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Epic Games Supports Blender Foundation with $1.2M

blender.org

111–120 of 261 posts

Re: Epic Games Supports Blender Foundation with $1.2M

#111
post #90

Earlier quoted context omitted.

> Given that Tim wants to force everyone to use his crappy launcher This is a pretty wild accusation to make with no lead-up or follow-through.

The store does not have a shopping cart feature, and started flagging people for fraud for buying multiple games in a row during a huge sale

[deleted]

Re: Epic Games Supports Blender Foundation with $1.2M

#112

As someone who's done lots of Blender work as well as Maya and integrations with Unity and Unreal Engine, I still think there's quite a long way to go to make Blender a good option for game development. It's free, it kind of works but it's very painful when it comes to animation, texturing, and details. Right now, this is what I usually do: - Basic Modeling: Blender - Sculpting + Details: ZBrush - Painting: Substance…

I'm curious why you would use Blender over Maya for modeling if you have both? I tried Blender a decade ago but since I had access to Maya & 3D Studio Max I didn't give it much attempt since the UI seemed more confusing & the material available to learn was lacking.

Blender had a complete UX overhaul some years ago. They even recently just switched the default mouse button actions to match the defaults in literally every other modeling software. It's worth giving it a go again.

Re: Epic Games Supports Blender Foundation with $1.2M

#113
post #53

Earlier quoted context omitted.

Wow, that's just evil.

Probably not evil, just incompetent. Many internet multiplayer games today place trust in the client in order to grant a smoother experience on higher latency internet connections, which makes it easier to implement cheating mechanisms. The fight against this is all about verifying the client and the environment it is running in. WINE is quite hackable, so one can see why they'd want to blacklist the platform outrigh…

They probably prevent it from starting and later do self checks (checksums), check for wine using other methods and then game-ban accounts in waves to hide how they detected cheating/wine.

There isn't a general way to prevent cheating on open platforms with this kind of game, so it ends up being a kind of cat and mouse game. Think of an aimbot (instantly moves your mouse cursor to an enemy as soon as the enemy is seen) or a wall hack that makes enemies visible behind obstacles. The only way to detect those is to check if your runtime environment is being modified by known methods. Opening a wine front (where you'd somehow have detect Linux processes/a modified wine or even a modified kernel etc.) is probably too costly compared to the number of non-cheating players on Linux.

Re: Epic Games Supports Blender Foundation with $1.2M

#114
post #75
post #53

Earlier quoted context omitted.

Wow, that's just evil.

Evil is a strong word. Can you explain?

I guess the GP refers to treating all linux gamers as "cheaters" is not cool.

Like another comment says, maybe it's easier to cheat using Wine, and thus banning the platform is faster/cheaper, even though they might end up catching a lot of legit users in this broad dragnet.

Re: Epic Games Supports Blender Foundation with $1.2M

#115

Earlier quoted context omitted.

I never understood when important people force deals with companies they used to work at. He doesn't work for Autodesk any more, why would he care how well they're doing? Is he being paid by autodesk? I mean I know he might be friends with people from those companies still, but he's actively hurting his own company by making these calls.

Here seems to be the opposite, no? He made a move against his old company.

The existence of GIMP doesn't really make less people use Photoshop. The same is true of Blender and Maya.

Re: Epic Games Supports Blender Foundation with $1.2M

#117

Commoditize one's compliments: https://jasongriffey.net/wp/2012/04/19/commoditizing-our-com... Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya, or at least that is the case with the large majority of professionals. This is an impediment to using Unreal Engine and thus makes Epic Games sort of dependent on Autodesk. There is probably no coincidence that the new general m…

I use Unreal+Blender just fine. What do you mean?

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Re: Epic Games Supports Blender Foundation with $1.2M

#118

Commoditize one's compliments: https://jasongriffey.net/wp/2012/04/19/commoditizing-our-com... Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya, or at least that is the case with the large majority of professionals. This is an impediment to using Unreal Engine and thus makes Epic Games sort of dependent on Autodesk. There is probably no coincidence that the new general m…

I use Unreal+Blender just fine. What do you mean?

I think he tried to imply that most pros use 3DS Max or Maya instead of Blender for a reason.

Re: Epic Games Supports Blender Foundation with $1.2M

#119

Commoditize one's compliments: https://jasongriffey.net/wp/2012/04/19/commoditizing-our-com... Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya, or at least that is the case with the large majority of professionals. This is an impediment to using Unreal Engine and thus makes Epic Games sort of dependent on Autodesk. There is probably no coincidence that the new general m…

I never understood when important people force deals with companies they used to work at. He doesn't work for Autodesk any more, why would he care how well they're doing? Is he being paid by autodesk? I mean I know he might be friends with people from those companies still, but he's actively hurting his own company by making these calls.

they playing at a different game, the value they bring is their network of connections that can leverage in all sort of deals, fair or otherwise. this is transitive, of course, so as they move the deal go both ways keeping the game net positive. it only works at that level because there's a limited pool of highly valuable connections to leverage, at lower levels the people either don't handle a budget directly, so their leverage is irrelevant, or their relative network value is average, making it not an asset during job negotiation.

Re: Epic Games Supports Blender Foundation with $1.2M

#120

Earlier quoted context omitted.

A few exclusives is more than worth breaking Valve's near-monopoly and 30% toll on game revenue. That 30% is coming straight out of gamers' pockets and HN usually hates middlemen; it's baffling to see so many people in support of Valve.

Originally, Steam's 30% cut was a huge windfall for developers (retail stores could take 60%+). But I won't harp on that, just a historical note for why people (including developers) might still like the (existing) middlemen. The 30% figure is a bit deceiving. If you sell a lot on Steam, you can get a better cut from Valve, but you don't even need to sell a single copy to get a 100% cut - Valve charges nothing for St…

You get a better cut if your revanue for a game is above a million $ or something. For majority of devs out there the cut is 30%

They are generous with giving away steam keys, I agree with that. However the alternative for them is people selling exe on their websites instead of the steam key and losing potential customers over it. Also giving away free keys like that allows them to force devs keep the price same as steam prices

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