I hate exercise. Like I really really really hate it.
Should I just accept this and live a life without it?
I don’t think it’s such a stretch to say that socialisation is similar.
6,800 karma · joined March 1, 2012
I hate exercise. Like I really really really hate it.
Should I just accept this and live a life without it?
I don’t think it’s such a stretch to say that socialisation is similar.
Or put another way, are you making 10x more money?
It's easy to spend excess productivity effectively wasting time. Most companies did it before AI, and will continue doing it after.
It's easy to believe you are not wasting time because you have more bugs fixed or more features delivered, but if it doesn't move the bottom line, what is the point?
It's just that the western world moved on.
Almost all economies that have developed have started with textiles. This is the starting point on the ladder. Eventually, we will run out of poor countries that haven't had a textile industry yet, and at that point, either it will be entirely automated, or we will no longer have cheap textiles!
But I'm betting on the automation.
In reality, if more people were able to go wherever they wanted to go, that's actually a good thing regardless of if the existing people didn't get to go somewhere faster.
"Other" in that document means custom game engines.
If a sign says “No parking on saturdays”, that is an exception that can be used to infer the rule “parking here is okay the rest of the time”.
It's possible to not make an engine, or use a 3rd party engine. You just make a game. Use SDL or something. It's honestly easier and more fun. Definately don't use Rust.
It doesn't take two years.
The more you focus on making gameplay, and not making an engine the better. Which sounds like similar advice to "use an existing engine", but it's not, because using existing engines is also a pretty sad time. You can waste just as much time farting around in Unreal as you do making your own engine.
At the end of the day, most people are just not serious about making a game. Using someone elses engine, building from scratch, both will work if you are actually making a game and not just wasting time.
They meant that they spend a huge amount of time feeling stressed about work situations at home.
It's trendy in buisness culture right now to erase the individual. Zero accountability can also mean zero growth. I don't think it's honestly the most enjoyable situation to be in.
If being in the office conforms to the interest of the capital class, it implies that WFH is inherently less efficient.
This is one of those things that I often find strange with work from home advocates. They seem to imply that business owners just want employees to suffer as a goal in itself.
Margins.
Game development doesn’t pay more because game development companies can’t afford to pay more.
Sure, an individual game dev company may make a lot due to the hit driven nature of the field, but the totality of the market simply makes less money per developer than big tech does.
In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like. And these are the people who the workforce of game developers form from.
The main reason being that it's illegal in NZ. The employee would have to agree.
This isn't a defence of using LLMs like this, but this statement taken at face value is a source of a lot of terrible things in the world.
This is the kind of stuff that leads to a world where kids are no longer able to play outside.
I still think it's important to fight the misinformation.
Programmers have been conditioned to be so afraid of floats that many believe that doing a + b has an essentially random outcome when it doesn't work that way at all. It leads people to spend a bunch of effort on things that they don't need to be doing.
The same series of operations with the same input will always produce exactly the same floating point results. Every time. No exceptions.
Hardware doesn't matter. Breed of CPU doesn't matter. Threads don't matter. Scheduling doesn't matter. IEEE floating point is a standard. Everyone follows the standard. Anything not producing indentical results for the same series of operations is *broken*.
What you are referring to is the result of different compilers doing a different series of operations than each other. In particular, if you are using the x87 fp unit, MSVC will round 80-bit floating point down to 32/64 bits before doing a comparison, and GCC will not by default.
Compliers doesn't even use 80-bit FP by default when compiling for 64 bit targets, so this is not a concern anymore, and hasn't been for a very long time.
This is true for any kind of transformative technology. Marketing and lobbying can only get you so far. If something has enough utility, it will be used regardless of what people say they want.
Works fine.
This is a not a small code base, and no particular care has been taken with the floating point operations used.
Hell, I've slung C structs across the network between 3 CPU architectures. And I didn't even use htons!
Maybe it's not portable to some ancient architecture, but none that I have experienced.
If there is undefined behavior, it's certainly never been a problem either.
And I've seen a lot of talk about TLB shootdown, so I tried to reproduce those problems but even with over 32 threads, mmap was still faster than fread into memory in the tests I ran.
Look, obviously there are use cases for libraries like that, but a lot of the time you just need something simple, and writing some structs to disk can go a long way.
No need to add complexity, dependancies and reduced performance by using these libraries.
Of course since Proton uses Vulkan to implement DX12, it means that our Vulkan implementation is simply worse than the one that Valve created to emulate DX12.
I'm sure it's possible to improve that, but it implies that there way to get the best performance out of Vulkan is less obvious than the way to get it out of DX12.
I'm making a joke, but it's also true.
Depends on how you feel about Roko's basilisk.
At every performance review I tell all the people who don't do this that they need to do it more. None of them ever do.
For all I can tell, it's an immutable characteristic that 90% of people will never bring something up unless you ask them.
If you grew up doing windows C++ development, looking at things in a debugger is your first step. You only resort to printing values if you can't immediately see what happened in the debugger.
A lot of other envioronment/language cultures are the opposite. Obviously both have their place, but I do feel like more people should use the debugger as the first step instead of the last.
But some people view it as a seperate entity that writes code for you. And if you view AI like that, then “The AI did it” becomes an excuse that they use.