nah

2.2K posts

nah

nah

@Jukebaum

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Katılım Şubat 2010
311 Takip Edilen53 Takipçiler
nah
nah@Jukebaum·
@ginandstocks behauptungen und doch nichts zeigen. Nach deiner Behauptung sollten ja dann mehr features schneller ausgeliefert werden die auch noch robust sind. Guckt man sich die Softwarelandschaft an, merkt man, da hat sich garnichts verändert. Kein Projekt ist früher fertig.
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Hendrik@ginandstocks·
Erstaunlich, wie hartnäckig sich hier die längst überholte Behauptung hält, KI könne keinen qualitativ hochwertigen und gut wartbaren Code produzieren. Leute, entweder seid ihr nicht auf dem aktuellen Stand oder ihr habt ein gewaltiges Skill Issue...
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nah@Jukebaum·
@firesidealpha "and they performed a legitimate, unbelievable, very rare in the history of business thing." for anyone in this space, not unbelievable or rare. for people just trading stocks, very lucrative.
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Fireside Alpha
Fireside Alpha@firesidealpha·
Sam Altman reveals building Codex was a "crazy kamikaze mission" to beat Claude Code and that most of the best coders he knows now use Codex. "We were way behind Claude Code, and it seemed like a kind of crazy kamikaze mission to try to beat them with a coding app." "The consensus is that this kind of thing never works, and you just move on to the next one. It's a fool's errand to try to win when someone else already has momentum in a particular product category." "But we decided we thought it was really important. We asked a team to do it, and they performed a legitimate, unbelievable, very rare in the history of business thing." "Now it is the product that most of the best coders I know use." "That felt like an impossible thing, but if we hadn't asked the team, hey, we have a really important but extremely hard mission for you, it just wouldn't have happened."
Fireside Alpha@firesidealpha

x.com/i/article/2072…

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nah@Jukebaum·
@ThePopedotcom @Valmirius @VGTimes They remade the game atleast once anyway after they lost all the code and had to rebuild it. Pretty sure reworked it dozens times over. I think only recently they found people who actually are capable of making the code maintainable.
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THE McDonaldsManager
THE McDonaldsManager@ThePopedotcom·
@Valmirius @VGTimes to be fair, this is one of those games that takes a really long time to update because the early code was a complete mess
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VGTimes@VGTimes·
⚠️ Project Zomboid Build 42 drops July 29 after a year and a half of testing Here's what's been added: — Official multiplayer — Ragdoll physics and an updated physics system — Expanded map with new towns, underground areas, high-rises, and realistic shorelines — Pigs, sheep, chickens, deer, rats, and more wildlife, all with realistic behavior — New cosmetics, weapons, tools, and crafting recipes — Overhauled aiming, inventory, and UI — Expanded crafting, blacksmithing, and sewing — Updated sounds and music — And a ton of smaller improvements, bug fixes, features, and items More features are coming with the July 29 launch, including a full suite of modding tools Heads up: saves from Build 41 won't work in 42. You can stick with the old version by selecting "Build 41 Legacy" in the game's properties on Steam
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signüll@signulll·
if you put this game on the app store in ~2012, it would’ve potentially grossed $5-10m at least over its life span, maybe even more. today it can be one shotted by roughly anyone with the correct physics, graphics, gameplay, etc. so $10m of economic value wiped out in ~15 years? that’s only one game. almost all software is going to be power law outcomes from this point forward. the temporary rise you see now is kind of a red herring for what’s to come.
Alex Ermolov@alex_erm

Opus 5, snowboarder test, one shot. On par with Fable, ahead of every other model I've run. No visual defects on the first pass, and the sliding physics feel right.

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nah@Jukebaum·
@SynthPotato creation engine 3. starfield uses ce 2.5. I think todd at some point explained it very well that it doesn't mean it is just the same engine updated. they overhaul/replace things but probably their creation pipeline for the gamedesigners and leveldesigners stays same
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Synth Potato🥔
Synth Potato🥔@SynthPotato·
The Elder Scrolls 6 and Fallout 5 are confirmed to be running on the Creation Engine This means they will very likely both still require loading screens when entering Interiors. I think this is one of the biggest weaknesses of Bethesda games, it really does feel outdated…
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nah@Jukebaum·
@DefiantLs Democrats resisted many of the permanent and deeper cuts, while Republicans resisted tax increases, voters rejected my spending-cap proposal, while he relied too heavily on borrowing and temporary fixes. so basically everyone didn't like his approach.
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Defiant L’s
Defiant L’s@DefiantLs·
Arnold Schwarzenegger on being Governor of California, "I am also really pissed off that we never really got the budget problem done because I was surrounded by Democrats that had absolutely no interest in really reducing the spending"
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nah@Jukebaum·
@TimSweeneyEpic Just that linus doesn't want to hide the fact that they used ai. He offers the option to decide against ai and informs everyone that he used it. His view is different to yours.
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nah@Jukebaum·
@ImmortalLefty @nebulastra19 @Dexerto They are ads though, they are just not youtube ads. And youtube actually could limit those by making every single one of them not gather ad money. They could even force them to go through their channel for any sponsorship. It is their platform.
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Lefty
Lefty@ImmortalLefty·
@nebulastra19 @Dexerto YouTube ADs & CREATOR SPONSORSHIPS are two different things… wym? Ads play before, during and after a video. A sponsorship is the creators choice and not something Youtube does themselves, therefore it’s not a false claim 🤦‍♂️
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Dexerto@Dexerto·
A class-action lawsuit has been filed against YouTube over its "ad-free" subscription claims Plaintiffs argue YouTube Premium still shows ads because creators include sponsorship segments in their videos
Dexerto tweet mediaDexerto tweet media
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nah
nah@Jukebaum·
@BraedendotTECH Welcome to retirement. Better start doing crosswords and such while waiting.
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Braeden@BraedendotTECH·
I'm 33 and I think Claude Code is melting my brain. For 6 months straight I've had 5-6 terminals open at once, waiting on responses just to smash "enter" 90% of the time. That's the whole job now. And it's doing something to me. A few friends and I keep circling back to the same thing in conversations: none of us feel as sharp as we used to. Maybe it's just us. But I keep wondering how many other people in their 30s feel it too. (And yeah: this is a me problem, how I lean on the tool, not the tool itself. Doesn't make the effect any less real.)
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nah@Jukebaum·
@_drawthentic_ lets be honest here. obsidian before they got aquired by ms and after are different companies. outer worlds 1 made you crave more, outer worlds 2 made you wish they stop. something happened after that aquisition and it pulled any kind of drive out of that studio
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nah@Jukebaum·
@sashadyak that zombie game definitely lit up a few light bulbs when they saw the switch. I was like 'ooh we can do that!' In your clip: The animation to fps is disorienting if you don't look at the same direction. like in top down looking upwards is more natural to swap. Maybe turn first?
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sashadyak
sashadyak@sashadyak·
After long pause I've returned to work on project again and started with some shooting and feedback. For now it plays not so well, but at least I have a good base to work on. #gamedev #unity3d #indiegame
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nah@Jukebaum·
@_Deez_Games since when is bethesda working on eso? zenimax online is developing eso. their teams were always distinct. in the last 10 years? they made starfield which should tell you all you need to know about what to expect for tes6.
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Fernan_3D
Fernan_3D@3dFernan·
@KenneyNL La verdad, a nadie le importa tu idea, todos tienen su propia idea y piensan que es mejor que la tuya, nadie te va a copiar, como mucho tendrán alguna idea al ver cómo resuelve algo. Yo te recomiendo publicarlo, ¿por qué?, es una forma de que la gente sepa lo que haces.
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Kenney
Kenney@KenneyNL·
I've noticed that I've become a bit hesitant to show the games & tools I'm working on. I'm often afraid that they will be stolen (especially because of AI), or that a cheap copy will appear before I've been able to finish them. Does anyone else share this feeling?
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nah@Jukebaum·
@DanFriedman81 someone apparently forgot about mass effect. which is literally what inspired a bunch of stuff in starfield. also your focus of these lgbt themes in this game just shows how weird you are. The game was so forgettable and weak it couldn't get me to care about anyone in this game
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Daniel Friedman
Daniel Friedman@DanFriedman81·
According to the GDC State of the Games industry report, 31% of US games industry workers identified as LGBTQ+. Among younger cohorts the number was even higher -- 39% of those 18-34 and 43% of those 24 and younger. This is not an incidental fact; it is shaping the content of games, especially single-player narrative games like Obsidian's recent failures, "Outer Worlds 2" and "Avowed," as well as Bioware's disastrous "Dragon Age: The Veilguard." Asha Sharma seems to be under the impression that the reason Bethesda's new game "Starfield" underperformed their past titles is that it is a new IP rather than "Fallout" or "Elder Scrolls." But "Starfield" turned players off with its extremely prominent LGBT elements. Out of 4 major companion characters, two of them had significant LGBT backstories, and all the characters regardless of sex initiate flirty dialogue with the player. "Starfield" also had a lot of large, desolate empty worlds that weren't that fun to explore, a lot of repetitive side missions, and frequent and annoying load screens, but the fact that these kinds of elements of the story were alienating rather than engaging is a big part of the reason "Starfield" never developed the kind of devoted fanbase that "Skyrim" and "Fallout 4" had. If Bethesda makes an "Elder Scrolls" game and it's really gay, it's not going to get the reception from players that Sharma is hoping for. A big part of Sony and Microsoft's recent problems, and a big part of the reason that Asian and indie games are hitting big while Western AAA games are crashing and burning is that these big studios undertook a major diversity push beginning around 2015, and transformed themselves to the point where these games are now being made by people who have wildly divergent tastes and values from the audience that is expected to play them. And unless that changes, all the restructuring going on is just shuffling deck chairs on the Titanic.
IGN@IGN

Obsidian Entertainment, the developers known for their work on Fallout: New Vegas, The Outer Worlds, Grounded, Pentiment, Avowed, and more, are reportedly working on a new Fallout game. This, in place of working on an Avowed sequel. bit.ly/4fb9d4l

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nah@Jukebaum·
@madcap412 they made a fallout. it is outer worlds and considering the performance they showed with tow2, maybe another studio should take a shot at a new fallout. one that wants it. i can already see the reviews when the fallout is at the quality of avowed. like you want that studio?
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nah@Jukebaum·
@johnennis it should say Authored-By: Claude
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John Ennis
John Ennis@johnennis·
This is yet another thing that really annoys me about Anthropic, claiming co-authorship of my work in git commit statements Claude is not a co-author of my work any more than Apple is It is a tool that I paid to use 5.6 Sol might be the end of me and Claude
John Ennis tweet media
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nah@Jukebaum·
@Squarezum considering really nothing seems to really use physics in this game could be that they tested it and they couldn't get it to do what they wanted in death stranding. especially since horizon used ragdolls.
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Square
Square@Squarezum·
Something that has hit me is Why doesn’t Kojima use any ragdolls for his games? Seems perfect for a game like this…
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nah@Jukebaum·
@Aidenthejoker @SlanderedOne if this was a plumber you would get a different plumber. which is literally what they should be doing. If a plumber doesn't want to do a job they will not do it and you will get a different one. oh who would've thought, your example doesn't work.
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Aidenthejoker
Aidenthejoker@Aidenthejoker·
@SlanderedOne Imagine forcing people to do their jobs. Give their customers what they want and do a good job. Why do game devs get such grace. I.agine if this was a plumber. Telling him what you want done. He delays, does something else you didnt want and its half assed.
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Slandered
Slandered@SlanderedOne·
Obsidian has already made it publicly known that they DID NOT want to make a Fallout game. Microsoft is pointing a gun to their heads and forcing them to do it. Imagine if Larian was forced to make BG4. What's the likelihood that game would've turned out great? I have very little faith that NV2 gives players what they want.
Paul Tassi@PaulTassi

Jason reporting that Obsidian is cancelling Avowed 2 and working on a new Fallout game instead. Extremely logical course of events bloomberg.com/news/articles/…

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Backlog battler Carl
Backlog battler Carl@backlogcarl·
@PoltFan69 You do realize the upper management has all been replaced well before these layoffs yes?
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Michael(Poltfan)((JapanDayTripper))
So obviously. OBVIOUSLY. You fired 90% managers and less than 10% real workers. You also obviously fired HR who was responsible for the insane lopsided nature of your hiring practices right?
ASHA@asha_shar

This is an important email I sent today to all employees at XBOX: Team, We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale. I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication. Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX. First, we will reset our content portfolio. Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision. Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options. We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions. In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX. Second, we will reset our platform. We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify. We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend. Third, we are resetting how we operate. As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done. For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results. Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best. These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates. I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027. History is full of companies that mistake longevity for inevitability. We will not be one of them. Asha

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nah
nah@Jukebaum·
@sean_gause creating cyberpunk showed questionable leadership at cd project red and probably left a lot of especially the senior stuff questioning if they wanted to stay there. they couldn't go on like that, unreal provides a lot of already senior devs for the engine.
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Sean // Game Dev🥀
Sean // Game Dev🥀@sean_gause·
Eternally sad that this engine is being abandoned in favor of Unreal for the Cyberpunk sequel.
Sean // Game Dev🥀 tweet mediaSean // Game Dev🥀 tweet mediaSean // Game Dev🥀 tweet mediaSean // Game Dev🥀 tweet media
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