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Joined 1 year ago
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Cake day: June 18th, 2023

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  • The advertising standards authority use a nutritional profiling model. If the food is High in Fat, Sodium, Suger (HFSS) it gets a higher score. Some points are deducted if it is high in fruit, veg or nuts. If the food is above a certain point threshold different advertising rules apply.

    This applies to preprocessed food. Not ingredients you would use to prepare your own food.

    I don’t know about your other questions but some of the other rules are interesting…

    You can’t use licensed characters or celebrities to advertise to under 16s.

    You can’t condone or promote unhealthy lifestyle or eating habits. Ie. Eating a massive bucket of ice cream in front of the playstation.

    You must not take advantage of a child’s vulnerability by appealing to emotions such as pity, fear, or self-confidence, or by Suggesting that having the advertised product somehow confers superiority, for example making a child more confident, clever, popular, or successful.

    You must not present your price in a way that suggests children or their families can easily afford it. “Only”. “just”. Etc

    https://www.gov.uk/government/publications/the-nutrient-profiling-model


  • The processor in 3 is a pretty sizeable improvement over 2. A quick and dirty a/b test I did found frames rendered in 13ms on q2 would render in 9-10ms on q3, so that’s a good 20 - 30% faster, even though it’s rendering a lot more pixels.

    I think the important bit for meta though is making sure their range of headsets all have decent passthrough. No one is going to develop MR apps, and it’ll never take off, unless the whole user base can use them.

    Personally I’d take the better lenses and resolution of the q3 over better passthrough though.
















  • Unity is a game engine and a bunch of ancillary services, analytics and tracking and what not. It’s been free to use and publish games with as long as your company revenue was under a certain amount. Over that amount and you’d have to buy a license for I think about $1600 a year.

    The brouhaha was because they changed their income model to charge people/companies who create their game using the unity engine to make games on a per install basis. Up to 20cents per install of your game ( but only if your revenue was over $200k AND installs was over 200k, raising to $1m AND 1m installs with the unity pro license) .

    The changes would take place next January leaving developers with very little time to make any changes to their revenue model. Unity (the company) also changed the terms of use of Unity (the game engine software) so that it was retroactive across all previous versions of unity, ie. If you didn’t like the new terms you couldn’t just carry on using an older version of it.

    If you were being charitable you’d call it a clumsy launch or even ill considered. But it went down like a bucket of cold sick with the game dev’ community who viewed it like a greedy shakedown.