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Mein eigener Arcade-Automat (für nur 350 Euro)


Ein Arcade-Automat für 350 Euro – mit Raspberry Pi, Batocera und tausenden Spielen. Lohnt sich das?

=== Anzeige / Sponsorenhinweis ===
Nutze den Code ct3003 unter dem folgenden Link, um einen exklusiven Preisnachlass von 60% auf das Incogni-Jahresabo zu erhalten: incogni.com/ct3003
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► Wie sich dieser Channel finanziert: youtube.com/watch?v=xWLRoMP3rL…

► Iconic Arcade bei Smyths Toys (350 €):
smythstoys.com/de/de-de/gaming…

► Video zum rechtlichen Graubereich bei ROMs: youtu.be/pOAu4t8C_Oc

► Batocera-Video: youtu.be/1EVAKRC0mUY

► Wetterballon-Videoserie von Anne (c't / heise):
youtube.com/watch?v=lHEsjZ88FA…

► Johannes' Arcade-Tischmodell aus Walnuss (Make):
youtu.be/oSNMRQo8NTM?si=-5F_XX…

► c't 4004 - der c't-3003-Podcast: ct-3003.podigee.io/
► DER 3003-HYPE-NEWSLETTER: ct.de/hype

► Kapitelmarker:
0:00 Intro
0:48 Werbung: Incogni
1:54 Warum Iconic Arcade?
3:39 Was ist da drin? (Hardware)
5:01 Aufbau
6:08 Software (Batocera, ROMs)
9:31 Spielgefühl

► Alle Newsletter von Heise: heise.de/newsletter/

► Hier geht es zum c't-WhatsApp-Kanal: whatsapp.com/channel/0029VaCUF…

► Keno auf Instagram: instagram.com/elektroelvis/

► c't Magazin: ct.de
► und TOTAL CRAZY auf Papier! Überall wo es Zeitschriften gibt!

► Credits:
Konzept & Redaktion: Jan-Keno Janssen
Schnitt: Pascal Schewe
Host: Jan-Keno Janssen

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Als Antwort auf ct 3003

Ha.. wollte schon fragen ob Johannes dich da auf den Geschmack gebracht hat mit seinem DIY Automaten 😁 Auf meiner Todo steht auch so ein größerer Automat. Aber bin noch nicht zu gekommen das zu bauen.


Energie vs. KI, OpenAI schließt Sora, Windows-Speicherhunger | #heiseshow


Anna Bicker, Markus Will und Malte Kirchner sprechen in dieser Ausgabe der #heiseshow unter anderem über folgende Themen:

  • Großer Hunger: Bremst die Energiepolitik den KI-Boom? Die WTO warnt in ihrem Global Trade Outlook 2026, dass hohe Energiepreise und der enorme Strombedarf von KI-Rechenzentren das Wachstum der Branche gefährden könnten. Wie realistisch ist dieses Szenario? Und was bedeutet der Energiehunger der KI-Infrastruktur für den globalen Handel und die Klimaziele?
  • OpenAI hat es satt: Überraschendes Aus von Video-KI Sora – OpenAI hat seinen KI-Videogenerator Sora eingestellt, nur fünf Monate nach Veröffentlichung der jüngsten Version – als Begründung nennt das Unternehmen die Konzentration auf das Kerngeschäft. Gleichzeitig endet damit eine Partnerschaft mit Disney, der erst im Dezember mehr als 200 Charaktere für die Nutzung in Sora lizenziert hatte und eine Milliarde US-Dollar in OpenAI investieren wollte. Was verrät das überraschende Aus über die strategische Lage von OpenAI? Und welche Auswirkungen hat es auf den Video-KI-Markt insgesamt?
  • Auf Diät: Microsoft will Speicherhunger von Windows 11 bändigen – Microsoft hat angekündigt, im Laufe des Jahres Updates für Windows 11 zu liefern, die den Speicherbedarf senken und die gefühlte Geschwindigkeit – intern „Schwuppdizität” genannt – erhöhen sollen. Hintergrund ist unter anderem der Druck durch Apples MacBook Neo, das sich mit 8 GByte RAM begnügt, während Windows 11 auf Systemen mit 8 GByte oft mehr als die Hälfte des Arbeitsspeichers für sich beansprucht. Kann Microsoft den Rückstand gegenüber macOS bei der Speichereffizienz aufholen? Und was bedeutet das für günstige Windows-Notebooks im Wettbewerb mit dem MacBook Neo?

Außerdem wieder mit dabei: ein Nerd-Geburtstag, das WTF der Woche und knifflige Quizfragen.

Kapitel:
0:00 Intro
2:41 Bremst die Energiepolitik den KI-Boom?
19:45 WTF-News 28:15 Überraschendes Aus von Video-KI Sora
39:53 NGDW: Leonard Nimoy
48:34 Microsoft will Speicherhunger von Windows 11 bändigen
58:51 Quiz

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USA verbieten alle Router – aber Ersatz gibt es nicht


Ab sofort lassen die USA nur noch im Inland hergestellte Router für Verbraucher zu. Solche Modelle gibt es aber nicht.

► heise+ im Angebot: heiseplus.de/angebot


► Link zum Artikel: heise.de/s/AXjwK


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: @heiseonline
► c't auf Instagram: @ct_magazin


Redaktion & Video: Malte Kirchner


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Als Antwort auf heise & c't

Danke für das informative Video. Ich finde es mittlerweile schwer zu sagen, was bei Trumps Politik irrational und eine spontane Handlung ist und was davon Strategie. Es gibt viele Deutungsmöglichkeiten. Da möchte und kann ich mich nicht festlegen.


S&Box game engine: Inspecting grains of sand




The gold standard of optimization: A look under the hood of RollerCoaster Tycoon




The Line: Aus dem Sand ins Rechenzentrum


The Line ist gescheitert – und jetzt soll ausgerechnet KI das Milliarden-Dollar-Loch in der Wüste retten.

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Holt euch UGREEN NAS DH4300 Plus bei Amazon bit.ly/4uRn1rM oder im offiziellen Shop nas.de.ugreen.com/U3b2ev
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Kapitelmarken:
00:00:00 Intro: The Line ist gescheitert
00:02:02 Was war The Line? (Recap)
00:02:57 Der neue Plan: KI-Rechenzentren
00:04:01 Humain: Saudis KI-Offensive
00:05:07 Realistisch oder nächster Bluff?
00:07:21 Fazit


► Link zum Artikel: heise.de/s/wNPeV


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: @heiseonline
► c't auf Instagram: @ct_magazin


Redaktion & Video: Malte Kirchner


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Als Antwort auf heise & c't

@heise_ct

ich hab KI genauso wenig jemals mit ner Schippe in der AHnd gesehen, wie ein 50-€-Schein. von wegen, das Geld arbeitet für uns.


Als Antwort auf nerdhd

For mobile users: please decrease the sensibility to around 0.2.

For those interested on how I made the game:

I have always wanted to make an arcade game like Tetris, space invaders and pac man. You know, games that are simple but can be replayed forever?

But the idea of a game about keeping a pendulum upside down only came up when I saw a video of a robot doing it. It was a car and it moved to the left and right so that the pendulum never got too close to falling.

The hardest part was the ui. I'm very bad with ui for some reason
Maybe I'm just bad with css.

In order to make it a little more than just a bottle in front of a black screen I needed to add backgrounds, so I learned how to program a shader with the website shadertoy.

Making shaders is surprisingly easy and fun, although I struggled at first.

That's about it.

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Teil 4: Das haben wir aus unserem Wetterballon-Flug gelernt


Anmerkung: Uns ist bewusst, dass Anne sehr schnell redet. Das ist leider erst nach dem Dreh aufgefallen. Wir hoffen, die Untertitel helfen da etwas.

Die c't startet ihren eigenen Wetterballon zusammen mit Physikerin und Wissenschaftsjournalistin Anne-Dorette Ziems. Im letzten Teil geht es an die Daten: Hat die Technik durchgehalten?

Ihr habt ein eigenes Experiment, eine Entwicklung oder ein mutiges Projekt? Dann zeigt es am 15. + 16. August 2026 auf der Maker Faire Hannover – jetzt anmelden: heise.de/s/2AdAM

► Teil 1: youtu.be/lHEsjZ88FAg
► Teil 2: youtu.be/lF4-p0QrDwY
► Teil 3: youtu.be/dv8b84IWqP0

► Weitere Infos zum Myonendetektor: heise.de/s/3xXl8


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: instagram.com/heiseonline/
► c't auf Instagram: instagram.com/ct_magazin/


0:00 Einleitung
0:30 Recap
1:35 Erster Mikrokontroller
1:47 Was lief schief, und warum?
3:09 Unsere Rekord-Höhe
3:32 Die Messdaten
4:16 Der nächste Downer
5:03 Zweiter Mikrokontroller
6:32 Gesamtzählrate
7:04 Dritter Mikrokontroller
7:59 Der GPS-Tracker
8:17 Abschluss
8:43 Tschüss


Redaktion: Anne-Dorette Ziems
Video: Carine Kinarian

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We made a simulation of the I.S.S. with realistic values like altitude, period, speed!


Als Antwort auf Sunless Game Studios

The I.S.S. is can be found around 400km above the surface traveling around 7.66 KM/s. It takes about 90 minutes for it to complete a full circle. Here we've simulated that to the best of our ability. We're currently trying to simulate more system, so expect more soon!


Es ist einfach besser als Notion


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►Links aus dem Video:
Sahins Video über Anytype: youtube.com/watch?v=MKvDdsa6oy…

MCP Video: youtu.be/S_4VUJ-x8hE?si=pzuXb1…

Anytype MCP Server: github.com/anyproto/anytype-mc…

Anytype Webclipper: chromewebstore.google.com/deta…

Anytype selbst hosten Docker (mit Anleitung): github.com/anyproto/any-sync-d…

► Wie sich dieser Channel finanziert: youtube.com/watch?v=xWLRoMP3rL…

► DER 3003-HYPE-NEWSLETTER: ct.de/hype

► Kapitelmarker:
0:00 Intro
1:36 Werbung: Mammouth
2:37 Was ist Anytype und was kann das?
3:21 Anytype selbst hosten (auch Homeserver)
8:22 Lokale KI in Anytype

► Alle Newsletter von Heise: heise.de/newsletter/

► Hier geht es zum c't-WhatsApp-Kanal: whatsapp.com/channel/0029VaCUF…

► Keno auf Instagram: instagram.com/elektroelvis/

► c't Magazin: ct.de
► und TOTAL CRAZY auf Papier! Überall wo es Zeitschriften gibt!

► Credits:
Konzept & Redaktion: Lukas Rumpler
Schnitt: Pascal Schewe
Host: Lukas Rumpler

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Als Antwort auf ct 3003

@ct_3003_team

sehr interessant, gerade bei den ganzen Thema "KI kann man nicht vertrauen, es halluziniert ja [ohne Toolanbindung] zu viel" ist eine Wissensdaten super.

Welche man dann verwendet ist dann natürlich eine hitzige Frage, aber generell überhaupt all sein Wissen in einer Quelle zu bündeln und einfach per lokaler KI dieses auszuwerten ist Klasse.

vermutlich wäre es dann besser viele Sachen per Texterkennung vorher zu digitalisieren.

Als Antwort auf ᏕᎯᏕᏣᎻᎯ

@ct_3003_team

was ich mich aber gerade bei der MCP Anbindung Frage, wie verhindere ich Probleme durch die KI. Heutige LLM KI ist systembedingt kein zuverlässiges Programm.

Ohne Zugriff aufs Internet und ohne Kontakt nach Außen wäre die KI natürlich weniger Angriffsfläche ausgesetzt.

Aber sie könnte trotzdem sich mal verrennen oder die bedienende Person falsch verstehen, wie verhindert man das sie Sachen einfach so löscht, überschreibt, etc? Also in der Wissensdatenbank



Schwangerschafts-Apps im Test


„Dein Baby ist jetzt so groß wie ein Apfel!“ Mit solchen Größenvergleichen, Checklisten für die Baby-Erstausstattung und Funktionen wie Wehen- und Trittzählern wollen diverse Apps werdende Eltern ansprechen. Wir haben uns einige Schwangerschafts-Apps genauer angesehen. 🧐
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Is having a Publisher as a solo dev a good thing?


I am genuinely asking...
I am a solo dev more than 10 years now and I always publish my own games first years on mobiles and the last years on consoles and steam.
Things are going smoothly (most of the times) but I always was wondering about this.

Eg: The last 2.5 years I have been making a game alone called 'Educational Family Games' and it will release soon. I will publish it myself. It's the best thing I have made so far and I was wondering if publishing my own is a bad idea.

Do any of you have experience with other publishers for indies?
1) Do they drive much more sales.
2) Do they actually do good marketing.
3) Does it worth it to give them half the revenue?

Any good publishers?

Als Antwort auf Nick

I don’t know anything about the industry but I know the guy who made Stardew Valley was a one man show. Concerned Ape.

I believe it’s possible but is a steep hill to climb.

Als Antwort auf zewm

I have climbed many such hills. Know the drill but just wondered if having a publisher would provide much more exposure and will worth it.


Microsoft und KI, Magnetschwebebahn, Ladebordsteine | #heiseshow


Anna Bicker, heise-online-Chefredakteur Dr. Volker Zota und Malte Kirchner sprechen in dieser Ausgabe der #heiseshow unter anderem über folgende Themen:

  • Kommando zurück: Microsoft kassiert angeblich seine KI-Pläne – Microsoft will Gerüchten zufolge davon abrücken, Copilot in sämtliche Bereiche der Windows-Oberfläche zu integrieren, und bewertet seinen KI-Ansatz für das Betriebssystem neu. Was steckt hinter dem Kursschwenk? Hat die Kritik der Nutzer tatsächlich Wirkung gezeigt? Und wie glaubwürdig ist Microsofts Versprechen, neue KI-Funktionen künftig optional und abschaltbar zu gestalten?
  • Anziehend: Feiert die Magnetschwebebahn im ÖPNV ihr Comeback? Bundesverkehrsminister Patrick Schnieder (CDU) bereitet hinter den Kulissen eine Rückkehr der Magnettechnologie vor – allerdings nicht auf der Langstrecke, sondern als ernsthafte Konkurrenz zu klassischen U-Bahnen und Straßenbahnen im Nahverkehr. Ist die Magnetschwebebahn auf Stelzen wirklich die günstigere und schnellere Alternative zum milliardenschweren U-Bahn-Bau? Und kann das Berliner Pilotprojekt zwischen Tegel und Spandau zum Vorbild für ganz Deutschland werden?
  • Alles an Bord: Kommt jetzt der Ladebordstein für E-Autos in deutsche Städte? Rheinmetall und TankE haben eine strategische Partnerschaft vereinbart, um Ladebordsteine in der Breite in Städten und Gemeinden zu installieren. Der von Rheinmetall entwickelte modulare Ladebordstein wird in die Bordsteinkante integriert und ermöglicht Wechselstromladen mit 22 Kilowatt. Kann der Ladebordstein die Lücke für alle schließen, die keine eigene Garage haben? Wie schlägt sich das System gegenüber klassischen Ladesäulen – und was ist von der Behauptung zu halten, es sei weniger vandalismusanfällig?

Außerdem wieder mit dabei: ein Nerd-Geburtstag, das WTF der Woche und knifflige Quizfragen.

Kapitel:
0:00 Countdown
1:05 Einleitung
2:44 Microsoft kassiert angeblich seine KI-Pläne
22:54 WTF-News der Woche
28:14 Magnetschwebebahn Comeback?
41:54 Nerd-Geburtstag der Woche
46:25 Ladebordsteine
58:55 Quizfragen der Woche
1:09:10 Abschluss

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Dead Reckoning — Free colony ship sim, looking for feedback


You're in charge of a generation ship carrying 1,000 colonists in cryo suspension. You don't know exactly where you're going. You won't arrive for centuries. Your job is to keep everyone alive long enough to find somewhere worth landing.

Each year you get a report. Resources tick up or down. Events fire — some are choices, some are just things that happen to you. Factions form aboard the ship and start pulling against each other. The crew drifts — ideologically, genetically, psychologically — and the UI starts to reflect it.

There are 11 endings. Most of them are bad.

What I'm looking for:

  • How far did you get, and what killed you?
  • Did anything feel unfair vs. appropriately punishing?
  • Was there a moment where you understood what the game was actually about?

Free download, Windows/Linux. A full run is 30–60 minutes.
garanlorn.itch.io/dead-reckoni…

Any feedback appreciated. Even "It sucks".

Als Antwort auf budakai

This got a bit narrative/logging what happens part way through, but hopefully it's still useful to you 😉 Really that's just a mark of me enjoying my experience with the game, so thanks for sharing it!

v. 0.1.264
1. The options menu feels cramped and overly narrow; visually it looks like the middle third of the previous middle‑third main menu.
2. I appreciate the instant tool‑tips for “Initiate Launch”, “Watch”, and “Fast”.
3. The pre‑launch phase reminds me of Oregon Trail—in a positive way.
4. The label “Research” under Ship Condition is confusing. It functions more like character traits or options during “character creation”. When I see “Research” in a game I normally expect long‑term goals that are pursued by spending resources.
5. When selecting research before departure, it would be very helpful to be able to “unselect” or toggle the chosen options so I can experiment with different builds and see total resource usage before committing.
6. Under Ship Condition → Systems, the order of the three entries should match the summary above. The summary lists “Food / Power / Hull”, but the Systems section lists them as “Hull / Power / Food”.
7. I liked the hidden‑room ship event that offered choices to force entry, hide it, or disclose it. I chose to disclose to everyone, but I was hoping for follow‑up events that branch from this decision rather than a single, isolated occurrence.
8. Bug: Year 35, Sensors offline, arrived at original destination. After surveying two of three worlds (ice world and volcanic; I skipped the gas giant), the UI kept showing the three survey options while text was still being audibly typed in the background. Selecting “Reject all and keep looking” then presented a separate reject‑menu for each world, forcing me to reject each one individually before I could proceed. A better approach would be a greyed‑out option at the bottom that says something like “You may only move on after rejecting each option individually” - and a choice of order to reject them in or something.
9. Bonus bug: After picking a new destination, the log reported the habitability of the “Gas Giant Moon” as 43 % even though I never probed it, so I should not have learned that value.
10. Confusion: In year 36, immediately after plotting a course to a new system, I received a “33‑deaths, Crisis‑level attrition – all life‑support systems reviewed” message with no directive or event. The status read Food 28 %, Power 35 %, Hull 42 % and all drifts ≤ 20 % except AI 46 %. Advancing another year gave another 32 deaths, still crisis‑level and still no event. Switching the ship to Cryo priority and advancing again resulted in 24 deaths. Hull decreased by 0.1 %/yr, Power by 0.6 %/yr, Food by 0.3 %/yr; population was 876 with an actuarial projection of a 2.5 % annual loss, which would be about 22 people per year, yet I was only losing 1 person per year. This inconsistency suggests a possible bug in the loss calculation. Earlier, the pre‑launch projection estimated about 600 survivors, which does not match the actual outcome.
11. I actually lost 36 people that year, not 22. After launching a probe, Power fell to 24 % and the actuarial projection changed to a 4 % loss per year, which aligns with the observed loss. This appears to be a direct result of the probe rather than a projection.
12. I lost 34 people during a “Voluntary Skills Census” event; there was no clear reason to avoid the full reallocation, so the outcome felt arbitrary.
13. Deaths have settled to roughly 18 people per year. Power is now 26 % and an event called “Power Rationing Debate” appears. I must choose between increasing AI (currently 47 %) or accepting a power reduction. I opted for the equal‑ration path (communist‑style), which had no negative side effects and reduced Power to 22 %.
14. Again I am confused: I lost 27 people, but Hull suddenly started regenerating at +2.9 %/yr and Power at +7.4 %/yr, while Food continued to decline at ‑0.3 %/yr. This coincided with an event titled “Shared Dream Phenomenon → Investigation”, which yielded no benefits except a reduction in AI. The following year Hull and Power returned to their prior slow decline rates.
15. Before departure, the initial habitability estimate was ≈27 % for the second system, but upon arrival, yet the system contained only three barren rocks with ≤ 3 % habitability. We moved on to the next system, (15 years with an estimated 20‑something % habitability) as obviously we cannot survive on a rock, so we must continue the journey.
16. Year 048: 27 deaths and a “Suspected Cause: Food Shortage” (Food at 23 %). I triggered the emergency intervention “Ration Proto”, but deaths remain around 20 people per year.
17. Year 051: 24 deaths, now the “Suspected Cause” is listed as “Life‑Support Stress”. Cryo remains active, Life‑Support system is nominal at 83 % Power, but Power is low at 13 % (mostly due to Cryo). The decline rate is ‑0.6 %/yr with an estimated 22 ‑year remaining.
18. Ship Condition reads “Critical; Cryo: Compromised” with no clear explanation. I formally recognized a spiritual practice, raising Ideology to 56 % for no reason except to see what happens.
19. Bug: “Notable Congregation Member Deceased – Very Quintero was a Scientist (Founder) who served on this vessel for 59 years. She was present at 0 recorded incidents during the voyage. She once said she just wanted to make sure the congregation survived the hard years. She was only there for 0.” Funny bug, but not reasonable numbers.
20. Arriving at the second system, the Ice World showed 18 % habitability. With Food 27 %, Power 6 %, Hull 46 % and a loss rate of ≈ 20 people per year (population ≈ 320), I landed. Surface conditions: Atmosphere 40 %, Water 40 %, Temperature 12 °, Resources 17, Biohazard 12. No accessible surface resources led to a construction crisis and extreme cold, prompting the Founding Directive “Shelter”. I also selected “Open Assembly”. The result is “Desperate Landing” with Pop 320, Diversity 95.1 %, Regression 8, Class Drift 0, Hull 42 %, Planets rejected 6. Key decisions (not mentioned above): Landing Protocol – AI‑Managed; Vessel Contact – Arrange Formal Meeting. (The next year we arrived at the final system and the other ship vanished from events, so I’m unsure how consequential that decision was.)
21. Description issue: the game claimed that ship‑born people outnumbered the original launch crew, which is false. The mission record shows 1,000 departed, 320 arrived, 21 ship‑born recorded, and 219 named deaths.

Just the suggestions from above, for your convenience:
* Expand the options menu width to avoid the cramped “middle‑third” appearance.
* Rename “Research” under Ship Condition to a term that means selected technologies, not long‑term progress.
* Allow toggling/un‑selecting research choices before departure so players can experiment with builds and see total resource costs.
* Align the order of entries in Ship Condition → Systems with the summary order (Food → Power → Hull).
* Expand more on branching follow‑up events after major decisions (e.g., the hidden‑room ship event). Only have one‑off outcomes for simple closed-ended scenarios.
* Fix the survey/reject UI so worlds can be rejected individually without repeated menus.
* Prevent undisclosed information (e.g., habitability of un‑probed worlds when sensors offline) from appearing in the log.
* Offer clearer feedback on attrition events: show why deaths occur, or always provide options to intervene. OR if those death rates are typical, fix the bug of attrition being too low at mission start.
* Clarify and correct event descriptions that contain nonsensical data (e.g., “Notable Congregation Member Deceased” stats).

Als Antwort auf PonytaMuk

Thank you, thank you, thank you! This is the gameplay data I needed! Incoroprating all of this. Putting it on the itch profile so I don't lose track of it! Thank you so much.


Neuer Schufa-Score: Was sich für euch ändert – und was nicht


Deutschlands größte Wirtschaftsauskunftei, die Schufa, berechnet die Bonität von Verbrauchern ab sofort neu. Die Transparenz steigt stark, doch Probleme bleiben.

=== Anzeige / Sponsorenhinweis ===
Nutzt den Code HEISECT für 60% Rabatt auf euren Jahresplan bei Incogni auf incogni.com/heisect
=== Anzeige / Sponsorenhinweis Ende ===

Kapitelmarken:
00:00:00 Intro
00:01:35 Was ist die Schufa?
00:02:37 Das neue Punktesystem
00:04:41 Warum die Schufa das wirklich macht
00:05:27 Die Haken
00:06:53 Was ihr jetzt tun solltet
00:08:03 Fazit


► Link zum Artikel: heise.de/s/wNP4e


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: @heiseonline
► c't auf Instagram: @ct_magazin


Redaktion & Video: Malte Kirchner


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Gebrauchte KI-Hardware für Privatleute


KI-Hype vorbei = günstige Hardware für alle? Leider nein. 💻❌ Die meisten KI-Chips, Speicher und SSDs laufen nur in Spezial-Servern – und landen gar nicht erst auf dem Gebrauchtmarkt.
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Als Antwort auf heise & c't

Danke für das kurze und informative Video. Auch wenn die Aussichten nicht rosig sind.


Just released my first game for free. It's very silly.


It's just a part of the whole bee movie meme genre. Please let me know if you enjoyed it. Reddit sucks so I made my account to share here instead. I coded everything myself, and did all the assets, beyond what I get from cc0 sources.
Dieser Beitrag wurde bearbeitet. (1 Woche her)
Als Antwort auf Sunless Game Studios

Do you have the Godot project source? It's windows only, so running it on Linux.. Might not work? Haven't tried it yet
Als Antwort auf onlinepersona

That's a fair point. I need to look out for my compatriots on Linux here on Lemmy.


Prime Video Ultra: 4K gegen Aufpreis – kommt das auch nach Deutschland?


In den USA können normale Prime-Abonnenten Inhalte auf Prime Video nicht mehr in 4K-Auflösung sehen. Stattdessen müssen sie 5 US-Dollar im Monat draufzahlen. Kommt das bald auch nach Deutschland?

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Nutzt den Code HEISECT für 60% Rabatt auf euren Jahresplan bei Incogni auf incogni.com/heisect
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Kapitelmarken:
00:00:00 Einleitung
00:01:55 Amazons Strategie: Was bisher passierte
00:03:47 Was ist Prime Video Ultra?
00:04:51 Die deutsche Rechtslage
00:06:04 Was ihr jetzt tun könnt
00:07:27 Fazit


► Link zum Artikel: heise.de/s/xK3ke


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: @heiseonline
► c't auf Instagram: @ct_magazin


Redaktion & Video: Malte Kirchner


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Raspberry Pi, Arduino & LoRa: Das kommt in unsere Wetterballon-Sonde! (Teil 2)


Anmerkung: Uns ist bewusst, dass Anne sehr schnell redet. Das ist leider erst nach dem Dreh aufgefallen. Wir hoffen, die Untertitel helfen da etwas.

Die c't startet ihren eigenen Wetterballon zusammen mit Physikerin und Wissenschaftsjournalistin Anne-Dorette Ziems. Der zweite Teil spielt sich vor allem am Lötkolben und am Computer ab. Wir basteln unsere Messgeräte: Erst die Hardware, dann die Software. Teil 3 kommt am 15. März.

Ihr habt ein eigenes Experiment, eine Entwicklung oder ein mutiges Projekt? Dann zeigt es am 15. + 16. August 2026 auf der Maker Faire Hannover – jetzt anmelden: heise.de/s/2AdAM

► Hier gehts zum GitHub Repository: github.com/nico-entz/MyoloV2

► Weitere Infos zum Myonendetektor: heise.de/s/3xXl8


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: instagram.com/heiseonline/
► c't auf Instagram: instagram.com/ct_magazin/


0:00 Intro
0:41 Styroporbox als Sonde
1:06 Mikrokontroler zusammenbauen
2:48 Daten von unterwegs empfangen
3:28 Bildübertragung
4:20 Myonendetektor
5:13 Kameras und 3D-Druck
5:37 Abschluss


Redaktion: Anne-Dorette Ziems
Video: Carine Kinarian

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Als Antwort auf heise & c't

Wäre vielleicht sinnvoll im Titel "Raspberry Pi, Arduino & LoRa: Das kommt in unsere Wetterballon-Sonde! (Teil 2)" die anmerkung "Teil 2" an den Anfang zu setzen.


Started working on a boomer shooter rpg this weekend


Not sure how far I'll go with this but I'm having a lot of fun so far. Shoutout to opengameart.org for all my temporary assets.

So far I've got dialogue via Dialogue Manager, NPCs, factions, enemies with different weapons projectiles & hitscan, and 8 directional sprites. Not bad for 2 days work.

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Als Antwort auf Quokka

Retro shooter. Its a retro shooter. "Boomer Shooter" is a stupid term that ignores etymology and linguistics to conflate two totally unrelated things.
Dieser Beitrag wurde bearbeitet. (1 Woche her)
Als Antwort auf Quokka

i can’t get the video to work, neither on my instance nor on the instance of OP :/
Als Antwort auf e8CArkcAuLE

Odd, I can’t either any more. I’ll reupload it to Catbox in a few hours when I get home.

It’s nothing particularly amazing mind you.

Als Antwort auf Quokka

i can download it though.

it’s not amazing yet but still cool to see and to know that this can be achieved rather quickly



Teil 3: Wir verfolgen unseren Wetterballon!


Anmerkung: Uns ist bewusst, dass Anne sehr schnell redet. Das ist leider erst nach dem Dreh aufgefallen. Wir hoffen, die Untertitel helfen da etwas.

Die c't startet ihren eigenen Wetterballon zusammen mit Physikerin und Wissenschaftsjournalistin Anne-Dorette Ziems. Im dritten Teil lassen wir den Wetterballon fliegen und jagen ihm hinterher. Teil 4 kommt am 22. März.

Hier ging der Ballonflug los: kpluss.com/de-de/ueber-ks/stan…

Ihr habt ein eigenes Experiment, eine Entwicklung oder ein mutiges Projekt? Dann zeigt es am 15. + 16. August 2026 auf der Maker Faire Hannover – jetzt anmelden: heise.de/s/2AdAM


► c’t: ct.de
► heise online: heise.de
► heise online auf Instagram: instagram.com/heiseonline/
► c't auf Instagram: instagram.com/ct_magazin/


0:00 Intro
0:21 Startvorbereitungen
3:45 Start unseres Wetterballons
5:08 Verfolgungsjagd
10:24 Ende der Jagd
12:02 Beim nächsten Mal...


Redaktion: Anne-Dorette Ziems
Video: Carine Kinarian & Anna Köhler

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Should I implement direct wars in my Cold War inspired game, or only allow the player to intervene in proxy wars?


For context, I am creating a HOI4-style strategy game set in the Cold War. The battles will likely be turn-based rather than involving maneuvering troops on the map.

A large part of the Cold War involved various proxy conflicts between the two global superpowers, the Americans and the Soviets. If I make it do that the player is only able to intervene in these proxy conflicts, things like "mega-factions" (the sort you see in games like HOI4 that are a pain to deal with) would no longer be a problem, and it also means a lot less work for me to add all the different factions joining in to create a huge WWIII.

However, if I limit the player to only intervention in other countries, that would limit the alternate history scenarios the player can take, and it would also mean that many countries could effectively become NPCs. I could implement a civil war mechanic, where certain focus paths will lead you to a civil war between two or more factions within your country, and you could seek intervention from the major powers. This would help countries in Latin America, Africa, Asia, etc. to be more fun to play if there was no direct war mechanic.

Finally, if there was a direct war mechanic, how should the game react to the Americans and Soviets being in direct conflict? Should the game end once a nuclear weapon has been fired, indicating that nuclear annihilation has occurred?

Als Antwort auf sbird

It can go either way... What kind of game do you want to make?

Focus on your core vision

Als Antwort auf sbird

Indirect/proxy should make politics more-significant, right?

There's a game, I think it's called Democracy, which has one hell of alot of dimensions of stuff which affect outcomes.

if you've never seen its .. can't remember if it was the skill-tree or the setup-thing, or just the intro-tutorial, something ( I'm not a gamer, but study human-meaning, including psychology, including story & game ) .. you may find many inspirations for interactions to include in the affecting-outcomes math..


Duh! I just realized, that you could actually do both, but each run the players have to choose direct-allowed or indirect-only, in order to give your game both kinds of exploration..

hopefully that'd mean only some more work, but for much more value for your game?

_ /\ _



My kids beat me at my own game


I built this game. I know every mechanic, every exploit, every hidden interaction.

And my 10-year-old still destroys me.

Not sometimes—usually. She knows the timing windows better than I do. Found combos I didn't design (but somehow work). Beats me with strategies I never considered.

Then there's my 7-year-old. Smaller, less experience, should be easy pickings. Except sometimes—sometimes—they wipe the floor with both of us.

The funny thing? This is exactly what I wanted.

I didn't build a game where the designer always wins. I built one where the person who adapts fastest wins. Age doesn't matter. Experience doesn't matter.

When your kid beats you fair and square and the room erupts. When the youngest surprises everyone.

That's the whole point.

Als Antwort auf Nick

This is so wholesome! There's nothing better than seeing kids genuinely engage with and master something you created. It's the ultimate playtest - brutal honesty and pure joy all at once.
Als Antwort auf Nick

This is so wholesome! There's nothing quite like seeing kids genuinely enjoy something you created. The fact that they beat you at your own game shows you've made something with real depth - not just a 'kids game' but a real strategy game that happens to be family-friendly. How did playtesting with your own kids change the design?


How should I implement the editor for my game engine?


codeberg.org/ZILtoid1991/pixel…

Originally the editor was a completely separate project, but due to massive architectural changes, it got left behind. So later I decided to put it into the engine's repository. Then I had the thought:

Why shouldn't the editor be a direct component of the engine? It would even allow in-game editing of levels in the game. Then it can be individually turned off


However this makes me give a few more dilemma. Should I just use the engine's newly added high-resolution overlay capabilities to show the windows on top of everything? Should it be a separate window? Should it be an option for both?

Als Antwort auf ZILtoid1991

depends on what kind of game and what future you plan for the engine. if you are looking to use similar tools (item placement etc) you might be able to re use components for gameplay later if you keep parity with things like the "high resolution overlay capabilities"


Question about build times


I'm not a game dev so please forgive me if this is the wrong place for this type of question but I'm looking for some resources to try and understand why games take so long to compile.

For context, I've worked with former game devs who've mentioned that builds can take anywhere from 4 to 6 hours to complete - even with a distributed architecture - depending on the hardware. That shit blew my mind. They said it has something to do with compiling shader permutations but didn't go into anyore detail. That said, I have a very primitive understanding of what shaders are but I mostly work with infrastructure and optimizing build systems.

Like I said, I'm not a game dev, im just curious. I appreciate any insight or resources you throw my way. Thanks!

Als Antwort auf WhosMansIsThis

but I mostly work with infrastructure and optimizing build systems.


Besides source code, games also need to compile source assets. An example of this is textures; a dev might store them as PNGs in their source control, but the texture will need to be converted to a different format depending on the target hardware. On mobile, that might be something simple like PVRTC, or maybe supercompressed KTX. Geometry and animations also need to be compiled, usually from something like FBX to whatever runtime formats the engine uses, not to mention all the other copious amounts of custom data needed for the game.

Shaders are a challenge because you can't fully compile them ahead of time. They're usually authored in some DSL (maybe HLSL/GLSL, but sometimes also an engine-specific custom language), and depending on the target graphics API they can be compiled to intermediate bytecode (eg SPIRV). However, that bytecode needs to be compiled by the user into the internal format needed by the graphics implementation (which can even change between driver versions on the same machine), which is why modern PC games need to compile shaders on first launch. Consoles with fixed hardware can avoid this problem.

Beyond that, the shader permutation issue leads to games requiring a shitload of shaders for performance reasons, exacerbating the issues described above, both for the developer performing a release build, and for the user launching the game. This article describes the issue well.

So add all that on top of the usual time it takes to (cross-) compile the engine and game code, which is often a massive C++ codebase of dubious quality, and sometimes also an outdated proprietary toolchain of dubious quality.

Als Antwort auf entwine

I love lemmy. Thank you so much for your detailed response and fantastic article, its exactly what I was looking for. Seems like the bottleneck isnt really the infra. Definitely a difficult problem to solve.
Als Antwort auf WhosMansIsThis

Worth noting: That 4 to 6 hour number is probably for a build from scratch. A good build system will be able to only recompile things that have changed and so the develop -> compile -> test cycle is usually much faster.
Als Antwort auf SavvyWolf

Ahh yeah that makes sense. That'd be a pain in the ass if it was for every build.
Als Antwort auf SavvyWolf

For a standard UE 4 or 5 game, 4 to 6 hours is normal time for iterative cook builds. If you lose your cook your are fucked and have to wait 20 hours. And that would involve incredibuild to get more than 100 cores during the compile.


10 Things I Wish I Knew Before Starting With Godot [15:40]


Great video with some tips I have not heard before concerning seemingly trivial decisions that cause serious issues as projects get larger.

The creator is an experienced programmer but seems brand new to making videos. That said, apart from an annoying number of calls for action ('leave a comment...'), it is well produced, especially for a first crack at the craft.

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Als Antwort auf actionjbone

No, is it relevant? Help me out

EDIT: There's a play called Waiting for Godot, but the meaning of Godot is ambiguous

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OuterSloth (the publishing company by the Among Us devs) just released their full contract and terms for everyone to see


This is really good if you're wondering what a publishing company's contract might look like. They published it to give gamedevs an idea of what they should expect.

They're also celebrating funding 24 different games! I wonder when those will start coming out.

Als Antwort auf Gamma

Not much of a gamer myself, but will have to see if my kid has an interest in any of those. Would be glad to support such a fair-minded company.
Dieser Beitrag wurde bearbeitet. (2 Wochen her)
Als Antwort auf SanctimoniousApe

They all seem to be positively rated so far, MFL looks like it sold the best out of them (and it looks great!)


Created a Wordle clone for the my Text based app


i spent some time this week building a small wordle clone and integrating it into my app.

the process was actually pretty fun. the main parts were building the word validation, handling the tile states (correct letter / wrong spot / not in word), and making sure the guesses update instantly for the each player. the UI took a bit of tweaking too so it feels responsive and not laggy when revealing the tiles.

the interesting part was fitting it into the rest of my app since it’s more of a social space with rooms and games (we already have mafia and spyfall). so the wordle game had to work cleanly alongside those without breaking the flow of the rooms.

it’s still pretty simple right now but it works well and people have started playing it.

if anyone is curious, you can check it out here: The Hideout



Marketing indie games is harder than making them


I spent 2.5 years coding this game.

I've spent 6 months just trying to tell people it exists.

Marketing is a different kind of hard. Coding has logic. Clear inputs, clear outputs. Marketing? It's storytelling, psychology, timing, luck — and most of it feels like shouting into a void.

The game is a 4-player family thing where kids can actually beat adults. Fully voiced so pre-readers can play. Built because I was tired of "educational" games that bored everyone.

But none of that matters if nobody sees it. So here I am. Shouting into the void, hoping the algorithm decides I'm worth showing you.

How do you discover new indie games? Steam browsing? TikTok clips? Word of mouth?

Als Antwort auf Nick

55 upvotes and 21 comments—the discussion keeps growing. Thanks everyone for engaging with this indie marketing reality check.
Als Antwort auf Nick

55 upvotes and 22 comments now—this keeps growing. Thanks for all the engagement on the marketing struggle discussion.



Free tool for testing image-to-video performance — looking for feedback


Hi everyone,

Recently I’ve been experimenting with different image-to-video and AI video generation tools, and I kept running into the same issue: it’s actually pretty hard to quickly test rendering speed, performance stability, and output consistency across different setups.

So I built a small free tool to help with that. It’s mainly designed to run simple performance tests and see how different models or configurations behave under load.

The site is here:
volume-shader.net/

Right now it’s pretty minimal, but it lets you run quick tests and compare how different image-to-video pipelines perform. I originally built it just for my own workflow, but figured it might be useful for others who are experimenting with AI video generation or rendering pipelines.

If anyone here works with AI video tools, diffusion models, or rendering setups, I’d really appreciate any feedback on what kind of metrics or tests would actually be helpful. I’m thinking about adding things like:

frame generation benchmarks

latency comparison

GPU utilization tracking

batch rendering tests

Totally open to suggestions. If you try it and something feels confusing or missing, let me know and I’ll improve it.

Thanks!



I fixed my biggest pet peeve with Unity's InputSystem (InputLayers asset).


A few years ago I decided to fix my biggest gripe with Unity's InputSystem: there is no intuitive and fuss-free way of determining which UI, character controller, popup, etc. should be receiving inputs at any given time.
Sure, the Action Maps are a great baseline for handling this since they let you assign a set of inputs to each given system; but you still have to make sure to enable and disable them at the correct moment. This can be easy in a small project, but when you have dozens of systems and UIs to contend with; it can get kind of messy.

So I started working on a system that sort of "automatically" handles all the mess for me and handles the complexity on its own.
After a few years of working on it when I felt like it in my spare time, I'm officially taking InputLayers out of beta:

You can get InputLayers for free on the asset store.

What is InputLayers?


The short version is that it's a system that lets you assign input actions to layers that "stack" priority. So when your popup comes up on screen, its layer is added to the top of the stack; and as long as no other layer takes its place, only inputs from that layer will be taken into account.
There's a bit more depth to all this, with layer priorities that prevent less "important" systems from taking over higher priority ones; but at its core; it basically lets you set things up using a single configuration window; and then never have to worry about if your character will keep moving when your main menu is open, or whatever other similar conflict you can imagine.

Video overview


I go over the core idea in a little bit more detail in this video: youtube.com/watch?v=bXEuzpbGlC…

Sample scenes


I've included a few sample scenes that cover most of the basic use cases. Their code is a bit complex if you're unfamiliar with UI Toolkit, but I've mostly isolated the fussy stuff so you can concentrate on understanding how the actual InputLayers stuff get handled.

Documentation


I've set up the documentation over on GitHub for ease of access; and so that people can post issues they may encounter easily.

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Als Antwort auf RougeEric

This is really amazing, in my opinion Unity's InputSystem is servicible but not mind blowing. My pain points would always arise with menus when returning to a scene, especially when I was in school. They should bundle your tool as a permanent part of Unity honestly this is awesome. Unfortunately I am all in on Godot but I'll pass this to my friends who still use Unity!
Als Antwort auf Sanctus

Thanks!!

TBH, I'm probably going to switch over to Godot at some point myself as well.

Als Antwort auf RougeEric

I hate how Godot has an array of mapped buttons to a specific action, but denies you direct access to change them in the order they're in. This is problematic if your game has the main keybind + secondary + controller for the same action and you want to let players rebind them all.

It could also use something like that layeredInput, since it can be a bit of a juggle to ensure that 2 open windows don't close if you press input.CANCEL, instead of only the focused one.

Als Antwort auf I Cast Fist

Not sure if I'll ever get around to adapting the concept to Godot, but I'd be happy if anyone comes around and takes the core logic that's there and adapts it ;)
Als Antwort auf RougeEric

Without actually looking at your code, the first thing that came to mind is making something akin to the Collision masks that nearly every node has, where you just set a value and, during the game's runtime, input processing checks every node that has the same value - for instance, if opening a menu set the InputLayer to 2, only nodes that are of value 2 will process, every other will ignore. So, one extra variable and one extra check before processing any input
Als Antwort auf I Cast Fist

I went with a stack pattern and priorities.

Within a priority the last "layer" to activate is the only one to receive inputs. The priority system just means that if a layer from a lower priority gets activated, it doesn't take over until the upper layer is empty.

It's a bit stricter (only one layer active at all times), but you can always subscribe to inputs from multiple layers to achieve what you were describing.

The main advantage here was that you can safely rely on enabling/disabling layers without ever getting a conflict... If some popup comes in over your menu, the popup is in charge until it's closed. No need for them to communicate, and you reliably know that inputs will eventually return to the menu properly, even if something else gets interposed.

And since it's tacked onto the existing system, you can always have parts of the code that ignore the layer system entirely if necessary (like a mute button that has to work across all systems/menus for example).

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A game that finally solves the family game night problem


It's family game night and your kids want to play YOUR game — but it's not exactly suitable for a kid. You've tried 'educational' games before, but they bored the adults in minutes. And somehow, everyone ends up on their phones instead.

Does this sound familiar?

At last: a game that keeps kids learning, keeps grown-ups entertained — and with every word fully voiced in 19 languages, even pre-readers and grandparents can jump right in without help.

store.steampowered.com/app/317…

Als Antwort auf Nick

This is exactly what I've been looking for! So many 'family games' are either too simple for adults or too complex for kids. The balance is tricky. Looking forward to seeing how you solved it!
Als Antwort auf Nick

This is exactly what I've been looking for! So many 'family games' are either too simple for adults or too complex for kids. The asynchronous turns idea is brilliant - it respects everyone's time while keeping the game accessible. What age range have you found works best for this approach?


15 Years of Indie Dev In 4 Bits of Advice


Creating a good (and successful!) game is beyond challenging, especially in our trying times. What's been your experience with balancing different aspects of your own projects?
Als Antwort auf CodyIT

The post isn't bad, but I feel like it has a bit of a survivor bias.

Learning about why things fail is generally more informative than learning the characteristics of something that succeeded.



How to make my battling mechanic fair/unobtrusive while keeping it long and strategic?


I am creating a strategy game similar to Hearts of Iron IV that is set during the cold war. Each nation will have their own focus trees, and technologies need to be researched as well. The twist is, rather than maneuvering troops on the ground, war will instead be turn-based, like Pokemon battles. My issue now is I need to plan out how war will feel like, whether it's one large battle or many smaller battles.

Having a large battle makes things much more strategic as you pretty much have to play the long game and think far ahead, but the main downside is that it can be long, boring, and it would stop you from doing anything else for several in-game years. One potential solution for this is perhaps you could temporarily leave the battle screen to do other stuff, but you would become vulnerable if you don't manage your army (perhaps generals and such could be unlocked as you go along to automate some tasks? That would turn the game into one of those idle games though, and those usually aren't very fun)

Having many battles that pop up could be a good alternative, as then you could do your focuses, research, and stockpile equipment between battles. It also makes the battles less boring/tedious as each battle could be unique in some way with various different challenges, whether that's taking a fort on a hill or crossing a fast river. There would probably be a war score meter of some kind, that ticks up when you win battles and goes back when you lose them.

The problem with this one is that I'm not sure how to transition the player from non-battling to battling, it would probably involve the use of events, where you could either go on the offensive (gain a temporary attack bonus but become vulnerable if you don't succeed quickly), stand strong with defensive (gaining a temporary defense bonus), or retreat (losing war score but preserving your equipment stockpiles). This might be annoying as it would stop whatever the player is doing. Perhaps this could be solved with a ticking timer that begins ahead of an enemy attack (and you have to select/plan an option ahead of time, and if you're late your nation is considered unprepared for an attack by the enemy and you get negative modifiers)

I'm also unsure how involving other faction members, allies, etc would work. Should they be similar to Pokemon Double Battles where each nation gets to do something each turn, should it alternate (so nation 1 of faction goes first, then nation 2, 3 and so on and it loops around), should there be different "fronts" with different nations competing in them, etc. And how would I deal with the really large factions with 10+ members each (like NATO or Warsaw Pact)

Dieser Beitrag wurde bearbeitet. (3 Wochen her)
Als Antwort auf sbird

Stupid idea for inspiration: why not pop up events relating to smaller battles of the big war you are fighting and maybe that way you can combine it? I'm not incredibly familiar with similar games but maybe that thought provokes some ideas...
Als Antwort auf sbird

I think the fundamental question is how often and how intensely should the player engage in a battle. Your mechanics should be guided by this answer. There's a huge difference between an intense RTS battle taking more than an hour vs an idle game where you step in occasionally to change a few parameters.


Those perfect family game night ads? Reality is messier...


Those wholesome family game night ads? Gentle competition, perfect memories...

That's not what happens.

Reality: Someone's crying by round two. Controller 'accidents'. Nobody having fun—not even the winner.

I watched families for two years. Games aren't broken. Expectations are.

Build for the chaos. The comebacks. The kid losing at 9:47 who wins at 9:52.

Messy nights = Thanksgiving stories ten years later.

When did your game night derail?

Als Antwort auf Nick

You might not know this OP but some of us can tell that every single word of this was written by an AI, probably ChatGPT. Once you start noticing it, it's like fingernails on a chalkboard.

What was the actual prompt you used? Let's talk about that instead of the slop output

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I built an adaptive Pong game in JavaScript – looking for feedback on difficulty scaling


Sensitiver Inhalt

Als Antwort auf Holetips

Same answer, it's easy, you should increase the difficulty.


Godot Object Compiler: Code Generator for Godot GDExtensions


Hey all,

the last weeks I have been working away at the Godot Object Compiler, a Unreal Header Tool-esque code generator for Godot GDExtensions.

It allows you to annotate classes and it's members and generates the necessary bindings to register properties, functions and signals to the Godot engine.

Internally it uses a tree-sitter parser and generates a simplified AST so the generators can query f.e. the field and parameter types and automatically create the correct variant type and property hints.

Here's an example how what that can look like:

\#include "characters/chicken.generated.h"

GODOT_CLASS();
class Chicken : public CharacterBody3D {
    GODOT_GENERATED_BODY();

public:
    void _physics_process(double p_delta) override;

        GODOT_SIGNAL();
        void goc_goc(float p_volume);

    GODOT_FUNCTION(AnyPeer, CallRemote, Reliable);
    void jump_the_fence();

    GODOT_FUNCTION(ScriptVirtual);
    int pick_food(const Ref<Food>& food);

    GODOT_CATEGORY("Behaviour");
    GODOT_GROUP("Movement");

    GODOT_PROPERTY();
    float speed = 10.0f;

    GODOT_SUBGROUP("Jumping");

    GODOT_PROPERTY();
    float jump_height = 2.0f;

    GODOT_PROPERTY();
    Ref<Curve> jump_curve;

private:
    GODOT_PROPERTY();
    TypedArray<Food> food_in_belly;
};

GODOT_GENERATED_GLOBAL();

The available property hints, usages, variant types, base classes etc are also parsed from the linked godot-cpp headers so it won't break when something changes upstream (to an extent of course). I'm currently testing with the 4.5 branch.

It's still early days, but if you have same feedback I'd love to hear it 😀



My kid testers don't talk—they just react


My QA process for Educational Family Games is simple:

I hand the controller to a 7-year-old and a 10-year-old. Then I shut up and watch.

No instructions. No 'press this button.' Just observe.

If they frown or look confused? UI fail. Back to the drawing board.
If they smile and lean forward? That's the good stuff. Keep it.

Kids don't need to tell you what's wrong. Their face does all the talking.

80 games made it through the silence test. Launching June 24.

Wishlist: store.steampowered.com/app/317…

Als Antwort auf Nick

The best QA is watching kids play without explaining anything. Their confusion tells you everything. Steam page for my game: store.steampowered.com/app/3178920
Als Antwort auf Nick

Kid reactions are the best feedback! They're honest in ways adults aren't. Do you find they engage more with visual feedback, or is it more about the core gameplay loop for them?