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> Does anyone else have the feeling they run into this sort of thing more often of late? Simple pages with just text on it that take gigabytes (AWS), or pages that look simple but it takes your browser everything it has to render it at what looks like 22 fps?

It is to do with websites essentially baking in their own browser written in javascript to track as much user behavior as possible.


Spot on. It's why I quit adtech in 2015. Running realtime auctions server-side is one thing, but building what basically amounts to live-feed screen capture ..

I do live-feed screen capture and it doesn't really consume much and is barely unnoticeable. Running 100 live-feed screen capture is a different story though.

He *did* really do OSS. But he don't really do OSS.

> id Tech 4 is licensed under the terms of the GNU General Public License v3.0 or later, and is to date the last id Tech engine to be open-sourced.

https://en.wikipedia.org/wiki/Id_Tech_4

> At QuakeCon 2007, Carmack told LinuxGames that he would integrate as little proprietary software as possible into id Tech 5, as "eventually id Tech 5 is going to be open source also. This is still the law of the land at id, that the policy is that we’re not going to integrate stuff that’s going to make it impossible for us to do an eventual open source release." Carmack resigned from id in 2013, and no source code release followed the launch of id Tech 6 in 2016.

https://en.wikipedia.org/wiki/Id_Tech_5#Marketing_and_licens...


"Uneaten food" <CHOMP CHOMP> "is wasted food." <CHOMP CHOMP>


Correction: The illustration in the article labeled "Sony’s original Playstation" does not show the original playstation controller.

For comparison purposes that is shown in the following image:

https://en.wikipedia.org/wiki/PlayStation_(console)#/media/F...


Cool Hand Luke, which I prefer, has its protagonist sentenced to a work camp for an absurd crime.

A more recent prison movie which made me feel similarly to Cool Hand Luke and Shawshank Redemption while watching it is "I Love You Phillip Morris" (starring Jim Carrey and Ewan McGregor).


> I started programming over 40 years ago because it felt like computers were magic. They feel more magic today than ever before. We're literally living in the 1980s fantasy where you could talk to your computer and it had a personality. I can't believe it's actually happening, and I've never had more fun computing.

https://en.wikipedia.org/wiki/ELIZA_effect

I also can't believe it's actually happening. ;)


It has been interesting (and not in a good way) how willing people are to anthropomorphize these megacorporation-controlled machines just because the interface is natural language now.


> If native software was routinely available, launchers might not feel necessary.

> But I sure as hell don't want to invest howevermany weekend days figuring out how to make games from other platforms as easy to play as Steam games on SteamOS.

For games that are licensed under terms that allow it, Debian's Game Data Packager has already automated that work. And- as your comment suggests- a native port is much better than running on a wine shim, which will always be second-rate.

https://wiki.debian.org/Games/GameDataPackager

List of games supported by Game Data Packager:

https://game-data-packager.debian.net/available.html


That link is hard to follow.

Does that effectively replace the .exe parts of a Proton game with an equivalent Linux engine, while letting Steam et. al. manage the artwork/levels/etc?


No, it packages open source game data (which can't be distributed because it is copyrighted) so that it can be installed and will work with the games that already have debian packages.

So in the case of quake (for example) it makes a .deb file, which when installed will create the directory structure in the correct place and put the .pak files, config files, etc. where debian's quake engine package(s)[0] will look for them. This .deb file for the quake game data won't do anything on its own. You need to also install a quake engine, which debian includes.

You can create the game data packages from the installation CD, from a working install directory, or from a Good Old Games installer.

[0] https://packages.debian.org/stable/games/quake


On the other hand, those who find contemporary game development trends distasteful might find much to like about the fruits of the Debian Games Team's work on game-data-packager.

https://game-data-packager.debian.net/available.html

The games on that list have native ports that can be integrated into the Debian environment just by installing packages, and the game data packages can be automatically generated from each game's official install media.


> Some cognitive dissonance going on here.

The cognitive dissonance I perceive goes like "No one is being paid to work on X11, therefore I should volunteer to work on Wayland."


> That's just the way the wind is blowing.

I trust you understand that some readers may not find (to paraphrase) "I don't like it either but it is what it is." a compelling reason to fix something that is not broken.


I also do not use free software to then have to use something I do not like because the "this is the way the wind is blowing" (just becomes some parts of the industry wants something re-engineered in their interests)


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