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Nice conclusions, have you even had a look at the source for gameworks? I can't find anything that will make it run slow on AMD.

Not to mention that a huge amount of games are using Gameworks PhysX.

Unreal Engine, Unity etc also use PhysX.


Nothing inherent to gameworks, rather when devs implement gameworks nvidia is prone to asking them to turn up features that will hurt AMD and older nvidia cards without any increase in performance. With the fallout 4 example the ray lighting, in other games it's unnecessary tessellation. Nvidia has even asked devs to disable features that don't negatively impact nvidia, but positively impact AMD like async compute.

It's easy for nvidia users to see these practices as okay because they are only hurting other people, but given a new generation of cards these measures will be leveled against them too until they upgrade. Nvidia has no qualms about fucking over their own customers so long as it fucks over amd customers more.


Afaik reflection doesn't make it into C++17.


Nuuuh. :(


How does Kotlin compare to Ceylon? Has anyone written something in both languages and can share their impression?


Kotlin is build with interoperability with Java in mind from the beginning. This is not the case in Ceylon. In fact some base types (Int, Long) in Ceylon don't match the corresponding Java type. Kotlin has extension methods which Ceylon has not. Ceylon has reified types, which Kotlin has not. Ceylon went 1.0 in November 2013. So far Ceylon seems not have caught any traction, which is unfortunate as it also is a language well-made in many ways. Kotlin has at least Android development to create some initial traction.


Quite similar in terms of feature-sets, but I would say Kotlin has better tooling and Ceylon has better documentation, and tutorials.


Could I install Unreal Engine 4 on CodePipleline so that I can build my game remotely?


As far as I can tell this is more about orchestrating builds, to actually build your game you'd need to run jenkins on an EC2 instance and connect it to CodePipeline.


(Also, don't bother. It doesn't work with the most recent version of the engine either)

That is not the bad thing. They said they wanted to make it stable for 1 version before upgrading to the newest.

The problem is that is super buggy right now. It crashes almost all the time on my machine.


Licensing How much does this cost?

To redistribute code written with Mono for Unreal Engine, you must have a commercial license to the Mono runtime.

These licenses are included in Xamarin's commercial products for targeting Mac, Android and iOS.

Xamarin product pricing starts at $0 for Starter Edition and adds Visual Studio support at $999 per developer, per platform.

In addition, you still need to comply to your license agreement with EpicGames for Unreal Engine.


I'd lay the blame on Unreal here. It's possible to bundle the mono runtime with your game, it's just that Unreal has done it in a way that doesn't satisfy the LGPL. As long as the runtime is a separate binary for which all source is available, you're fine. This can be made completely invisible to the end user.

Maybe there's some difficulty I'm not seeing here, though.


Perfect timing, I just started to look at voxels yesterday.

Which resources can you recommend if I want to learn more about voxels?


See my response to ilolu - I most recommend diving in and experimenting yourself - maybe build something that is on the CPU first since it is easier to work with. Voxels are really intuitive, you are just manipulating a 3D array of data (more complex once you get into compression and things like that). I learned everything just by playing around with code. :)


Interesting, but you really need to do some showcases.


You're completely right- I forgot to upload them and then had no internet access.

This imgur album has a couple of gifs: http://imgur.com/a/8aqD9


I agree, please post some screenshots.


I can't change the streaming quality? Is this a bug?


I see an evil DRM for games, you buy a game and textures will decay over time until you buy the game again to reset the decay.


Back in the day, AutoCAD did that with point coordinates. No dongle, each save got progressively worse.


Did you mean 3D Studio on DOS?


AutoDesk not AutoCAD! gah. I think you're right.

There was a collection of DRM stories i read a few years ago. People (businesses, architects, professionals that should know better) calling for tech support over corrupted files was memorable (but apparently not memorable enough). I imagine there was some grim joy in informing people they were not using a legitimate copy, and thus their program was failing.


The original Operation Flashpoint game did almost exactly that: https://en.m.wikipedia.org/wiki/FADE


Degredation as a DRM mechanism sounds clever, and lots of developers think of it at some point (and many games have actually done it). It's actually a really bad idea, though, for a couple of reasons:

* Your support site will be flooded by pirates experiencing the degredation if it is severe enough to be noticed * People will just assume it is a bug and your game sucks if it's subtle * If it's very blatant it will be removed in the pirated versions. Meanwhile you run the risk of it happening to legitimate customers due to bugs in the DRM.

Why should you care that pirates think your game sucks? Well, for one, on the great democracy that is the internet, pirates' game reviews have just as much weight as legitimate purchasers. Also a pirate is not necessarily always a pirate, they may be trying before they buy, or may convert to a paying customer later in life and remember their experience with your company.


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