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@shatterspine

multiplayer networking, game engines, MMORPG design. wgpu + js

bln Katılım Şubat 2023
926 Takip Edilen4.3K Takipçiler
dek
dek@shatterspine·
@euacchq @thealepalombo curious about perspectives on exit taxes here, particularly WRT people moving within europe
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eu/acc
eu/acc@euacchq·
Yes we're quite aligned. We've worked had and gave a lot of input while encouraging many European founders to speak up against the notarization red tape, tax id requirements (Codice Fiscale /TIN) and we're glad it's in great part there. There are other practical items like VAT ID to access immediately the single market, you can see more analysis there: x.com/euacchq/status…
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Alessandro Palombo
Alessandro Palombo@thealepalombo·
I'll be honest about where I stand. Right now, at Bitizenship, we are operating our Italian entity. The number of powers of attorney, notarized documents, and lawyer invoices involved for a still small company (2-3M capital in) is insane. The infrastructure, starting with the mandatory digital pen drive for signing, literally screams Windows 1995. It's extremely painful. When I read the EU Inc. proposal today, I read it as someone living this in real time, though from a unique angle of the business we are building inherently global. Here is in a nutshell what the Commission is proposing: - Incorporate across all 27 EU countries in under 48 hours, for less than €100 - Single EU portal, automatic tax registration - Fully digital. No notaries - ESOP taxed only when you sell - Simplified insolvency The key point is obviously that tax and labor law are not in this proposal. I won't be debating idealistic versions of EU Inc., the nearly two years it took to get an incomplete proposal onto the table since Draghi, nor the debatable communicative choice of posting "we are introducing" something when in effect it is something brought to parliamentary discussions, still. I'll be simple: kill the notary requirement and this is already critical. Also, the ESOP point is underrated and would deserve more attention: taxing options only at sale, not at grant, is a real shift for anyone building a team across Europe. Well-deserved credit to all parties and operators involved and best wishes in locking in a regulation to execute it. What's your take?
European Commission@EU_Commission

We are introducing EU Inc. To make building and growing a business across the EU faster, simpler, and smarter. 🔸 Start a company in less than 48 hours 🔸 No minimum capital requirement 🔸 Fully online and borderless

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dek
dek@shatterspine·
@vxunderground props to them for not complying with the 900th trash regulation
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vx-underground@vxunderground·
Meanwhile in Brazil: Arch Linux has to suspend access from Brazil because kids could use Arch Linux, or something, and something about pedophiles. I actually have no idea what the politicians are even saying anymore. It's all bullshit and it's fucking over FOSS.
vx-underground tweet media
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dek@shatterspine·
@FalkTG Lindners rotation dürfte hier mehrere Atomkraftwerke ersetzen - und bei der Regierung auch noch komplett erneuerbar
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@levelsio
@levelsio@levelsio·
✨ 7 years after I set up a Quake III server, I have it running again, but now in the web browser, much easier 😊 👉 q3.pieter.com 👈 Back in 2019 we'd play a fork of Quake III called OpenArena in a Bali villa with @daniellockyer @marckohlbrugge @dannypostmaa @lenilsonjr_ @gvrizzo @AndreyAzimov @SeanParkRoss and other ppl But it broke after a new Mac update and they never really fixed it, it kinda sucked because it was actually the only game we could just load with friends online and play death match a bit and then continue your day Luckily @lukathedev built Q3JS which successfully compiles ioquake3 to WebAssembly and now it works in the browser To make it extra simple, I've set up a Q3JS server and frontend for you to use at q3.pieter.com, which loads you straight into the game A big problem is that most of the times, nobody's playing, so I've also added Web Notifications, which notifies you if enough human players join, so you can join a match. And I've added a daily match at 8 PM GMT every day which everyone also gets notified when it starts If you want more servers and maps etc, you can check out @lukathedev's own q3js.com HAPPY FRAGGING
@levelsio@levelsio

🔫 I set up an OpenArena DM server (free version of Q3), if you wanna join: server is 128.199.152.194, download OpenArena for Win/Mac/Linux @ openarena.ws

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dek
dek@shatterspine·
@zephyr_z9 the yassification era of game graphics. we're tiktok filtering our games now.
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Zephyr@zephyr_z9·
No Gaming GPUs for the next few years Only DLSS upgrades
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dek@shatterspine·
@Fcamposbr @mrmaxm @SeloSlav Interesting, I'll be checking it out. If you guys have any API for me to hook into, please let me know.
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Fernando Campos
Fernando Campos@Fcamposbr·
@shatterspine @mrmaxm @SeloSlav Interesting indeed. That is why we’ve been experimenting with premium web games and have launched spawnd.gg. There is room for higher quality experiences with all the benefits the web has to offer.
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Martin Erlić
Martin Erlić@SeloSlav·
Web gaming is about to get very big. Within the next couple of years we will likely see a new “Newgrounds-style” ecosystem emerge. A web-native distribution layer for games that competes with platforms like Steam. There will be plenty of low-quality content at first, but the best projects will rise quickly, just like they did in the early internet era. Several trends are converging at the same time. WebGL and browser graphics are improving rapidly. Advanced shaders, GPU pipelines, and even server-side rendering make it possible to stream sophisticated visuals without requiring a powerful GPU on the player’s machine. At the same time, developers are increasingly frustrated with traditional distribution. Shipping to Steam means surrendering roughly 30 percent of revenue and operating within a closed ecosystem. The web offers a path to direct distribution and ownership. But there’s something more interesting going on. Games are becoming large-scale simulations. At their core they are agent-based models (ABMs), which are just systems where thousands or millions of actors interact according to rules and generate emergent outcomes. This is an area researchers have been exploring for decades, especially institutions like the Santa Fe Institute. Now these same ideas are colliding with modern AI and massive compute. The result will be a new kind of platform where games double as large-scale simulations of economics, warfare, industrial systems, and social behavior. Mass-scale agent orchestration inside persistent worlds creates enormous datasets for strategy, game theory, and machine learning. The intersection between gaming, AI, and simulation may end up being one of the most valuable technological frontiers of the next decade.
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dek@shatterspine·
@mrmaxm @SeloSlav it is a growing industry, i'd say mobile is a huge part of it. there is very little attention and hype around it - wouldnt surprise me if we see another .io rush eventually. theres some movement but AI is absorbing most investor/hype conversation by orders of magnitude atm.
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dek@shatterspine·
@mrmaxm @SeloSlav many games that do have substantial numbers are well executed little ideas that are very web-like and have a tendency for multiplayer, ie colonist, worldguesser games and such, with casual audiences. i see how this isnt "dethroning steam", i wouldnt have that expectation soon
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GermanStrands
GermanStrands@GermanStrands·
MASSIVE PREVIEW DAY FOR CRIMSON DESERT
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dek@shatterspine·
@ArtroDev holy sound design
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dek@shatterspine·
@kuberdenis i am m onitoring the situation about your location, seems like this is business critical
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Denislav Gavrilov
Denislav Gavrilov@kuberdenis·
Ever since I’m unemployed (yesterday) I just go out and “take care of business” “Oh yea.. sry man I can’t today, i gotta take care of business” and business is sitting in my car like this at locations until “my business is done”
Denislav Gavrilov tweet mediaDenislav Gavrilov tweet media
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dek@shatterspine·
@zeeg @jake_researcher This is like 50% of all corrections I do to LLM code, my most frequent repeated pattern that LLMs don't inherently go to is that it's better to just error/crash than to silently do some awkward fall back. It's where 99% of the slop comes from. I blame js "??" Optional paradigms
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David Cramer
David Cramer@zeeg·
Yeah but what Ive found is I need to drop Codex into plan mode and be very explicit and itll minimize off-the-rails That said even with that I found it kept trying to add fallbacks that made no sense: (if this capability isnt available do something else - even tho the capability is mandatory to function)
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David Cramer
David Cramer@zeeg·
No Codex, I do not need fallbacks for every path of code!
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dek@shatterspine·
@AremjiGames i think the ocean highlights are the big enemy of the readability here - high frequency high contrast noise that is visually conflicting with the real game action.
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Ralf Gartmann
Ralf Gartmann@AremjiGames·
Changed the color of the ocean to be darker. Not only is this closer to the real thing, but it really makes some of the abilities pop! #gamedev #indiedev #indiegame
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dek@shatterspine·
@16kbps omarchy maybe? i have not used it, but its been getting some attention
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dek@shatterspine·
@16kbps using linux is like becoming a monk. there are some that stray off the path and start looksmaxxing their UI (ricing) but i would be cautious with googling that. many get lost and never really arrive
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lych cat emoji
lych cat emoji@16kbps·
are there any linux DEs made by people with eyes
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