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> don't understand that a game's lifespan is contingent on anti-cheat

Or you could spend a huge effort on cheatproofing only to find that no-one plays your game in the first place, e.g. Concord. I imagine getting cheaters in your game often falls into the "nice problem to have" category and it is easy to kick the can down the road.


Arguably it's table stakes because bad first impressions can kill a game at any point, perhaps especially at launch.

Problem: I want an engine that does x, y and z but none of the 4 can do that

Solution: make a new engine

Result: I want an engine that does x, y and z but none of the 5 can do that


it's more like 400. I'd be surprised if you couldn't find any engine that couldn't do XYZ.

but hey, your engine doesn't need to be a competeing "standard" if you do want to make a new engine.


Australia doesn't use EVMs, all voting is done on pen and paper and counted manually. This is just the software used to input those results, tally them, do preference flows, and declare the outcome.


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