I remember running this on a Power Computing machine during college. It was a great alternative to System 7 at the time, and easier to be productive in than something like BeOS DR3 (although BeOS was fun in its own right).
I'm surprised to see this got updates all the way up to 2009!
Unity has integrated a 2d physics solution that is very similar to their 3d solution. It has different strengths/weaknesses relative to the 3d solution.
Another option is simply using 3d physics volumes with your 2d sprites if you need features of the 3d physics systems. This works fine and you can constrain objects to a plane/rotation axis as needed.
Why is the page still up with the spamming accusations on it? If you're a co-founder, please take care of it ASAP instead of wasting drakonka's time 'contacting' them.
As a homebrewer I think this would be a pretty rough way to try and scale. The actual brew time would be the same, but you've increased your cleaning and maintenance significantly, you need a solution to pipe from multiple stations into fermenting vessels, you need a significant amount of extra space dedicated to brewing that could otherwise be used for fermentation vessels, etc.
I think the right answer is to get your equipment and do test batches to rework your recipes at scale. If you're successful as a brewery it's a process you'll have to do multiple times as you grow anyways, so avoiding it once seems like a silly optimization.
Thanks! After getting slammed by my day job for a couple of months I'm hard at work on the next build -- been posting screens/videos over at my website http://rjevans.net if you haven't seen them already :)
That's what I've done to date in First Law and it works well - as I continue to need more traditional configuration/UI stuff I am finding it a bit of a struggle though. Like right now I'm trying to create a controller/flight stick configuration screen and the number of choices continue to expand. Lots of work to figure out what works well for complicated UI structures.
"To accomplish that, Rohrer first built the game in computer form, designing a set of rules that would be playtested not by a human, but by an artificial intelligence. He said he plugged the game's rules into a "black box," letting the AI find imbalances, iterating new rules and repeating. Rohrer showed the video game version of his board game onscreen, but obscured key portions of the board game's layout, so no one in attendance could reverse engineer its mechanics."
No, any indie who wants to can apply to be a ps3/ps4/vita developer. There are some minimal requirements but I haven't heard of folks getting turned away.
On top of that Sony has also been actively courting indie developers with interesting games and doing things handing out 'loaner' devkits to make the development process less expensive.
I know several 1-5 man teams that are working on Sony titles and they are all very happy with their relationship with Sony.
There's nothing to indicate the author doesn't understand that point. He's simply being sympathetic to someone who has made a good game and wishing it had more success.
https://www.byrnesmodelmachines.com/