regnerba
https://epicgames.github.io/lore/explanation/system-design/#...
Epic Games announces Lore version control system
A stock Unreal Engine project is several hundred gigs, consists of multiple solutions, multiple languages, and I would classify as large personally.
Without some kind of indexing it’s very awkward to work with and very slow. To work with LLMs and Unreal projects we create a local index, that index file alone is 46GB.
Without distributed compilers and caches it can take multiple hours to compile the main solution per platform (usually PC, Linux, Xbox, PlayStation, Switch, and sometimes mobile).
So the codebase easily fits on local storage so long as you don’t count assets (those are several TB) and extra so for source assets (10s of TB), and that’s per stream per large project.
Anyways, point is I disagree and think Unreal Engine is an example of large codebase that fits locally.
While I do like the stack we have, it is a lot of components to run and configure. Don’t think we have ever had any issues once it was up and running.
Does anyone have any thoughts about how this compares? We don’t have a huge amount of days, 1 month of metrics is about 200GB and logs isn’t a whole lot more, less than a TB I think for 2 weeks.
The newer boosters have self levelling legs which remove the lean caused by uneven crushing of the landing leg cores.
A brand new AMD Epyc, 64 core machine, will take over an hour to compile. Good times.
They simply said keyboards on the watch are not allowed.
I learned through that attempt at going back through his tweets that, as you pointed out, Twitter is really not built for that. I guess I hadn’t really put much thought it in at the time, was just on my phone, curious about SpaceX, and thought it might be an OK way to get some updates.
Hopefully that makes at least a bit of sense…
The Windows SAM database is apparently accessible by non-admin users in Win 10
I definitely prefer TC over Jenkins though. The Jetbrains support for TC is also really good and they have been helpful whenever we contacted them or opened an issue on their public tracker.
I do agree with the OP on Twitter though. While this is a PayPal thing, Twitter is integrating them into their service and so should be educating their users.
Based on follow up tweets from the OP it looks like Twitter have already reacted to it in some way? Not sure. Would be interesting to see what they do.
You support creators by giving them money. In return for supporting a creator you get video content in return. Floatplane as a platform for the most part doesn't dictate what that content is other than it being in the format of a video.
LTT themselves have actually been moving away from pushing videos early to Floatplane and more towards giving unique video content on Floatplane such as behind the scenes videos.
You run into issues with promising videos early to only part of your community. For example when you have review embargos and want to make drop a video at the same time as every other YouTuber,
> The cost of building and maintaining a platform like that must be large
It isn't that crazy really. Unlike YouTube which streams most of it's video for free and has to recover that cost via ads, every person streaming on Floatplane has paid money to stream that content.
Floatplane has been scaling slowly which has allowed them to stay on baremetal instead of going to the cloud. They don't need a lot of the advantages the cloud has, such as the ability to scale on demand. This isn't your normal unicorn startup from silicon valley that needs hyper growth to attract more investors for an eventual IPO or buyout.
Linus and Luke are putting their own money into it because they want to have a fallback incase YouTube pulls the plug on them. They are not taking lots of investment to try and build a YouTube competitor.
Their costs are actually really reasonable. They have a much better profit sharing model with other creators than YouTube does. They recognize that they have a base line cost for a given creator, that is the cost of storing the video and processing it for example. Then they have a cost per user of that content. This may have changed but their model was recover that base line cost from the subscriptions and then take a much lower cut afterwards. So from a creators point of view you get more value as your scale the number of users from your community on the site.
> seems unnecessary for what is essentially video Patreon.
Eh, maybe. It does however let them focus very much on that video aspect and provide users with a solid experience dedicated to videos. I imagine over time they will add more features to Floatplane that help differentiate it.
One example of that is live streams. If you want to live stream to your Patreon members they suggest you use Crowdcast, something you have to pay for separately (https://support.patreon.com/hc/en-us/articles/115002973506-M...).
Floatplane supports live streaming.