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…
Before the iPhone, I worked on a few games for what were called "feature phones"
101–110 of 407 posts
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#102Earlier quoted context omitted.
Thank you. Twitter's user experience is the worst.
Although there is no reason why he didn't post on say medium and post the link. He chose to use a 140-char-limit site to write a novel.
But I’d rather him use Twitter than the centralized broken mess that is medium.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#103Is there any disadvantage to limiting the emulator's JVM heap size to match the original execution environment (in this case what seems to be 128k), instead of explicitly disabling GC?
To be clear as well, the flag he added doesn't explicitly disable GC, it disables asking for GC explicitly, e.g. it makes "System.gc()" a no-op. The JVM will still garbage collect when it's heuristics decide it should.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#104I'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…
It happened recently with Markus Persson and Jonathan Blow.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#105Reminds me of a technical document of Doom 3 BFG edition.
https://fabiensanglard.net/doom3_documentation/DOOM-3-BFG-Te...
In 2004, it was a best practice to keep data on memory. in 2012, CPU and GPU performance was increased a lot but memory performance wasn't increased much so calculating the necessary data on demand is faster than keeping it on memory and retrieving it.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#106Earlier quoted context omitted.
Although there is no reason why he didn't post on say medium and post the link. He chose to use a 140-char-limit site to write a novel.
280 now ;) But I’d rather him use Twitter than the centralized broken mess that is medium.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#107Earlier quoted context omitted.
Just a fun question. If you had a choice; would you rather be John Carmack or Tony Hawk?
For the general case, it’s going to be a lot easier when you’re 80 years doing Carmack stuff than it will be Hawk stuff.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#108John 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.
It seems they got the business model right this time.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#109Earlier quoted context omitted.
My very first industry job was making J2ME games and oh my god does it still give me nightmares.
If you miss it, just try Android, contrary to Google arguments against J2ME, the fragmentation experience is kept unchanged.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#110Earlier quoted context omitted.
I'm curious how the UI looks to other people, because "all in once place" isn't really a complaint I can understand about the Twitter UI I'm seeing. There's buttons and stuff between tweets, but with 280 characters per tweet (140 was definitely less readable) they're not significantly more difficult to read on Twitter than they are in the paragraphs you posted.
The Twitter web UI if you are not logged in is purposefully broken. Every so often, it will just show you "access denied" or "you don't have permission". It is the peak of dark patterns.