"The Door Problem" (2014)
lizengland.com
lizengland.com
-Alex Blechman
You could maybe host it on a server behind an API, but that would be significant costs.
We are spoiled these days. I can drag an ONNX file into a handful of services and do inference for fractions of a cent.
The Door Problem (2014) - https://news.ycombinator.com/item?id=24313607 - Aug 2020 (11 comments)
The Door Problem (2014) - https://news.ycombinator.com/item?id=16021509 - Dec 2017 (27 comments)
Why video game doors are so hard to get right https://www.youtube.com/watch?v=AYEWsLdLmcc
Ideally, of course, we could just physically model them, and then: wooden doors can be hacked away with an axe, a steel door could perhaps be forced using a crowbar but not if the frame is reinforced, etc. But, the modelling based on actual physical behavior is hard, both coding wise as well as computationally wise. So, we accept that we must do a simplified model and yet we must make it not too simple so that it still believably acts as a door in the virtual world.
"SOMEONE has to solve The Door Problem, and that someone is a designer." -- it sounds like literally thirty minutes of work per week. Just admit that your job is easy and cushy and the programmers and artists are the only ones doing any actual work. They make fun of you when you're not in the room. They add ducks to animations just so that you can feel important by telling them to take them out. You're a parasitic drain on the project, not a "big idea man". Everyone already knew whether or not that door should lock before you were asked.
If you don't understand the role of product design in making a successful product (and the difficulty involved in making correct product design decisions), that speaks only to your own inexperience.
A "product designer" is someone who got daddy to fund their "gentleman's Cs" MBA degree and then posts online saying they have a brilliant idea for a company and they just need to find some programmer to implement their grand "Facebook for Dogs" idea and they'll graciously give them 20%. Someone who idolizes Steve Jobs and whose eyes glaze over when any of the actual fractal complexity of the world is presented to them.
The gap between "high level goal" and "features to implement" is just as complex and squirrelly as the gap between "features to implement" and "lines of code".
If one side gets too much power then it can land in situations like you describe (design makes unrealistic requests, or engineering over constraints the product). When the balance is right then working becomes quite amazing, nothing better than seeing my work (engineering) used to make stuff I couldn't even think of and I can see the appreciation of helping design make their vision come true.