1,494 karma · joined April 18, 2007
Coined Continuous Deployment. Currently VP of Engineering at Findmine Inc. Podcasting with Progrium at http://SystemsLive.org Previously: Consultant. CTO at canv.as. Technical Lead at IMVU.
Currently in NYC. Previously SF & ATX.
[ my public key: https://keybase.io/timothyfitz; my proof: https://keybase.io/timothyfitz/sigs/2A3Jwyc3fTRKL2Xi-_f0nd-B9Q9jehsmyvy4-iluv6M ]
More to the point, what he has is a proxy in 20 lines of code which will let him make, say, a custom load balancing http proxy in 40 lines of code.
I can't wait to see what he'll do next.
You can even get it on steam today http://store.steampowered.com/app/2400/
What you're saying is that "VCs shouldn't invest in studio based game companies" and I think you're right. There are other development models that do not have the same schedule/single-release problems. Free to play is the first that comes to mind, just looking around at the facebook scene (where games are launched and often fall flat until someone iterates and finds the right spark, only to then watch their game blow up). Another example would be WoW. They did a lot of things right at launch but if you look at the product today it really shines from the years of public iteration it's been able to go through.
Unfortunately those development models really don't work for boxed retail console games today, so there are lots of valid reasons to work in a studio model.
When I test the performance of a query, I query a live mysql node (or at least a live replicated standby) of some data that's not actively being used (to give a realistic "cold-cache" scenario, even though the caches aren't necessarily cold).
If digg used this method, it would completely account for performance discrepancy. Digg did not release a benchmark, and trying to treat their findings as a repeatable benchmark is wrong.
It's a classical false dichotomy that the article promotes in sensationalist terms.
A real world example of this is a friend who purchased a Steam game which did not work on his computer (unrelatedly due to overzealous DRM). Steam would not refund his purchase so he threatened to file a credit card chargeback and they replied that their policy in the event of a chargeback is to disable all of the users games immediately. Because he had >$300 tied up in Steam he wasn't about to lose it all over a $60 charge.
And ibb is proof of concept, showing that O(1) is possible, desirable and useful. Having said that, I've been using it daily, because we have > 200MB of PHP/JS/CSS/HTML at IMVU.
(At IMVU our VP of Operations is also our VP of Engineering)
For perspective, I'm going to the job fair looking for employees (IMVU Inc, we're hiring, we're awesome).
Of note, a around 35-40% of unity users have Intel graphics hardware and have dramatically lower resolution screens.
It's probably worth the $95 anyway.