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Personally I suggest you straight up install Librewolf instead.
That said, most extensions aside from ublock are pointless these days.
Boof
Personally I suggest you straight up install Librewolf instead.
That said, most extensions aside from ublock are pointless these days.
Give piped.video a try. Basically a youtube frontend that isn’t ass.
I use my tongue like any other dog. What’d you think I’d use?
That’s one nervous looking dog.
Shame on humans associating human expressions on dogs.
Dogs have vastly different expressions.
I know because I’m dog.
Now if only CDPR would eliminate their crunch work environment, and release games when the DEVS say it’s ready.
If you can’t afford advertising the game prior to launch, just don’t. That’s where for example Bethesda saved a ton of money. Released “complete” games within 1-3 months of the first announcement. (Do mind I’ve lost all hope in Bethesda)
In other hand, over-promising in terms of what’s actually currently out is fine. The issue is when you …
Interestingly, if they use UE5/6, a LOT of the growing pains of Cyberpunk 2077 are immediately solved.
They wanted long-distance, high-detail scenes, but that led to the game running like shit.
UE5+ is excellent for that. It allows for more detail than any other engine.
Essentially they can now actually focus on producing a GAME, rather than a next-gen engine + a game, as was the case with Cyberpunk 2077.
So I give them the benefit of the doubt here.
Witcher is also a world they’re highly experienced in, so they don’t really need so much worldbuilding work either.
Try Windscribe, they offer residential and datacenter IP’s. I don’t get the point, but it’s your money.
I erroneously said the IP’s are less shared, but that’s not the case per the page.
But still, they get past more ip-blocking.
https://windscribe.com/staticips
After reading where I’m even posting: Renting a cheap VPS and using Wireguard to tunnel to it is also an option.
Then it really is only used by you.
See: Anything that can open ports. NAT of any kind tends to not allow opening ports.
Works with anything that can open ports. DuckDNS works by pinging their service from anywhere to update the target IP for the subdomain.
I don’t honestly get the downvotes, this is a valid point of view.
It’s not one I agree with, but I do agree Elden Ring was rushed with too much content planned.
This may however help with that.
I really hope the DLC expands and fixes core game issues, instead of thinking it has to add even more bloated areas to the game.
Like new areas are good, but don’t make them just to have more areas (I’m looking at you, swamp and dungeons).
You do realize all this is easily done with a reverse proxy + DuckDNS?
Not untrue, but it helps to adapt your future projects if done in such a way.
It does require more expertise, and it takes more time, thus it’d have to be the first thing done for the project, not something you do after everything’s done already.
If you ask me engines should be free for most indies (UE, Godot?), because they’re not making millions. But yeah. I get it’s not feasible for most new devs especially, and senior devs have better things to focus on.
It’s more a code principle you’d stand behind.
This is true, and I vouch for gamedevs to first test other engines to see the differences.
Calculating for the future is extremely important in pretty much everything.
Also I wouldn’t say there would be performance issues, unless you somehow completely screw up coding and compiling said code.
Projects should work on top of a bottom layer, or translation layer as it’s sometimes called; game logic calls for functions from there, instead of directly from the engine. This is also important for code security.
_move_entity might be calling the proprietary unity_move_object with a different reg stack, but when compiled the performance should be +/- 0.
Well I’d say that was true 5 years ago. Is it still? I’d not be so sure.
Small projects might as well start from scratch.
But projects with years of devtime are best ported.
Not downplaying the effort, it still takes time. But not impossible.
How you made it all matters in situations like this.
Depends how it’s built.
As I said, it depends on how it’s built. And how proprietqry the engine is.
Unity from what I know supports universal code/mesh/texture formats, but if the devs opted for the “easier to use” proprietary systems- well, that’s a problem.
Now what I don’t know is how easy are scenes to export in Unity. They’re probably built with Blender or something else though in most cases, unless Unity has drastically changed.
I mean it’s easy to reimplement entire games if you’ve built it modularly. Just swap your core game logic to run on another library and the game works the same it did before.
Edit: 'course, exceptions exist like if you wrote everything using their proprietary coding language, instead of using something universal.
Edit 2: It MAY still be possible that a translation/compiler exists that’ll run as a plugin in a proprietary engine, and converts it into something universal.
I’ll add Noita to the list of hidden gems. And Baba Is You.