Nathan Baggs wanted to play a retro version of Jurassic Park, but found it was busted due to DRM. He then proceeds to walk through how to hack it with a debugger and binary/disassembly tools such as Ghidra, x64dbg, CFF Explorer, and PE Bear.
It’s a great video on how people go about hacking old programs.
In 2023, Portland schools saw an astounding 17.3% enrollment decline. Parents simply pulled their children out of the failing, dangerous school system into private schools or moved elsewhere. What’s worse, is this trend has not only not stopped, but continues to see loss of students. This, all despite some of the highest spending per student and 30 years of complete Democratic party control.
Part of this may be due to the steady, 3 straight year population decline of Portland as people leave some of the highest taxes in the country, one of the highest property crime rates, and some of the least affordable housing due to urban growth restrictions. How bad is this decline?
The 2015 forecast, for example, predicted about 55,000 students for the 2028–29 school year. The latest forecast predicts PPS will dip below 40,000 that year, enrolling 39,945—about a 27% decline.
This means that Portland schools are about to see their funding dramatically cut since it’s based on student population – probably by about 30%.
The greatest challenge to future games will be competing against those already out there – and that are refusing to go anywhere.
GamebizIndustry did a very interesting 2 part write-up on the current state of the game market that provides some data and commentary on the current gaming marketplace.
Some interesting points:
Game spending is down as inflation and food/housing costs have gone up after Covid over-exuberance. Player counts are back to a more stable and sustainable level.
Total game spending has been flat the last several years as we exited Covid. However, more games are getting released all the time so the simple math tells you the average game is making less than it was a few years ago.
When a game now cost $200-250 million to make (instead of $20 million like in the past) risk tolerance goes to zero. Expect far less innovation in big titles and low-risk sequels.
Behemoth games like Fortnite, Roblox, Minecraft, or Call of Duty are sucking all the air out of the room. They are ‘black hole’ games that suck everything in and keep it there.
Those games are amazing at funneling players and keeping them there with their social hooks.
Every IP holder is trying to get their IP into a Fortnite or into a Minecraft rather than building out their own games, because that’s where the audience is.
A third of people who turn on their consoles every week are playing Fortnite. Half of the total hours spent on PlayStation or Xbox every month is in just the top ten live-service games. That’s before anyone else even gets a chance to be played even once.
The data is clear: console buyers are becoming older and more affluent and the younger generations are choosing mobile or PC because of the ease of entry and because they already have the devices.
What you’re seeing, particularly with younger consumers, is a default to the free-to-play entry point.
Platform exclusive content’s days are numbered
Everyone’s publishing everywhere. The expectation is that whatever I want to play, I can play it wherever I want. If not, I’m not interested.
$80 price points
Upfront price is a huge barrier to get people even to try a game. Why pay $80 when Fortnite is free and “big, complex, and with so many different ways of playing”
Anything targeting the $80 price bracket is likely to either be a sequel or something that’s similar to another game that sold well – a ‘comparable’.
Even though the combination of outsourcing and AI could help to curb the rapid acceleration of game development costs, they are not sure it will actually create the deceleration of cost. AI is like Excel for accountants. It’s a tool that makes part of their job easier, but it’s still hard work that requires expertise.
The future of game development will probably look more like movie production. Studios will likely only retain a small band of creative directors and producers, then hire contractors or co-development studios once the pre-production is done and concept set.
I had forgotten the rules for the levels of database normalization. Not surprising since I last had the class over 20 years ago. Those problem sets immediately came back to me.
Dylan Browne demonstrates a 321 billion-polygon forest on UE5 (77,376 instances of 20 million poly trees). Nanite Foliage leverages a voxel-based method to achieve dense forests. The Witcher 4 uses it and it about to be debut in the upcoming release of Unreal Engine 5.
First bits of Nanite Foliage in UE5-Main today including Voxel distance representations, some quick testing the perf increase in my scene is insane, 2x fps and looks much more dense too!
The 90’s were an amazing time to learn to code. Especially in Europe, hundreds and even thousands of people would gather for weekend-long, round-the-clock caffeine fueled coding sessions to flex their latest graphics programming tricks on Amigas, Commodores, PC’s, and other hardware.
Imphobia was the leading PC demoscene diskmag of the first half of the 1990s. Founded in 1992, it issued until 1996. In that period, 12 issues were released.
Early issues of Imphobia run in DOSBox except issues 6 and beyond where the graphics are not displayed correctly, probably because of the use of an obscure video mode. Nevertheless it’s possible to read the articles. All Imphobia issues are available at scene.org and can be seen at Demozoo.