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Brian Sandberg

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About Brian Sandberg

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    Game Designer
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  1. This math seems off. 10.000 * 5 H/s isn't 50 MH/s. It's 50 KH/s; a thousand times less. If your 10.000 users could really make you $958/hour as you say, at 3% capacity, that means 1 users could generate 958/10000/0.03 = ~$3/hour at full capacity, and 3*24*365 = $25.632 in a year. If that were true, the world would be a different place It's around 125 times more than the $200 the online calculator expected. I agree with Frob though, there's nothing immoral about this, as long as the users are informed.
  2. I think I'd personally skip past a game on Steam immediately, if I saw that it was mining cryptocurrencies, no matter how little a percentage of the cpu or gpu it used for it, and ofc despite it being only when the game ran. Irrational, but that's something you must take into account. I'd also question how much of a payout you'd actually get from this. I did a bit of googling, and this page https://monerobenchmarks.info/ indicates that a 1080TI will mine about as fast as an 8 core Threadripper 1900; about 800 hashes/sec. Putting 800 into the calculator here https://www.monero.how/monero-mining-calculator it says you can get around $200 by mining nonstop for a year (on fairly highend hardware). Running only at 3% capacity, results in 200*0.03 = $6/year, which is 6/365/24 = $0.0007 per player hour. Or in other words, a player would need to play 1/0.0007 = ~1400 hours to earn you $1. That's ~20 hours a week for a year. So, I guess you are going to make a Progress Quest clone?
  3. Brian Sandberg

    GameDev.net Turns 18!

    Happy birthday!  I don't want to do the math on how much time I spent reading here :)
  4. Brian Sandberg

    Is VR Really the Future of Gaming - or Just a Fad?

    The title is a false dichotomy, just like "is handheld or desktop the future of gaming" would be.  VR is a new platform, and will take its place beside the other platforms; not replacing them, but supplementing them.  Also, its much too cool to be a passing fad.
  5. As fastcall wrote, you need a webserver to host your site, and optionally a domain name.  There are several ways of getting one of those - either a service that lets you host just a website, or getting/renting your own machine and installing webserver software on it.   It's going to be easiest for you to just use a.service. This is probably as good as any; it lets you try for free for a few days while you figure it out, and after that it's $1 / month.  http://asphostportal.com/ASPNET-Core-1-0-Hosting.aspx   If you're feeling more adventurous, you can use a cloud provider that gives you a complete machine of your own, that you then put an operating system and webserver software on.  Since your tutorial was for aspnet core, which runs on both Windows and Linux, you can use either of those operating systems.  I'm hosting the web infrastructure for my game on linux boxes from these guys, which is cheap and stable and I wholeheartedly recommend.   They'll sell you a full virtual machine with Linux for €3/month.  https://www.scaleway.com/   If you want a domain name for your site, you'll have to buy a domain, and configure it to point to your webserver.  There are countless places to buy and manage domains; google is one of those.
  6. I'm thinking about jumping on that sale Unity has on their Unity Plus subscription at https://store.unity.com/offer/unity-plus , but I wonder if upgrading my own licence will give me any grief when working together with friends who are using the free version.  I'm sure there was something in a FAQ once about everyone on a project having to use the same version, but it doesn't seem to be in the FAQ now.   Do anyone know how that works?
  7. Brian Sandberg

    A pretty specific question..?

      I second that.  Typescript and HTML5.  Use AngularJS (or Angular2 if you're feeling adventurous) for all your UI needs, a raw canvas or some library like easeljs or threejs for your interactive graphics needs, SignalR to communicate with a server, ASP.NET Core on the server, a Postgres database...  This could be written so quickly it'd make your head spin.
  8.   Why do you think UE does that so much slower?  Looping through a bunch of meshes, binding buffers and shaders, shouldn't leave room for extreme overhead?
  9.   That's really interestering.  Could you give an example or two where another engine is that much faster than Unity or UE4?
  10. Brian Sandberg

    Narrative-Gameplay Dissonance

  11. Brian Sandberg

    XRay Unreal Engine 4.5 source code

  12. Brian Sandberg

    FINALLY a tool that suits my needs!

      Or "using XML" or "on a handheld device".
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