Standardmodellen for drifting av selskap i næringslivet er dominert av profitimperativet, det vil si forventningen (eller til og med kravet) om at økende profitt skal være den overordnede og ubegrensede prioriteringen til en forretningsorganisasjon. Denne modellen, også kjent som shareholder primacy, opprettholdes mer av konvensjon enn lov. Norske gründere som vil drifte etiske og langvarige selskap har behov for en ny selskapsform som beskytter både selskapet og dets kunder fra ekstraktive utfall.
An auto-connective catalogue of all your favorite thinkers.
Here's a list of some of my favorite current-day thinkers:
- https://screenrant.com/mario-party-best-minigames/
- https://www.nintendo-insider.com/top-10-best-mario-party-minigames/
- https://www.gamepur.com/guides/the-10-best-mario-party-minigames-of-all-time
- https://gamerant.com/mario-party-best-mini-games-in-the-series/#burnstile
- https://www.mariowiki.com/List_of_Mario_Party:_The_Top_100_minigames
As for the Job To Be Done, last time we talked, Quaternius provided me with this prompt:
You could put together a list of categories and models you'd need along with some references for the specific stuff (if there were characters what would they have to be,etc)
We know the assets are readily available at https://gitlab.com/SuperTuxParty/SuperTuxParty/-/tree/dev/assets, but I think what Quaternius is asking for is a more digestible outline of the required work.
As far as I can tell, there are three primary categories of model types in the game:
- playing board
- characters
- minigames
Original: https://maddymakesgames.com/articles/celeste_and_towerfall_physics/index.html
I get a lot of questions about how the physics work in TowerFall and Celeste. It’s a very simple system that I arrived at after about a decade of experimenting with tile-based platformers. I wrote an engine ages ago for Game Maker platformers that uses these same basic concepts, and since then I’ve simplified and improved it a bit. Also, the Celeste and TowerFall engines are written in C# so we have fancy features like delegates and structs that make everything nicer. It’s nothing ground-breaking, but I decided to write it down in case it helps anyone!
All of our physics are handled by two classes: Solids and Actors. Solids are, of course, the collidable level geometry. Actors are physics objects, such as players, arrows, monsters, treasure chests, etc. Anything that has to move and interact with the level geometry is an Actor. The system has a few simple constraints:
- All
Spicy Lobster wants to port https://github.com/a-nikolaev/curseofwar to Rust-lang.
There are many things to like about this project:
- Small, fully specced out design. There aren’t really any unknown unknowns.
- The game is 10 years old and dormant for a long time, plus it was never cross-platform, so there’s genuine value in porting it, aside from ‘just because’.
- Codebase is composed of ~15 files in total (not counting the .h header files). It should be very easy to map out the complete porting roadmap in GitHub issues to open up for additional potential contributors.
- There is a very high quality art asset that already has everything we need.
After three years of working with Godot, I wanted to share my feedback and insights on this powerful game development engine. As a dedicated user of Godot, I have experienced both its strengths and areas where improvements could be made. Through this feedback, I hope to contribute to the ongoing development and growth of the Godot community. Let's dive into the details and explore the strengths and areas for improvement in Godot!
By default, Godot's core features and functionalities are bundled together in a single monolithic binary. This can make it challenging for developers to selectively include or exclude specific features based on their project requirements. This lack of modularity can result in larger binary sizes and potential overhead.