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Game developers turning off all IronSource and Unity Ads monetization

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Re: Game developers turning off all IronSource and Unity Ads monetization

#111
post #76

Earlier quoted context omitted.

Unfair contract terms: https://europa.eu/youreurope/citizens/consumers/unfair-treat... IANAL, but in my view Unity violated points 3, 10, 11, 12, 14.

Unfair contract terms in a B2B scenario are generally really hard to enforce/have a high bar to meet.

Probably dependant on country interpretation, but you can try make it to EU level institutions for proper help.

It seems to be pretty easy to get your contract to terminate here in Poland even in case of non-competition clausule so it would be even easier for something like retroactive price change.

Re: Game developers turning off all IronSource and Unity Ads monetization

#112
post #31

Went to the website of one of the signers, clicked "reject" on their cookie popup, which just navigated me into this paragraph: > What can you do if you do not want storing cookies to be set or want them to be removed? > You are able to withdraw the consent to store cookies by changing the settings of your web browser. I'm warming up to the idea of there being some kind of barrier to entry to this industry. One that…

We need to raise the barrier to entry to a lot of places in general.

Re: Game developers turning off all IronSource and Unity Ads monetization

#113
post #34

If you need a Web page, to protest being at the mercy some company because of dependencies out of your control... why would you gratuitously put that Web page at a Google Docs URL (which, again, you don't control)? Even three decades ago, you could pretty easily self-host this Web page and the Web form, in a way that you controlled it. Which prompts a thought... I'm sure there are much better reasons for dependency o…

Google docs is: 1. Free. 2. Does not require any infrastructure investment. 3. Has built-in access management system. 4. Easy to collaborate in. 5. Hosted on a 3rd party that is highly unlikely to intervene. > put that Web page at a Google Docs URL (which, again, you don't control) What is the alternative? Bring up an AS, hook it up to a couple of dark fibers, and host it off your battery and solar panel? Because you…

I'm surprised nobody has mentioned blockchain.

Re: Game developers turning off all IronSource and Unity Ads monetization

#114

Earlier quoted context omitted.

I only recognize one of the company listed, for exactly the same reason you described. https://en.wikipedia.org/wiki/Voodoo_(company)#Criticism

Funny, because Google denied my Hole genre game that was real multiplayer. Their reason was that it was too similar to Hole.io, which was single player.

Disgusting

Re: Game developers turning off all IronSource and Unity Ads monetization

#115

Earlier quoted context omitted.

> But I would guess that most courts in world would find this type of change unconscionable. Thus unenforceable. Courts aren't moral entities, they decide if things are legal. Your relevant legislature is the source of morality (or lack thereof) in the law.

They are much more moral than you'd think. I've had a judge push my claim to the very end to ensure there were as few people in the court room, then totally rail on the plaintive suing me for wasting everyone's time with absolute bullshit. Then, after he said his piece and made it clear there better they needed to be quite persuasive, they did indeed lose. They tried to win on a little technicality in the law but as…

> They are much more moral than you'd think.

They aren't

> that is there for X reason, this is Y. It doesn't even apply

Sounds like he was applying the law and the lawyer was misinterpreting it.

> a judge can say that the evidence is not preponderance enough

And that's not about morality, that's about proving you broke the law.

The moral levers Judges have are in the punishment (within the bounds of the law), not whether to apply the law or not.

Re: Game developers turning off all IronSource and Unity Ads monetization

#117

"Azur Games, Voodoo, Homa, Century Games, SayGames, CrazyLabs, Original Games, Ducky, Burny Games, Inspired Square, Geisha Tokyo, tatsumaki games, New Story, Playgendary, Supercent, KAYAC, TapNation, Matchingham Games, Moonee, YSO Corp, MondayOFF" I see major development studios are fine with this change. No Blizzard, Bethesda, Rockstar, CD Project Red, Epic Games, Ubisoft... Unless they weight in on this, Unity won'…

Does CD Project Red use Unity? A quick search shows that they have an in house engine, and switching to Unreal.

They licensed Aurora engine from Bioware way back in the day of Witcher 1, then developed their own (Red Engine). I guess Red Engine has lots of Bioware DNA going on.

Re: Game developers turning off all IronSource and Unity Ads monetization

#118
post #108

Earlier quoted context omitted.

I'd recommend trying to make a game "from scratch", using only libraries, instead of an "engine", if you haven't done it before, and have only used fully-featured game engines. it's good to learn how to solve problems using structs and pointers and memory, instead of thinking only in high-level primitives like Entities and Components and Prefabs and Scenes and Nodes. not only will you level up your knowledge of how c…

> (if any downvoters could explain why they find this post to be disagreeable, I'd love to hear it.) Making it from scratch takes enormous amount of (expensive) more to make any graphically competitive game. Sure, you can make 2D games even with vector graphics, but when you need anything more realistic without making every asset or 3d animations with collision checks manually yourself, you are in trouble and never d…

> There is a reason why game engines exists. They solve very difficult problems, in tested, reusable scenarios, providing cross-platform support out of the box. If your libraries calculate collisions, velocities etc. all or even add ray tracing, they are already engines.

it seems that people these days don't really understand what necessarily constitutes a "game engine". this is why I am advocating for people to make small weekend game projects using languages and libraries that are lower-level than what they are used to working with. instead of trying to build the game you've always wanted to make, try making a weekend platformer project like I outlined above—I cannot understate how useful this to making you a better game developer, even if you do end up continuing to use a general-purpose engine that someone else made. demystifying these concepts and seeing for yourself, in a hands-on way, that you don't need almost any of what these big general-purpose engines give you, to make a playable video game, is incredibly empowering, and has zero chance of making you a worse game developer, at any rate.

Re: Game developers turning off all IronSource and Unity Ads monetization

#119
post #97

TLDR: Don't bet on Unity's success. Bet on their collapse. The place has zero integrity in management. I've never worked at a worse managed place, and I hope I never do again. (Disclaimer: two of my three engineering managers were actually very good skilled engineers and managers (the one bad one was the "people manager", who "always knew he wanted to be a manager" and was put in charge of an engineering team... he h…

What does unity do with nodejs?

Asset Store maybe

Re: Game developers turning off all IronSource and Unity Ads monetization

#120
post #108

Earlier quoted context omitted.

> (if any downvoters could explain why they find this post to be disagreeable, I'd love to hear it.) Making it from scratch takes enormous amount of (expensive) more to make any graphically competitive game. Sure, you can make 2D games even with vector graphics, but when you need anything more realistic without making every asset or 3d animations with collision checks manually yourself, you are in trouble and never d…

Writing rendering and collision code honestly is pretty easy compared to coding a game. Difference is that rendering, collision, etc shenigans is "solved problem", theres lots of papers. Game is the creative part, and there is no solution.

I'm not advocating for the average aspiring game developer to create a game project actually from scratch—even though, as you say, rendering, collision detection, etc. is in theory "easy" because it's such well-trodden territory. it's definitely useful to go down that route as well, but, still you get plenty of benefit from doing things in a more low-level way than you're used to, coming from something like Unity.

rarely if ever are video games created by someone having an idea, then typing some things into the computer to make that idea manifest itself in the form of an executable, and that's the whole process. the special thing about game development is that you flesh out the design of the game by actually working on it. you play around with things, explore the conceptual space of what you've created, and see what direction to take things in next. if you've only ever made games with Unity, then you only know how to think about problems within the conceptual schema of the way Unity does things (or worse: the way you ended up learning to use Unity so as to make Unity's annoyances maximally get out of the way of making your game).

when you sit down to make a game "from scratch (using libraries)", you're forced to completely rethink just about every aspect of game development that you take for granted. you don't have GameObjects and Components and Prefabs and Scenes—you have nothing, and you have to figure out how to make it into something. sure, you could just pull in some ECS library and try to continue living in that world, but there's so much benefit to be gained from making a genuine effort to not use such crutches—to figure out how to do things in a way that produces code that is reasonably efficient (not micro-optimized—just broadly "ok", efficiency-wise, is good enough for small projects running on modern computers).

you start to make observations like, woah: you don't need garbage collection/RAII/etc. at all, because, most of what you're doing that would require garbage collection/RAII/etc. is stuff that happens each frame, so you can just use a bump/arena temporary allocator that resets at the end of the frame, and, bam, that's 98% of what you were using GC/RAII for in the first place. the rest is either stuff you want to keep around for the entire duration of the executable's run, or stuff that's like per-level or per-map, that you unload and swap out when you transition between levels/maps. when you see things put into these terms, video game memory management doesn't seem all that scary, does it?

but if you've never tried to make a game "from scratch (with libraries)" on your own before, you might never encounter this. you might forever be tethered to the idea that video game logic can basically only be programmed using some kind of extremely high-level organizing principle/abstraction, like Unity's Scenes/Prefabs/GameObjects/Components, or Godot's Nodes. even if you continue using Unity or Godot (or whatever), you one day might want your game to do something complicated, and the only tool you have is a Node-hammer, so everything looks like a Node-nail, so you never consider the fundamental reality that really what you want is probably some combination of structs, arrays, and pointers, in order to make computers execute the vision of the game design idea you had in your head. and learning to be able to think about things in this way might even empower you to have the freedom to not just implement the idea you had in your head, but even do something crazier and more complex and cool, because you thought of how you could do it in the process of implementing the other idea you had!

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