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Discord has a fairly successful subscription product that is generating tens of millions in revenue. They most certainly have made more than 0 dollars. Profitable? Less likely.


Yeah I meant zero profit, poor wording on my part.


https://paymewith.xyz/

Made this to quickly share payment options across multiple apps such as Venmo, Cash, etc.

No intention of monetizing, just a utility I wanted to exist.


This is beautifully written.


I couldn’t help noticing that as well! While reading it I was pining for lakes I’ve never seen in a country I’ve never been to.


Thanks, I think I'd rather write poetry than code for $$ these days, but, uh, that wouldn't pay my mortgage or feed my kids, so.


This looks great and super approachable. WorkOS[0] seems to be tackling something similar but more enterprise focused.

[0]: https://workos.com/


I'm glad you find it approachable :) Definitely, WorkOS has more of an enterprise focus which is also important - we are more focused on early stage startups today.


I've found Google domains to be considerably more expensive than Namecheap. Anyone have a good reason to use it over other registrars?


I used to be a Namecheap customer, I have been using Google Domains for a few years now. Namecheap isn't that much cheaper, maybe a dollar or two per year in my quick look just now. I've found Google Domains really easy to use for my personal domains, including for dynamic DNS. So far it's just worked and I've been happy with it.

Not to say that Namecheap was hard to use, just that Google is pretty easy and the cost difference isn't enough to make me want to consider switching back to Namecheap.

I do not recall why I stopped using Namecheap, it was a while ago.


Looks interesting. We've evaluating multiplayer server frameworks at the moment and have decided on Nakama (https://github.com/heroiclabs/nakama). Any thoughts on how Hathora compares? Particularly interested in the realtime multiplayer component, specifically around performance and scalability.


I think where Hathora shines today is in its ease of use, both in getting started and in managing complexity as you add features.

That being said, there are a number of features that make Hathora performant and easy to scale for realtime multiplayer games -- you can read about some of them on the architecture page: https://docs.hathora.dev/#/architecture

I plan on adding benchmarks in the coming weeks to better quantify perf and scalability


Thanks, looking forward to the benchmarks!


A common scenario where this approach fails: applying physics in realtime cross platform games. The floating point math involved is pretty much impossible to guarantee same results for. Deterministic physics engines do exist but they generally only guarantee determinism on the same OS/platform.


See: Halo Infinite.

They attempted to make their recent engine deterministic, and failed miserably - at least on PC: https://www.reddit.com/r/halo/comments/r78moa/halo_infinite_...

Attempted deterministic engine, no desync detection or reconciliation, and support for the whole PC ecosystem - I couldn't believe it when I realized what they were doing... pure madness (not in the good way).

I suspect it actually works fairly well for players on console, who aren't playing cross-platform (since they're working with basically the same hardware everywhere).


That is surprising to me. I think 343 is pushing the game to esports.


Yeah, I kept waiting to eventually hear that this was caused by some other random issue, and not them expecting deterministic behavior for floating point ops, but they actually confirmed it a few days ago in their blog: https://www.halowaypoint.com/news/closer-look-halo-infinite-...

The relevant section is:

"The first cause is rooted in the fact that the simulation needs to be deterministic. This means that when the client performs an action, the result of that action is the same when the server performs it."


Let's say you use JDK 17 (which re-specified float and double operations to be strict everywhere) and always use `java.lang.StrictMath` instead of `Math`, wouldn't you get determinism for all the floating point operations "for free"?


That's a very expensive "free"


Hum, yes, that's probably true for real-time physics.


Unrelated to the article itself, but the design of this page on mobile is a beautiful experience.


Fully agree, I came back searching for this submission again just to say that. Looks beautiful on both mobile and desktop without all the normal ads and links screaming for your attention. Love the full background photos and videos


Hey Spencer, congrats on going public! I’ve been a happy Amplitude customer at several companies now. If you were starting a company today, what would you do differently from how you approached starting Amplitude?


That's so great to hear. Please keep us honest as we continue to grow!

Ask for money for your product, even if it's incomplete. We didn't start asking for money until a year in because our egos felt we needed to have a fully functional product before charging customers. You'll get a lot of no's initially which is great because it allows you to focus on the very few yes'. If you're an engineer, make sure you're spending 50% of your time talking to customers because you'll always lean towards building product.


It's worth noting that their margins have improved significantly this year and will presumably continue to do so over the following years.

For comparison, their loss in Q2 2021 was $591m compared to $1.42b for Q2 2020 (https://www.sdxcentral.com/articles/news/google-cloud-losses...).


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