> 20% (35 chars) of screen space permanently wasted on a always on file browser
That is toggleable. Cmd+B on Mac. I usually keep it closed, but it's just a shortcut away when I need it.
> 4% (7 chars) of screen space permanently wasted by line numbers
You can disable that in the settings with:
"gutter": { "line_numbers": false }
> 2.7% (5 chars) of screen space taken up by a gutter
You can also disable the other items in the gutter to free up all of that space.
> So 27% of screen space effectively dead 99% of the time.
You can also press shift+esc at any time to toggle a fullscreen pane of whatever you are working on when you need more space without affecting your editor's state. I don't know the name of that action, I actually found that accidentally.
Edit: I forgot to mention, you can actually disable the tab bar now too if you want even more space. You would just need to rely on the tab switcher feature or file search to move around.
I would damn hope you can configure/disable this. But why is it the default?
And if the answer is "discoverability" then where is the default-on fuzzy find, default-on command palette, default-on context menu, etc?
My point was not to claim Zed was bad because I had the ignorant misapprehension that it was incapable of being cleaner, my point was to ask why people desire such a cluttered workspace by default? Most people I see using these editors _don't_ disable all this clutter.
If I had to guess, it's because terminals don't know what a cursor is. From the terminal's perspective, it is just told to print a solid blinking block at a certain location. Neovide knows what the cursor is because it is communicating directly with Neovim.
A terminal could do this, but there would need to be direct integration into Bash, ZSH, etc.
Terminals do have a concept of a cursor (there are dedicated control sequences for cursor management). There's no fundamental reason a terminal emulator couldn't implement an animated cursor like this, my guess as to why no one has done it is simply that it's not a very commonly requested feature.
Another problem is that the cursor moves while the screen is buffer is being rendered. The location is only really known once the cursor settles in the same place for some time, which is unacceptable in terms of latency.
Yeah true, maybe could be done with heuristics though - in nearly every case, there's only one single blinking block, which is the cursor. However, not everyone has their cursor configured to blink, and there are cases where there are other blinking blocks. Not sure how to deal with that...
It’s not perfect because some engines (like Godot) have export options to bundle games into a single executable that SteamDB can’t use for engine detection.
It seems disingenuous to pick one of the most popular games of this year as an example when the pricing goes down with more sales.
I would like to see that same breakdown for the much smaller games that barely pass the sales threshold. That is the main Unity audience. Vampire Survivors is a huge outlier that didn't even start using Unity until after it became a massive hit.
Steam and Epic both have a minimum price of $0.99, not sure about Apple & Google App Stores. Credit card processors have a minimum charge that makes lower prices untenable.
> Why do you say you "pretend" in your numbers
Where did you pull 10%, happy to go over your math/model.
> Where did you pull 10%, happy to go over your math/model.
The example numbers I posted would give 10%.
The pricing was easy enough that the 10% worst case could easily be pulled from it.
I wouldn't trust the numbers from someone who needed a model to go over to see that and I seriously thought you were joking about not getting where the 10% worst case was from.
I wasn't considering F2P or ad-supported games, so my mental model was seeing $0.99 as the pricing floor. If you want to arbitrarily choose an ARPU, we could get that percentage to any number we wanted to make a point.
> As of July 2023, nearly 97 percent of apps in the Google Play app store were freely available
I don't think "arbitrarily" is the right word to use here. Your mental model might have been $0.99 as the pricing floor, but that mental model does not represent the reality of mobile app stores. Paid apps are a minority on both iOS and Android, the dominant revenue model for mobile games is to offer free downloads/installs with advertising and in-app purchases.
It blows my mind that you open with "The amount of outrage from people with no P&L or game development experience in this thread is unreal" and close with "I wasn't considering F2P or ad-supported games".
Your "mental model" didn't consider 80% of the market by revenue?
My point is that 30% makes the situation worse, because it is not available to you to pay Unity's cut, so it's as if you made 30% less revenue. IE Unity pricing kicks in at $200k gross, but that's only $170k net, which is what is available you as a business to pay Unity.
Got it. Missed that part. Thank you. Looks like a pure assumption. According to CyberProof [1] and CloudFlare [2], the majority of attacks originate from China and the United States. North Korea is not even making it to Top 10. That's why I asked.