Laurent Mascherpa

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Laurent Mascherpa

Laurent Mascherpa

@laurentm

Product and Engineering 🚀 Gamedev 👾 Demoscene as Sanx 🎺 https://t.co/MbKA3AyS0C

Los Angeles, CA Katılım Mart 2008
593 Takip Edilen669 Takipçiler
Laurent Mascherpa
Laurent Mascherpa@laurentm·
@ConanReis @EpicGames Wow! Thanks for releasing Verse in such a solid manner. UEFN is such an impressive package, and Verse nicely tied things together. Wishing you the best in your future projects! It was nice to meet you at UnrealFest.
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Conan Reis 🇨🇦
Conan Reis 🇨🇦@ConanReis·
After six amazing years I have left @EpicGames. Next is #Verse contract work on #UEFN projects and likely my own UEFN/#UE5 projects. Open to full time world changing #GameDev projects making languages, tooling or just an awesome game. Also interested in #AI - my original background. Creating the Verse language was an exhilarating journey and seeing @FNCreate-ors using it in their UEFN games is gratifying to see. Likewise the Verse used internally in @FortniteGame AI and awesome projects such as @LEGOFortnite. The people at Epic are extraordinary and I’ll miss them immensely. Thanks for the adventure @TimSweeneyEpic! Happy new year and looking forward to 2024! linkedin.com/in/conan/
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Laurent Mascherpa
Laurent Mascherpa@laurentm·
Pascal was my first so-called "high level" language, brilliant syntax, easy to learn and grow. It went pretty far but it couldn't beat languages with brackets 😂
Techmeme@Techmeme

Software design pioneer and Pascal creator Niklaus Wirth, who devised nine programming languages and won the Turing Award in 1984, dies at 89 (@lproven / The Register) theregister.com/2024/01/04/nik… 📫 Subscribe: techmeme.com/newsletter?fro… #a240104p24" target="_blank" rel="nofollow noopener">techmeme.com/240104/p24#a24

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Laurent Mascherpa
Laurent Mascherpa@laurentm·
@hnshah If it can transform unstructured expiring information into structured and up-to-date information, that would be killer for sure.
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Hiten Shah
Hiten Shah@hnshah·
For power users of AI chatbot tools it seems like the killer feature will be to search across chats.
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Pim de Witte
Pim de Witte@PimDeWitte·
I’m originally a @unitygames developer and creator of an open source Unity project used by thousands of developers. I’m now a CEO of a $100M+ company. Here’s where I’m at on the Unity pricing model change. First, let’s dig into why they likely did this. 1) per-seat pricing doesn’t scale with team sizes that are declining; and a world where AI enables you to make games with less people 2) Most mobile game developers are picking Unity and everyone else is picking unreal or Godot. Unity is realizing that they can likely milk their mobile monopoly and are going to lose on high end experiences. They are essentially a UGC platform for mobile games. Except because they ship the runtime and let you control it, they are charging per install fees instead of a percentage of every translation (like Roblox). 3) with a world moving to subscribe to play and attention flocking to a consolidated set of premium networks, their ad model suffers. The runtime is open enough that people can just add their own services and don’t need to use Unity’s services later. Tough position to be in for Unity. You can’t compete on quality with every services company if you’re focused on building a games engine and runtime at your core. I’m afraid that for these reasons the change won’t be reverted. But it should be changed. The change fails to address the following: 1) Install fraud and side loading on mobile devices is rampant. Publishing on Unity now becomes an uncontrolled liability. Especially on Android, this will make costs very hard to predict. 2) You’re eating before the developer does. 3) Subscription models. PS+, game pass, Netflix games, it totally breaks those models. My proposal: 1) Push back the fee until a player hits 1 hour of playtime. This means the developer has most likely found a way to monetize. And the developer is likely to get paid from subscription services on the player. This solves most problems. 2) Waive/Credit back Unity ad revenue share. If im monetizing with Unity ads, you shouldn’t be charging me per install. Waive the fee if the install came via your own ad network - and invest in the buy side of your network. You’ve already ate. Incentivizes developers to use your network. 3) Differentiate per OS. Windows, iOS, and Android installs are not equal. 4) Offer developers the flexibility to switch to an IAP % instead. For example. I would put all my android on IAP and iOS on pay per install to combat fraud. 5) Differentiate on the game model. Free to play that monetizes with your ad model should not pay. Those monetizing with IAP should be able to choose between a per install fee and a percentage of revenue. Those as part of a subscription bundle shouldn’t be charged until they hit a playtime threshold that makes sure the developer is paid. 6) Allow developers to apply for custom proposals based on their circumstances. Otherwise there’s a chance you miss the next market shift. I see why this is necessary but please release some revisions to the model soon!
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Laurent Mascherpa
Laurent Mascherpa@laurentm·
@bgurley The data is likely sold on a DMP. But it can be provided by anyone, if you made a search to know where to watch, or liked a tweet, or read an article.
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Bill Gurley
Bill Gurley@bgurley·
Does Netflix share data w Facebook/Meta? (I think they do). Is it super clear in terms of service?
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John Burn-Murdoch
John Burn-Murdoch@jburnmurdoch·
Amazing: Google partnered with American Airlines, used AI to tweak flight paths to reduce contrails. The results are in, and if scaled up this could immediately reduce aviation's global warming impact by almost 20% Technology just keeps beating degrowth! blog.google/technology/ai/…
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Andrej Karpathy
Andrej Karpathy@karpathy·
Yay, llama2.c can now load and inference the Meta released models! :) E.g. here inferencing the smallest 7B model at ~3 tokens/s on 96 OMP threads on a cloud Linux box. Still just CPU, fp32, one single .c file of 500 lines: github.com/karpathy/llama… expecting ~300 tok/s tomorrow :)
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Safari
Safari@SafariSosebee·
Finally got our old Joshua Tree rock scans into #unrealengine5 !
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Paul Graham
Paul Graham@paulg·
"Google Search Generative Experience" is like the product names Microsoft had at its lowest point. You know a company has become mired in bureaucracy when things start to have names like that.
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Ben Yoskovitz
Ben Yoskovitz@byosko·
I'm constantly adding new resources and content to the Fundraising Playbook. You can get it for free & if you use Notion, just duplicate the whole thing. It includes: * Sample fundraising schedule * Checklists * Databases of investors * Templates * And more! 👇
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Laurent Mascherpa
Laurent Mascherpa@laurentm·
@miketuritzin And this is why every gameplay dev needs debug draw primitives, and clean camera up and right vectors always available. ;)
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Adam Singer
Adam Singer@AdamSinger·
How Android users will Appear in Apple's VR meeting software
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Laurent Mascherpa
Laurent Mascherpa@laurentm·
@gregisenberg Also they could say much more earlier when the limit was still 140 characters. For comparison, in French you can basically say nothing in 140 characters.
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GREG ISENBERG
GREG ISENBERG@gregisenberg·
I spoke with the Twitter executive team a few years ago and asked them why Twitter is so big in Japan They told me because Japanese people like to be pseudonymous/anonymous when expressing themselves They have multiple accounts for their multiple interests
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GREG ISENBERG
GREG ISENBERG@gregisenberg·
Pretty interesting to see how popular Twitter is in Japan and Saudi Arabia...
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Laurent Mascherpa
Laurent Mascherpa@laurentm·
I always enjoy how @karpathy gives a presentation of the state of the art on AI. LLMs, prompt engineering and all, made very accessible.
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