You can complain about ethics on this one but, for awhile, I was using an AHK script to autoclick through an aggressive "Your trial is over, Buy now please!" style dialog that randomized the position of the exit button for the box. The software would let you continue using it if you clicked through though.
Every ~200ms the script scanned a small portion of the screen where the exit button might appear in and if the script found the button then it would close the dialogue box for me.
The 100x plus speedup is no exaggeration either, I've noticed some incredulity from others at the numbers.
For a very simple comparison, I recently was testing a (poorly) custom built data-oriented Entity-Component-System for usage in games with a more typical "componentized" object approach. No multithreading or anything complicated.
On my system, the typical approach could generate about 1000 new objects and attach a single component in about 1 millisecond.
The data-oriented approach could generate about 100,000 new "objects" and attach a single component in about 0.5 milliseconds.
Same thing in the end, but one is roughly 200x faster in the same time frame. It's pretty stunning when you see stuff like this in benchmarks.
How often do you really need to access the header and navigation "instantly"? In comparison, how often do you need to reread or verify information from a previous paragraph, or review a chart or graph you viewed earlier?
It's fairly obvious which one is actually more important in the majority of cases and it's going to be the actual information you're currently reading through. Obscuring the actual content in any form is a direct reduction to page usability.
I'll probably not get another chance to shill for an artist using Renoise, but shemusic uses it exclusively as far as I know and has done some pretty awesome stuff with it, see Coloris for instance: https://www.youtube.com/watch?v=OIxFjXE_D0o
Twitch does not see it as a problem. Advertisers (the actual important group in this discussion) and the gaming side of the Twitch community do care, for different reasons.
This situation has been ongoing for awhile with individuals pushing the boundary of sexual content, but this response from Twitch only occurred after a partner who creates this type of content pissed off Twitch's advertisers.
It's quite fun and has a surprisingly deep movement system. The userbase is very young so if you have any FPS experience you will shred through the average player.
Expect to get annihilated by someone who knows the movement system though. You'll know someone's using it when you see it, since they'll be moving at 999 units per second and circle strafing you to death.
Interesting phrasing, as indies aren't getting onto the storefront at all without accepting timed exclusivity. It's not an option that can be taken, it is mandatory to be on the storefront unless you have enough clout to tell Epic to shove it (CDProjekt Red).
That's assuming of course that Epic chooses to accept your game in the first place. My major issue with discussions regarding the EGS is that everyone discussing it talks as if every developer has access to what it's offering, which is not the case even in the slightest.
This source code release was actually announced at AGDQ on a custom end-game screen once the runner completed it, which is why you're hearing about it now.
Haxe is just a language. However, there are several graphical frameworks that allow for that. Dicey Dungeons (his newest game) is specifically built off the OpenFL framework which tries to replicate the Flash API.