• 4 Posts
  • 15 Comments
Joined 2 years ago
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Cake day: June 16th, 2023

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  • I agree partially. For indie devs: get the game directly from the dev if possible, never get the codes, because the dev doesn’t really get money for those.

    With AAA games, the picture is different. The business model for most has now pivoted to be about extracting money to the point where its absurd. And for them, I have absolutely no qualms with taking advantage of their bad business decisions.



  • I am split here. I dont expect anyone to know the manages by heart, but at least doing a quick search should be possible. If that obviously wasn’t done I’m fine with referring people to the friendly manual.

    RTFM nice(1)

    I really don’t see a reason to write more just to summarise what has already been written. Is that toxic though? I don’t think so. If someone then says that they don’t understand what that reference means, I’ll gladly explain how manpages work and how to search for info. Teach a man to fish and stuff.










  • Not sure reality agrees here. Unless the project is huge, it will most likely not see any money. With copy-left code they are at least required to share their improvements and contribute that way. (I am aware of the no-gpl policies of many companies)

    What’s probably a better Model are Nextcloud’s “SupportaaS”, Sourcehut’s consultancy, or mailcow’s SaaS. (I also see SaaS critically, but if it’s Libre I’m okay with it)







  • I want it to last. At least 5 years.

    That is something that would be very hard to legislate. Especially since battery lifetime is dependent on a variety of external factors (charging-style, temperature of the device, luck). Build quality certainly also factors in, but even the best battery won’t survive a 10 year old regularly overheating their phones with games and charges it for the entire night. I would love to see OEMs implement nice things like “capacity settings”, where you can set your device to stop charging at 80% and show it as 100%.