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Before the iPhone, I worked on a few games for what were called "feature phones"

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Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#141

I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…

Don't know about the person or his work/fame, but Brendan Greene is PlayerUnknown(PU) in PUBG.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#142

"Well, we are programmers, we should be able to fix it." What an awesome "beginner's mind" perspective. It's too easy to write off a potential solution as difficult or impossible - but why not adopt this attitude, and at least try?

Absolutely, and having 30+ years of troubleshooting experience on a wide range of hardware and software platforms also help :)

It's very inspiring to read about a problem and having the solution explained as matter-of-factly as here.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#143
post #9

John Carmack writes: > Unlike most emulator projects, Kemulator turned out to be closed source abandonware It is amazing that in the past two decades most emulators transitioned from closed source closely guarded secrets to open sourced and often under a popular license. The preservation is unparalleled.

It surprises me the number of people who thought they could make money selling emulators, in what is and has always been almost exclusively dedicated to piracy.

Your comment is completely wrong. There is a cottage industry of emulation developers funding their development through Patreon. There is a huge number of emulation enthusiasts who are adults with high levels of disposable income willing to fund the development of emulators they enjoy using. Some of the larger emulators get tens thousands of dollars per month on Patreon.

Checkout the following links:

https://www.patreon.com/yuzuteam

https://www.patreon.com/cemu

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#144
post #64

Earlier quoted context omitted.

John Carmack is awesome, but I find this level of deification (of any individual) kinda creepy - it just feels unhealthy. Would you like to be treated that way, in Carmack's position? I realize that your comment was likely made in jest, but it still bugs me.

I think the joke is that you write a program, and someone well known like Carmack or Linus submits a minor patch, and you from then on say "Linus and I wrote ..."

Yeah it's all in good fun, kind of like you have the Chuck Norris memes.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#145
I used Qualcomm brew in grad school to create an accelerometer based app to detect falls for senior people. I remember the first time it detected a simulated fall !! I was new to such sophisticated phones and it felt like an amazing achievement. I remember talking to a Qualcomm engineer who helped me with the internal API and the whole setup. Fun times!!

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#146
post #109
post #41

Earlier quoted context omitted.

If you miss it, just try Android, contrary to Google arguments against J2ME, the fragmentation experience is kept unchanged.

We have many more issues supporting multiple versions of iOS than supporting multiple versions of Android. But neither are not even close to the nightmare that was J2ME.

Another one that wasn't blessed with OEM deviations from AOSP.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#147
post #47

Earlier quoted context omitted.

It’s not as recent as it seems in my mind, but Notch is a relatively well known game dev. And in the younger crowd he may be even well known than Carmack.

Ever since Mojang was sold to MS in 2014, I'd say his notoriety has dropped quite a bit. Most people that would have been familiar with him are now in their mid teens at the youngest.

Even before Notch left I'd say others like Jeb or Dinnerbone were more commonly known in the Minecraft communities as they were more active in the community & posting about upcoming things.

(then of course Notch went off the deep end and most communities rapidly began distancing themselves from him...)

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#148

Earlier quoted context omitted.

Yeah, @threadreaderapp

The worst is when lots of people each reply "unroll thread!" to a thread. So much noise and junk.

It's unfortunate. I'm guessing it's because people need that dopamine hit of getting a notification, just for them.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#149
post #23
post #5

Not being a programmer, I never have any idea what Carmack is talking about, but I'm always enthralled.

In case you want a simple explanation for this story: he tried to run an old pre-iPhone mobile game on a computer. The game runs very slow on computers, which is surprising considering the performance difference between these old phones and a modern computer. The reason turned out to be that the game runs a memory cleaning command to avoid bugs arising from lack of space. Since modern computers have 10000x more memor…

> Since modern computers have 10000x more memory to clean up

The understated insane part of this is that emulating a 100mhz ARM CPU with 128kb of RAM apparently takes gigabytes of RAM to accomplish. What on earth is that emulator doing?

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#150
post #133

Earlier quoted context omitted.

>embarrassing for a tech company of twitter's size I'm a heavy user of Twitter. They have the most ridiculous bugs all the time Let me list a few I can remind in recent two years: 1. A serious bug that makes the private lists' name, member count, and description visible to everyone for half a way 2. ANOTHER private list exposure bug after a year 3. Lots of their features are semi- or totally broken, the most obvious…

Don't forget videos appearing as a blocky mess for the majority of playback time no matter how good your internet connection is.

Yeah Twitter’s video compression is practically a parody of bad video compression.
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