Another huge title was released on Oct. 26 that uses my texture compression tech. - yet no credits. Argh. Thanks guys.
-
-
Yeah, but at least you got.. um.. a point yourerightokshuttingupnow
-
BTW, how did you find out so fast, esp if it's a console game?
-
They kept Binomial on standby in case crunch failed. This cost us time/money. It’s been a learning experience.
-
OMG, that's *really* shitty. A lot worse than "just" using crunch uncredited (which zlib licenses allows, but is still disrespectful)
-
I’m guessing these large productions cost 8 figures (at least). All that texture data, produced at large expense, was encoded using a quick and dirty RDO encoder I wrote in my back yard for fun in 2009.
-
From my experience getting from idea, evaluation, cost/benefits analysis, decision, review/negotiate contract, to actually license it can take such a long time that sometimes middleware companies change business model, get acquired, or simply run out of business.
-
On my current project, we considered 6 middleware products, 2 we got quick because previous game was using it, 1 took a while and company got acquired while in process, another one also got acquired by larger company and changed business model, one got acquired and discontinued.
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.