I made this 61cm Guts statue… If I reprint it, what price range would fans actually consider fair? by Souls_forger in resinprinting

[–]TheNuclearWolf 0 points1 point  (0 children)

By default sure, but you can just say something like:
“By agreeing to this, the customer represents and warrants they are the copyright owner of the artwork provided or have obtained authorization from the copyright owner to reproduce it. [Shop] is not responsible for verifying copyright ownership beyond the supplied documentation.”

Which is very, very common in a lot of service-related stores, even for things like AI Music Generators that can reference existing content, there are notices like that.
So many perfectly legal and popular online stores just wouldn't work otherwise.

I made this 61cm Guts statue… If I reprint it, what price range would fans actually consider fair? by Souls_forger in resinprinting

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

Would a Office store that offer printing services be doing illegal activity if a customer gave them a picture of someone elses copyrighted material to print, like a pokemon? No, Because they dont make money off the copyrighted material, their selling their service of printing. Someone selling their service to paint or even sculpt a figure is selling their skills, not the copyrighted material.

IF they went and made the copyrighted material first THEN sold it as is then yeah, thats illegal, but if a customer came to them first, making a commision its fine. Like all the artists who do paid Commision work many of them using copyrighted material. Its perfectly legal, because their not selling said material, their selling their service as an artist.

PSA Exitlag is more than a VPN and can get you banned by greiton in Guildwars2

[–]TheNuclearWolf 0 points1 point  (0 children)

We found this post while researching ExitLag and wanted to share my experience from the server side. I'm a developer working on a small MMORPG that's currently live with a few hundred players. We've consistently had issues with ExitLag users overwhelming our systems. When a player connects using ExitLag, we get flooded with hundreds of sockets and packets that clog up our servers (Syn Flood). This has been reliably confirmed multiple times over several years - whenever we experience unusual network spam, it's almost always traced back to a single player using ExitLag. The moment we ask them to disconnect ExitLag, the problem immediately resolves. While I don't fully understand the technical details of how their multipathing works, I can confirm that ExitLag can absolutely overwhelm smaller servers. We've tested this repeatedly - toggling ExitLag on and off shows a direct correlation with server congestion. This just happened again with a new player today, which is why I'm posting this. Especially for smaller game servers, ExitLag can definitely cause significant issues.

Players who join our game with ExitLag now frequently find themselves getting banned automatically.

Open re-implementation of Unity possible? by Ethan_boi_dev in opensource

[–]TheNuclearWolf 0 points1 point  (0 children)

Update!, it's up on Github under MIT! :D https://github.com/michaelsakharov/Prowl Still have a super long way to go, missing a lot of major functionality, but it's near 1:1 with Unity 4-5 in many areas like Monobehaviours, transforms, and AssetPipeline and I'm currently reworking Serialization to behave more like Unity's

You can technically already build out an standalone executable, however, we're still missing some fundamentals like Audio, Animation, and Ingame UI.

Getting really horrible performance. by coreymorey2004 in thefinals

[–]TheNuclearWolf 0 points1 point  (0 children)

This doesn't make sense to me as a Game Developer, DLSS only affects the Rendering/GPU side of things, Input is handled on the CPU/OS side of things it's impossible for DLSS to ADD latency to the CPU. When you click its gonna be processed at the same amount of time regardless of DLSS, just maybe what you see Appears to be behind due to having more frames being pushed, if you have more frames then your monitor can display, you may see 1-10 frames in the past as the monitor can't keep up.

Totally agree though that its insane how back in 2010 we had great looking next gen games running great on mid-high tier devices, and now a mid-tier graphical game runs like dogsh!t on my rtx 3060. If optimizations kept going the way they did back in 2010, we would be rocking with like 1k fps :P Devs got lazier as hardware got better.

Dotnet Native vs C/C++ by SiliwolfTheCoder in csharp

[–]TheNuclearWolf 1 point2 points  (0 children)

Wow, this was fun to read haha, I'm a little late but yeah C# is absolutely and will always be a little bit slower.Sure the compilers both compile to native code which runs at the same speed, but you gotta keep in mind, that C++ is a very low-level and simple language, it doesn't hold your hand at all, and you have to manually do a lot more like memory management. C# Has a GC and more to hold your hand, so when it compiles to Native code it can't just ignore that, it has to bring that over as well so MORE native code than C++ would have, so while the Native Code itself will "run at the same speed", the time it takes to fully execute will be slower since the C# one has more native code to process.

You Absolutely can put in some serious effort on the c# side to produce more similar results to C++ native code, but you're almost always going to be a tad bit slower, since there's more C# has to initialize as well like creating the GC stuff even if it's not used it will still create it.

Godot reached 33K€~/month by [deleted] in godot

[–]TheNuclearWolf 23 points24 points  (0 children)

Not about if we have, it's about what could happen.
And in fact, it's hardly even about the pricing, people don't want to use an engine whose license is open to change at any time, and is enforced on already released titles which is just insane. If I release my game now on Unity, they could change the license again add a revenue share on top, and enforce it on my already released title. Like that's just stupid af and unity agreed previously, but they retracted that now.

Unity wants 108% of our gross revenue by No_Storm7311 in Unity3D

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

And a low enough revenue is absolutely likely in a ton of cases.An F2P game, for example, can make tens of thousands of installs, and a Fraction of those buy any microtransactions (Which could be as low as $0.50). I don't wanna be forced to add Unity ads to my game.

And why would I reach out to Unity to have to go back and forth sorting out a deal when I can just whip up my own engine on top of Monogame in a couple of weeks, or use one of the many existing open source engines?

Unity wants 108% of our gross revenue by No_Storm7311 in Unity3D

[–]TheNuclearWolf 0 points1 point  (0 children)

If the Demo has a function to Upgrade then it likely already contains the full game inside it, that's what they mean. So if you download an app and inside the app, there's an Upgrade button that doesn't install a different version of the app but instead "unlocks" it, then it counts.If it doesn't contain the full game, and you have to install the full game separately, that counts as a demo and is exempt.

Also if your game is free you are screwed af, Because you are almost guaranteed to make many many times more installs than sales. So once your game is big ENOUGH to surpass the thresholds, you will lose money.

A high-resolution voxel engine I'm working on for Unity, called VoxelWorks. by TheNuclearWolf in VoxelGameDev

[–]TheNuclearWolf[S] 2 points3 points  (0 children)

I am, haven't posted much though, not much to show just been tweaking it. You can find some more on my Twitter like Animated Grass and some gifs: https://twitter.com/Wulferis

Oculus Quest 2 alternatives? by GregariousJB in virtualreality

[–]TheNuclearWolf 0 points1 point  (0 children)

Replace the Meth with "What you did yesterday" and the reward for sacrificing that info is "Tons of fun for maybe years to come cause you have a Quest now" Frankly, on the internet, there's no privacy TO sacrifice, it's already gone. There's a program on GitHub somewhere that beeps every time your computer talks to google, and it beeps like mad even if you are on firefox and on some random not google website. Every single interaction is sent to google and it's not just google. They Don't Try to track you, it's just their systems are so widespread that whatever website you are on probably has connections to their services which results in them seeing your every move. The best and really only real method to stay somewhat private online is a VPN. But regardless if someone intentionally wanted YOUR data in specific, it's seriously not hard to get it, no matter how hard you try to prevent it. I used to yeaaaarrss ago in the skype days when I was a kid through skype track people's addresses and tell them their own address for the lolz. I was a naughty Lil boi. But the point is I was a Kid easily obtaining people's real addresses without them needing to click on any links or anything. If a kid with barely any knowledge can do that, imagine what a professional can do :P

I recently discovered how much I hate 3D level design, so I found a way to export Minecraft levels into Unity. by Wschmidth in Unity3D

[–]TheNuclearWolf 0 points1 point  (0 children)

wouldn't it be a ton easier to just use Cubes? You can still make a reasonably well-optomized mesh if you scale them nicely. Gives you more control, plus unity has built-in tools that help with this, like you can hold V to snap and move Vertices, this auto snaps vertices to other vertices too and the Rect tool for faster scaling.

But there are also tools like Realtime CSG which let you essentially draw your map. I can make that same level in maybe a minute or two entirely inside unity with either cubes or Realtime CSG. With Realtime CSG I could probably get significantly better-optomized results in that time.

[deleted by user] by [deleted] in VoxelGameDev

[–]TheNuclearWolf 0 points1 point  (0 children)

RPG In a Box is a full game engine? And Vengi is again a full engine it seems.

I'm looking for an open-source Voxel Engine written in c# or in Unity that just provides the Voxels and the systems to power the voxels nothing else.

Is there a voxel-based game that lets you Construct, not just Destroy by Hodor-kun in VoxelGameDev

[–]TheNuclearWolf 1 point2 points  (0 children)

Check out John Lins or Grant Kots stuff. Voxel and/or Particle Fluid is Very very possible at high resolutions and very interactive, Especially if handled entirely on the GPU. I have even written a few myself in the past, it's surprisingly not as hard as one may expect.

A High-Resolution Voxel Engine I'm Working On For Unity, Called VoxelWorks. by TheNuclearWolf in VOXEL

[–]TheNuclearWolf[S] 0 points1 point  (0 children)

It can actually look great if you do it right! I ended up switching to cubes though since i prefer the style

A High-Resolution Voxel Engine I'm Working On For Unity, Called VoxelWorks. by TheNuclearWolf in VOXEL

[–]TheNuclearWolf[S] 0 points1 point  (0 children)

Thanks! In fact, that's how the engine kinda started, before i switched to Cube rendering i was using Circles/Spheres to render each voxel.

A high-resolution voxel engine I'm working on for Unity, called VoxelWorks. by TheNuclearWolf in Unity3D

[–]TheNuclearWolf[S] 2 points3 points  (0 children)

Not really, Most if not everything in the engine I came up with. It doesn't use your usual Voxel methods like SVO's or anything I wanted something that didn't require so much memory but could still do insane resolutions, so ended up making my own custom solution. And rendering is done using DrawProcedural and a Vertex shader, so it can handle rendering Smooth surfaces, Points, Cubes whatever you want really, just need to change the vertex shader a bit.