This arrangement isn't unique to Valve and Steam. But for Steam, I'm not aware of anyone who's picked up an account of somebody who's died and just carried it on." "I know Facebook allow, for instance, people to log in and set up an 'in memoriam' account and to take over the running of that under different licensing rules. Then they also do say that they'll consider things on a case-by-case basis, so if somebody dies, they will consider proof of death and whether there'd be a legitimate interest in saying you could transfer it. "Which is the default position for pretty much everyone who licenses software. "Steam's position is that you can't pass it on," explained Alex Tutty, a partner at Sheridans Law Firm. Earlier this week I spoke to a lawyer who specialises in the video game industry to confirm that this is, in fact, the case. Even if you were to write it into your will that you wanted this to happen, without that permission, it wouldn't hold up upon your death. In the simplest terms, this means that without express permission from Valve you can't just give your Steam account to another person.
You may therefore not sell or charge others for the right to use your Account, or otherwise transfer your Account, nor may you sell, charge others for the right to use, or transfer any Subscriptions other than if and as expressly permitted by this Agreement (including any Subscription Terms or Rules of Use) or as otherwise specifically permitted by Valve." "Your Account, including any information pertaining to it (e.g.: contact information, billing information, Account history and Subscriptions, etc.), is strictly personal. If you take a look at Section C of the Steam Subscriber Agreement, you'll see it includes the following paragraph:
As of right now, you can't simply leave your account to a close friend or a loved one. Can't afford to use very computationally expensive procedures.Īnybody know of the best way to approach this? Would greatly appreciate any advice or assistance you can provide.Thanks!Ĭonst camera = new BABYLON.ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 2, 20, new BABYLON.Vector3(0, 0, 0), scene)Ĭonst light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene) Ĭonst wall = ('wall', )Ĭonst cur = ._checkOcclusionQuery ī._checkOcclusionQuery = cur ī much have you spent on your Steam account, do you reckon? Even if it's a rough estimate, try and come up with a figure it'll be a useful one to have in the back of your mind as we delve into today's episode of Here's a Thing because I imagine, if you've purchased multiple titles over multiple years, that number likely isn't a small one.Īnd yet despite this monetary value and any sentimental worth your Steam library may hold, when you die - as per the agreement you currently have with Valve Corporation - that account for all intent and purpose dies with you as well. I'm also constrained by the fact that my scene has many meshes in it that are loaded dynamically and i'm also trying to keep things as optimal as possible. The best i've managed to do is get the highlighted avatar render above everything but I need just the silhouette not the entire mesh.
Thus far, based on some googling and forum browsing ( Babylonjs outline through walls & ) I've figured out how to highlight the outline of objects using Babylon.HighlighLayer and I know that i can render objects above others via RenderingGroups but I can't seem to figure out how to use them in conjunction to create the effect I want. This is very akin to effects used in many other video games (see example below). What I want to do is highlight the outline of these avatars ONLY when they are occluded by any other object, meaning that when they are not occluded they look normal with no highlight but when behind an object their highlighted silhouette can be seen by others (including yourself as you can see your own avatar). Right now my game consists of a scene compromising of multiple meshes with multiple users represented as avatars (created from basic circle geometry for the moment) loaded into an environment. Please bear with me on this one, i'm a complete newbie with babylon as i've only every worked with THREE.js. So I'm trying to create an online game using Babylon.js but have run into a problem thats got me a little stumped so hoping someone here would be willing to help me out.