Developers, Steam and Ferraris

Spanish version here.

Hi again! Long time no see! Sorry I was dieing months ago, but recovered well and online again. Old developers never die.

In this post I am going to talk about a recurring theme in the world of video game programming: choosing the color of the Ferrari when you upload your game to Steam and earn millions of dollars. Because that’s what it’s all about, isn’t it?

No. There are many dreams, and many dreamers, who see an indie game succeed, and believe that they can repeat that feat. It’s not that it’s impossible. But you only have to look at how many games are published on Steam each day, and how many earn to at least break even, to understand that this world is no wonder. Nor is it the nightmare that some claim. It is, like everything else, a matter of knowledge, work, and a bit of luck. And a godfather full of money if possible. But that rarely happens.

Me and my wife with our Ferrari purchased thanks to Steam
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Unity Addressables: the future is asynchronous

In this new article we are going to talk about “Addressables“, which is how Unity has named its new memory management policy, much more modern than the classic system, which was comfortable, but very inefficient.

“Addressables” comes to alleviate a number of important shortcomings in memory management operations, and incorporates a very important new feature: the possibility of remote updates only of those elements that we have defined, without having to download the entire game in each update. A technology that has a part of science and knowledge, but another part of art. Because there is a manual for Addressables, but not a single way to proceed. It will depend on the game, the objectives, and the developers’ own interests.

Unity Addressables main structure
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