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1 hour later…
12:47 PM
Didnt look very much game like to me, more like how to draw a diagram
the question would look perfectly normal for a mathlab question for example
1:03 PM
I'd agree that game developers are not the only ones who could help with diagram drawing. But given that the user is trying to render it with DirectX 9, I think they're likely to find a higher concentration of folks familiar with that approach here than on a general programming/math site.
@Vaillancourt Question is deleted now, so some users might not be able to see it. For context: it was asking how to correct some C++/imgui/DX9 code for drawing a radar diagram.
@Pikalek, regarding the question about scoring systems for a race: it looks to me like the asker tried implementing the accepted answer from the previous question you linked, and explained what they found unsatisfactory about it / what makes their application distinct (significant luck factor which should not unduly penalize good performers having a bad day). Would you say that's enough to distinguish this question from the older one?
I mean the diagram question would be fine if added a little flavor like wanting to draw one of those class skill overview radar diagrams found in many mobile/ mmo games.
plus that stockk photo was not really helpful, a single radar image with how it should look like instead of how radar diagrams look like would probably be more helpful
too late now anyway
1:18 PM
@Zibelas I thought that "I'll use this to visualize character stats or something like that" was pretty strongly implied. Those radar diagrams are popular for that use (despite them being such abysmal data vis that I warn my students against ever using them for anything 😅).
Cant remember the question good enough how it was written but I think the vote was for better fit on different stackexchange. I saw over time quite a lot of the detailed/ advanced questions hit with a vote close when it was not clear how this was affecting game dev compared to the simple: my character controller does not work
It was a cross-post from StackOverflow. Unfortunately, the copy there has attracted two downvotes without any constructive comments so far about how to improve it. 😟
 
2 hours later…
3:09 PM
@DMGregory Yes - rereading it more carefully, I agree.
My opinion is the radar diagram question was potentially on-topic here. It seemed like the problem was with understanding the API's positioning scheme &/or some coordinate math. I do think there were some problems with the post though. There were multiple questions. I also had a "debug my code" vibe: I didn't see an indication of how they tried to debug the problems.
It was already closed here & I commented that it was also cross posted & recommended sticking w/ one community or tailoring it if they wanted multiple POVs on the problem. Looks like sometime after that, OP deleted it here.
FWIW, it is still up on SO here.
3:25 PM
@Pikalek Thanks for conferring and commenting with an update.
@DMGregory You're welcome - I didn't read it carefully enough and it was definitely a fumble on my part. Thanks for bringing it to my attention & for doing so out in a nice way.
I wouldn't call it a fumble. You shared a relevant resource, accurately identified its similarities, and offered constructive advice. We get a lot of complex questions here, and it's normal for even experts to come to different assessments. Collaboration from multiple perspectives raises the quality of the site for everyone. 😁
I'm glad we were able to put our heads together on that one and find a consensus that worked for us both.
As I dug into it, it's an interesting topic. I'm trying to understand how Microsoft's TrueSkill is patentable since it's a math formula.
I found some other stuff that might be relevant (such as rankade, but I don't know if I'll have an answer.
looks like cheaper for hobby games and overall cheaper with not more runtime fee
@Zibelas Huh. Was that an expected move?
no, they kinda made a big bad press when they changed that model to it
was something like over X amount of installed games it would cost the dev if I remember it right and that article is calling that the runtime fee
It was something like this:
What is the runtime fee for Unity 2024?
Starting January 1, 2024, the company will adopt a "per-install" fee system, activated once specific revenue and install thresholds are hit. To break it down: Unity Personal and Plus users will face a $0.20 fee per install after their game achieves $200,000 in annual revenue and 200,000 lifetime installs
Is "per install" a measure of Unity dev environment installs or installs of games made w/ Unity?
3:50 PM
installs of distributed games
so if your games goes viral and hit a million downloads, you are owning unity like 200k for that
Sure - that makes more sense than the other way. But if I had assumed wrongly, it would have changed my thoughts on it pretty significantly, so I thought I should check ;)
was complicated worded, different licenses had different thresholds and fees, the numbers were kinda selfreported (or some other not disclosed way), a lot of bigger games wanted to switch and it was unclear of if it is legal to charge retro active if your game was over the limit
Yeah, it does seem like a lot of extra bookkeeping & uncertainty.
My read was they were trying to cash in on Genshin's success (or the next big free-to-play made with their engine), without adequately considering how nervous that would make anyone smaller than Genshin.
3:55 PM
there were a lot of those articles, legal questions and worry for hobby devs
they toned down after first bad press and now looks like they removed it fully (after a while they made it only for new games with the 2024 version that was not out yet)
free to play was actually never hit by that
at least as long as the game was fully free and had no ingame items / paid content
"Free to Play" as a general term includes games like Genshin that have no up-front cost but do have optional in-game purchases.
well, now they removed it and no more worry to go to the newest version of unity

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