Darko Tomic
437 posts

Darko Tomic
@darko_unity
Building the largest Unity Learning Community at https://t.co/aVqXQRn1TL
加入时间 Ağustos 2021
52 关注145 粉丝
Darko Tomic 已转推

Sonnet vs GPT 5.4, one prompt world generation with @Unity. Which one did better in your opinion guys?


English
Darko Tomic 已转推

C# in Unity 2026: Features Most Developers Still Don't Use #HackerNews
darkounity.com/blog/c-in-unit…

English

@ThePrimeagen I am enjoying my anthropic subscription where I exhaust it in a single prompt.
English

The downfall of Nvidia begins?
Long live dedicated silicon
Anthropic@AnthropicAI
We've signed an agreement with Google and Broadcom for multiple gigawatts of next-generation TPU capacity, coming online starting in 2027, to train and serve frontier Claude models.
English

The Unity engine has evolved a lot in modern days, but I noticed a trend where Unity developers are still using "outdated" techniques when writing their C# code.
darkounity.com/blog/c-in-unit…
English

Before we can understand some C# features, we have to understand why somebody decided to implement it in C#. My biggest problem with Unity Tutorials is that they will shove something at you just because.
#unity #csharp #programming #gamedev
English

@UnityCodeMonkey Damn, that is crazy. I remember you, Jason Weimann. Brackeys were the biggest channels.
English

@DarkoTo56635877 Yup I started in 2018 but didn't make any money for 2 years. It took me 20 months before I received my very first YouTube paycheck of $2000
English

I made a living from ONLY making indie games from 2013-2020. I had no YouTube channel, no courses, just games. It's difficult but it is possible.
My SECRET? Keep the cost of living low, keep development cycles short, and gain as much experience (and marketing skill) as possible.
For me living in Portugal I could live a good life on $2000 per month, so if I spend one year working on a game it just needed to make $24k to make a profit. That's a lot more achievable than if I were living in San Francisco and needed $10k per month just to survive and needed $120k to make a profit.
And thankfully my games didn't just get the bare minimum, I hit $1 MILLION in gross revenue in that timeframe across 8 games.
So it's definitely not easy, but it is still possible!
And nowadays the ceiling is basically infinite. The solo dev behind Schedule I made $130,000,000! Now I definitely don't recommend you compare yourself to the extreme outliers, but it's fun to think of what could happen.
I wish you the best of luck with your games!

English
