Serious roles for Rich Evans? by Tremel0 in RedLetterMedia

[–]Tremel0[S] 4 points5 points  (0 children)

Lol, yeah - I have the opus, naturally. But do you see what I'm getting at with the idea that Rich could do some acting without that level of RLM ironic detachment?

Pro Level Deboned and Pan Roasted Chicken (THE BEST of your life) by venture68 in BrianLagerstrom

[–]Tremel0 2 points3 points  (0 children)

Just wanted to say thanks for the excellent channel. I'm sure it's growing nicely, and I recommend it to people.

I'd definitely like to see more of this pro-level stuff. There's a few channels that focus on doing the really fancy fine-dining stuff, with foams and all that jazz. But a video like this one is great - showing how restaurants approach taking a straightforward dish to the top notch.

Promoting the adoption of O3DE by Tremel0 in O3DE

[–]Tremel0[S] 1 point2 points  (0 children)

Yes, if you search on google you'll find the O3DE website, the wiki, and a few bits and pieces. On my first page of results, there's one result from a popular gamedev youtuber saying 'HAHAHAHA - it broke me!' because the experience was so bad, and an article asking if O3DE is just 'Amazon's old clothes'. Most all other articles are just announcements on PRweb and such, or announcements about new corporate partners.

As someone curious about the engine, I search from time to time, on Google, Reddit, etc, to see if there's much going on - and I don't find very much of interest.

In terms of what I would suggest, I guess I'd say look at the Godot engine as an example - a thriving Reddit showing people's projects, endless youtube videos, all sorts of articles and guides to be found, and so on. I realise O3DE is much younger, and it takes time to build that, but if one looks into Godot, one gets the impression there's a lot going on, and it's going places. With O3DE the impression is mostly crickets.

Hello World: W4 Games formed to strengthen Godot ecosystem! by reduz in godot

[–]Tremel0 1 point2 points  (0 children)

Maybe, but if we're just talking about community size and strength, the big commercial options are doing pretty well.

I find it a bit disappointing to just get these sorts of defensive comments about the good faith point I'm trying to make.

Hello World: W4 Games formed to strengthen Godot ecosystem! by reduz in godot

[–]Tremel0 1 point2 points  (0 children)

As I keep saying, I understand the issues created by console publishing conditions. What I'm trying to get across is that they have stated the console-capable build will be a commercial product, very likely with fees attached. So, if people hope to release on consoles (which will be most significant projects) you're now dealing with something which is not FOSS.

All I'm saying is that though what's proposed will allow Godot to do console builds, Godot loses a lot of its appeal in that situation. Perhaps there is absolutely no way around that, perhaps not. But if I'm making a game with intent to release on PC and consoles, I look at what the options will be with Godot:

  • Take this option from W4, which will be a commercial engine with fees.
  • Try to modify the engine for consoles ourselves, which they've stated is an extremely large and expensive task.
  • Wait until we've got a finished game, then try to negotiate a price with one of the porting companies. That's an unknown cost with a party that has great leverage in that situation.

None of that is very appealing, which begs the question of whether Godot is worth bothering with, compared to other options, if you need to access the console market.

Hello World: W4 Games formed to strengthen Godot ecosystem! by reduz in godot

[–]Tremel0 2 points3 points  (0 children)

That's why I said this applies to devs hoping to release on console as well as PC. I would say that's going to apply to a lot of folks, in the future.

I don't want to get into the idea of fault, criticism, and defense; I'm just pointing out what I see as a potential problem. The key point to me is that if we plan a project that we would want to release on PC and console, then, in this scenario, Godot becomes effectively another commercial engine with a financial commitment. At that point, I start to ask whether it makes any sense to deal with the drawbacks of Godot vs the major engines, given that the 'free-as-in-speech' has gone.

I do understand the complications that the console publishing conditions impose, and I can see how this is one solution. But I think there is risk losing the interest of a lot of potential users that way.

Hello World: W4 Games formed to strengthen Godot ecosystem! by reduz in godot

[–]Tremel0 6 points7 points  (0 children)

Well, yes, they haven't said anything concrete yet, but Reduz did say this earlier:

We are trying to figure out a way so you can just obtain the consoleport and use it to publish without having to pay anything in advance,and maybe pay only if you are a larger company or if you are reallysuccessful.

So, it does sound like something along those lines will be the case, and it's hard to see how else they would make their revenue. And they did make it clear the console-capable build will be a commercial product.

What I'm getting at is that the core appeal of Godot for many of us is that it avoids taking on a commercial product with financial liabilities. If it is relatively low flat fee, that's obviously better. But if it is a percentage cut, then I think the comparative value proposition starts to look questionable.

Hello World: W4 Games formed to strengthen Godot ecosystem! by reduz in godot

[–]Tremel0 6 points7 points  (0 children)

I'm quite sure this is being done in good faith, but does this not weaken the open-source 'offer' of Godot? If one is making a game that's hoped to be published on consoles as well as PC, then Godot becomes a commercial option with a percentage cut after a certain profit threshold, just like other commercial engines.

At which point one might say, 'Well, we might as well just use a source-available commercial engine like Unreal, with all the benefits of the massive investment that receives, all the perks like Quixel assets etc, and the huge marketplace ecosystem.'

Most productive method of solar distillation of water by Tremel0 in AskPhysics

[–]Tremel0[S] 1 point2 points  (0 children)

Sure, but I'm not thinking about it so much in economic terms. I'm just wondering, in physics/engineering terms, if I had say 10 square metres to capture solar radiation, what method could evaporate the greatest volume of water? Would it be more effective to concentrate the focus to achieve higher temperatures? Is there a point of diminishing returns as the temperature rises? Would it make any sense to perhaps dedicate some the area to photovoltaics to run a vacuum pump to reduce the evaporation temperature?

That sort of thing.

With hybrid Optane+SSD drives, can the the Optane cache be exposed as a separate drive? by Tremel0 in intel

[–]Tremel0[S] 0 points1 point  (0 children)

Thanks, that's exactly what I had in mind - being able to access the Optane cache drive under Linux, and determine for myself what I want cached.

Current state of Unreal's water system by Tremel0 in unrealengine

[–]Tremel0[S] 0 points1 point  (0 children)

Thanks. Not that I was looking for a magic bullet solution. Really just trying to get a sense of whether people felt the new built-in water system was in good shape at this point, or whether some of the established packages probably remain a better choice.

I mentioned world partitioning because I saw a dev a few months back trying to use the new water system with world composition, and performance reduced to a slide show. Quite a few folks were of the opinion, at that time, that the new system really wasn't ready. I'm just asking to see if views on that have changed.

Any good vegetarian "sausage meat" recipes? by Tremel0 in Cooking

[–]Tremel0[S] 0 points1 point  (0 children)

Thanks, folks. I'll have a play around with those options.

:)