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Joined 1 year ago
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Cake day: October 27th, 2023

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  • maximizing revenue with minimal investment.

    Pioneers in a field always want to do something more, like make great art, or change the world, or prove that computers aren’t just for nerds. But eventually, every pioneering success turns into maximizing output while minimizing input.

    Thus now with games. The bigger the budget, the more the aversion to any risk whatsoever. Publishers all want to leave the risk-taking to others, then when the idea is proven, they’ll just copy it.

    Just like the tech companies, all copying each other. Microsoft is making hardware like Apple, has a search engine like Google, has cloud infrastructure like Amazon, AR like Facebook, a game console like Sony, and a game portal like Valve, but failed to make a smartphone like Google and Apple.








  • Before flatpak container systems, it was almost impossible to ship proprietary code to Linux.

    I don’t see how you mean. Adobe FrameMaker and WordPerfect word processor shipped proprietary binary code for Linux, twenty-some years ago.

    You’d ship the dependencies in a bundled lib/ directory, then usually have a script to set LD_LIBRARY_PATH in addition to any other setup. If, in the future, updated libraries became available, the user could easily choose to use the updated ABI-compatible versions instead. C++ ABI compatibility isn’t as good or simple as C, but it’s still possible.