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Agreed that the number sold is high! Although of the sold ones I clicked on 3/4 were no longer online at all, so I would guess the amounts sold for vary widely.

Still… it’s a pretty fun list!


Matches my brief FAANG experience well: the vast amount of time devoted to performance reviews and the gaming of them versus actual productive work was… something I’d never encountered in my previous 15 years of work.

Well compensated hoop jumping at least!


I think Godot is making good steady progress.

I also think it's a sign of where Godot is in development that the scripting and artist interfaces are mentioned at the tail end. There's a vast graveyard of unused "programmer-led" features on big game engines, ignored by the artists or designers who make up 90% of the production team because of a lack of editor polish or discoverability.

Between that and... no Perforce support (what... 95% of AA+ game studios use), I would bet that Godot's first usage for AA/AAA will come from a new team that grows an indie success and with a plucky engine team that can keep bolting on exactly what they need for their game to grow. I'll be interested to see what it is! :)


I'm getting a redirect error in desktop Firefox. Could just be a lot of people playing and the server having trouble!


Unreal also has a GC to deal with. I've spent more time on AAA games than I'd like to admit trying to hide/mitigate/optimize the hitch.


Yeah, using the battery life test from Anandtech as a guide, an SE gets about 70% of the battery life of an XR: 12.97 hours vs. 9.27 hours.

So I would guess around 28% of its battery when an XR is at 40%.


Using those numbers, when an SE hit 0% after 9.27 hours of usage, the XR would be at 28.5% (12.97-9.27)/12.97. That seems reasonable and makes my original claim that an XR would be at 40% was a hit high, but in the same ballpark. There’s certainly no doubt that the SE’s battery size and power management doesn’t compare to the current phones’.


Though it's worth pointing out that the SE did beat out its contemporary iPhone 6s, with which it shares most of its innards. Differences are the smaller display, slightly smaller battery, 1st vs 2nd gen TouchID, and a lower res front-facing camera.

https://www.anandtech.com/show/10285/the-iphone-se-review/3

24% longer on wifi web browsing. Worse on the graphics benchmark, but only because the framerate is higher (smaller screen resolution) which keeps the CPU from idling as much.

Makes you wonder what the performance of a modern small iPhone could be like.


It is worth pointing out the test were using WiFI and assume best connection. In real usage the XR would get better LTE performance and hence even better battery life than what was tested.


From what I've seen, and as you guessed, each game handles it differently and no matter what conventions you have, someone will be grumpy. But if you're just looking for inspiration, I would look at the content for UE4/UnrealTournament which is about as good as it gets for 'industry standard'. It's free to get access to and you should be able to get some ideas by poking around.


That's too bad... I have the same SSD from last June and it's been running in my Windows machine without a problem. I don't think I'll be getting a computer without an SSD in the future.

I guess hardware roulette with storage still has the worst odds...


$155k and counting. Not bad for a few hours! They did quite a successful PR push, I saw it mentioned on Gamasutra, NeoGAF and Wired.


Yeah that worked for me. Searching for the exact title in the App Store didn't return any results.

I guess their search index is not always up to date.


Yeah I should have waited until it was indexed before posting.


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