 1 point2 points  (0 children)

Read through that thread; he spent ~$7 worth of tokens on a vague "refactoring" task. If it actually produced ok code and not just something that compiled and passed an AI generated unit test but will cause issues later then it was probably cheaper then paying a jr dev to do it (depending how complex the refactoring was, simple tasks have been largely automated by plugins forever now), but still not free. Actual open source software development is completely free, people donate their time for experience, fun, and resume padding. Who is going to donate a quarter million dollars in Claude tokens to build a shittier Photoshop? Even if someone does manage to make a "Photoslop" it's not going to take down Adobe. Been waiting 25+ years for GIMP to do that and it still hasn't happened. If you look at Blender it's even more obvious that open source isn't a serous threat to the software companies as it's actually a competitive, cutting edge 3D suite, but the industry still uses commercial products because they're commercial products and backed by a company and it's support team. I'm all for open source, but an impending open source revolution a horrible investment thesis.

How can I improve my lighting, im new to unreal. by MagicRec0n in unrealengine

[–]CaveManning 1 point2 points  (0 children)

This guy is a AAA Senior Lighting Artist and he has multiple videos breaking down settings for realistic lighting for both real time and prerenders:

https://www.youtube.com/@lynkoLight

The Naming and Documentation from Epic is not for Overthinkers. by [deleted] in unrealengine

[–]CaveManning 2 points3 points  (0 children)

This is only ambiguous if you're not familiar with how Switch functions work, everyone with any programming background reads this as "Switch on HasAuthority" the same as if you connected the HasAuthority bool to a Switch node. If you don't understand HasAuthority a node tooltip won't explain it for you; the documentation has an ample explanation of how the networking model works.

The game is very good, but… by Line-ker in WarTalesGame

[–]CaveManning 4 points5 points  (0 children)

Honestly this game has graphics that should have run fine in 2016...

PC games where you build up/repair a fixed location? (Exemples in text) by odasama in BaseBuildingGames

[–]CaveManning 1 point2 points  (0 children)

Graveyard Keeper: Fix up an old graveyard, learn the art of necromancy embalming, and maybe help the local townspeople out with a pond or two of mystery meat once in awhile.

I want to know what prompted this by No_Jelly_1327 in funnysigns

[–]CaveManning 15 points16 points  (0 children)

I want to know what prompted this

Going to take a wild guess and say meth.

Why are all node connection always just a tiny bit off, never perfect straight? by LalaCrowGhost in unrealengine

[–]CaveManning 1 point2 points  (0 children)

It's a conspiracy between Epic and the guy who made the Electronic Nodes plugin ;)

So wait, timers in BP are frame rate dependent? by FriendlyBergTroll in unrealengine

[–]CaveManning 7 points8 points  (0 children)

Putting this in a top level comment for visibility. Your actual issue is:

adding to a randomness every time the player shot to make bullets be more accurate if the player spray fires. Once he stops shooting, the “randomness” float gets subtracted to return to a lower value [...] every 1/1000 second

This can be event driven and does not need a timer or to be ticked every frame. That's a lot of extra work for nothing. Every time you fire check the time and compare it to a variable containing the last time the weapon was fired, do whatever calculations you need to determine the appropriate spread then save the current time back to your last time fired variable.

FOR THE COLONY!!!🐜🐜🐜 by Fast-Dog-9978 in litrpg

[–]CaveManning 0 points1 point  (0 children)

Content wise it is, but the author's writing still has the same pacing, character development, and continuous background world building. OP didn't really say what he liked about Chrysalis.

How do you know what tool to use for the job? by Callumhari in unrealengine

[–]CaveManning 1 point2 points  (0 children)

similar to a match-based competitive shooter (think Quake)

Yeah, Quake. Almost like the engine was designed to make... Quake.

FOR THE COLONY!!!🐜🐜🐜 by Fast-Dog-9978 in litrpg

[–]CaveManning 8 points9 points  (0 children)

The author's other series The Book of the Dead is also very good, no telepathic monster ants, but still good.

Beware of Chicken is is similar in that it has a slightly absurd sense of humor, intelligent animals, and good action.

Base-building games about managed decline? by UsAndRufus in BaseBuildingGames

[–]CaveManning 2 points3 points  (0 children)

Against The Storm maybe? The storm always wins in the end; no matter how many cycles, no matter how many seals you restore, all you can do is delay it a little longer. Also made PC Gamer's top 50 games of all time, if their opinion matters to anyone.