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Cake day: July 17th, 2023

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  • Officially they’re on hiatus. They originally said they were retiring the line, but then changed their tune and stated that the Bolt line will return after they can implement their new EV battery tech in them. I believe the statements have been imprecise about when that will be, but potentially sometime in 2025 (meaning the 2026 model). That’s assuming no delays or changes to the plan.

    If you want a new Bolt without waiting for the revived line, I’d think about acting soon. They’re moving really quickly in my area. I’m really happy with the EUV so far, but I’m still only at like 250 miles. I didn’t go for the Premier since I don’t care about adaptive cruise control or their “Super Cruise” self driving thing.








  • Basically scripts you can run on the fly to pull calculated data. You can (mostly) treat them like tables themselves if you create them on the server.

    So if you have repeat requests, you can save the view with maybe some broader parameters and then just SELECT * FROM [View_Schema].[My_View] WHERE [Year] = 2023 or whatever.

    It can really slow things down if your views start calling other views in since they’re not actually tables. If you’ve got a view that you find you want to be calling in a lot of other views, you can try to extract as much of it as you can that isn’t updated live into a calculated table that’s updated by a stored procedure. Then set the stored procedure to run at a frequency that best captures the changes (usually daily). It can make a huge difference in runtime at the cost of storage space.




  • doctordevice@lemm.eetoGaming@lemmy.mlANTI-UNITY STRATEGY
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    1 year ago

    This strategy can backfire if your game gets popular enough. If both versions are counted separately and they each pass 1mil downloads and the 12 month revenue threshold then you’re paying the higher per-install fee brackets twice.

    To demonstrate, let’s imagine a game like this has 4 million installs in the first year and uses the Enterprise plan for the best pricing structure.

    Scenario A: single version

    • First 1,000,000 @ $0.00: $0
    • 1,000,001-1,100,000 @ $0.125 : $12,500
    • 1,100,001-1,500,000 @ $0.06 : $24,000
    • 1,500,001-2,000,000 @ $0.02 : $10,000
    • 2,000,001-4,000,000 @ $0.01 : $20,000
    • Total cost: $66,500

    Scenario B: two versions priced separately, 2 mil installs each

    Each one is the first four lines above, so the total cost is $46,500*2 = $93,000

    In either scenario, additional installs beyond these 4 million cost $0.01 each (regardless of which game it’s installed on). There’s a fine line of staying below the annual revenue thresholds (or not too far above) where this strategy does save you money.


  • I have a pipe dream of slowly developing a game of my own, but even if I think I could eventually figure out my own homebrew engine, the whole thing is operating on my free time so that’s even more unrealistic of a goal that’s either gonna lead nowhere or to massive headache down the line.

    So I looked around and liked a few things about Unity:

    • 2D game support
    • Easy publishing to consoles
    • Free to develop in while I test the waters
    • Plethora of training material available

    I’ve sunk a decent amount of time into training materials already, and was starting to feel good about the whole process when this news hit. Not even gonna question it, I’m looking elsewhere. Godot looking mighty tempting to avoid any shenanigans like this. Ultimately if my dream ever realizes I’d like to be able to publish to console, but there are routes available for that with Godot and maybe the options would improve by the time I reach that point.