521 karma · joined July 23, 2014
Current side-project: http://www.howtomakeanrpg.com/
https://web.archive.org/web/20120319135605/http://www.worldp...
The idea being sci-fi feeds scientific discovery, but recent sci-fi had stopped doing this, so it was an attempt to address this.
The more interesting part of the story is Unreal is being used. For a while Unity and Unreal have been pushing out in-house engines. Again standard tools make it easier to hire expertise and use existing solutions and assets, they're also far cheaper than running a full engine team. Supporting a custom engine is a massive undertaking at the high end (ignore the tech, on-boarding people, docs, QA, surrounding tools for artists, sound designers, localisation etc. And then making it work on a wide variety of hardware and working around any graphics bugs etc).
This is a question I find fascinating too.
Programming languages, even if you start up with some kind repl you cannot naturally guess the primitives, you are forced to read a tutorial or manual, that's quite a lot friction to onboard someone. (Same kind of things applies to a GUI vs a shell)
Oubliette, a PLATO graphical (well lines :)) multiplayer RPG had a secondary market where people would in-game items for real-world cash.
Then when I move I don't have to get rid of a load of books or back up heavy boxes and when I die it can be easily passed on and not a burden to those I leave it to.
Arkady Martine's Teixcalaan series of sci-fi books have this concept of an imago machine, where a person has an implant that allows a compatible "not-quite-sentient" predecessor to live inside their head and give advice. And that predecessor would also have had an imago machine.
It would be neat to have access to the libraries of my ancestors (or anyone I guess) once they become digital and are almost costless to store and duplicate. All the books they read and wanted to read, the notes they made, when in their life they read them etc.
There's kind of the obvious operational stuff like: What are the properties of commits that introduce bugs compared to those that don't. Which type of commits are rarely changed and which are more likely to be changed over time. But what I'd find even more interesting is some insight into how we solve problems and how well we're able to solve them. I guess part of the puzzle is missing - the external requirements / environment that give rise to some number of the commits.
> At the event, Parkinson stressed the importance of stability and two-parent families for children.
As oppose to a single parent that needs to work all the time, sure. But just read a few anthropology books, every possible combination of family and child raising method has worked in the past. Children raised in a small village, or extended family seems like it would be even better than a some modern concept of a traditional family where one member works and other cares for the house and children. In the UK the popular opinion in Victorian times was that children should not be shown affection because it would make them weak. Or even continuing to this day that the upper class don't really involve themselves with the child rearing too much - nannies and boarding schools. Probably that's another rearing method that's quite poor https://bylinetimes.com/2021/04/28/boris-johnson-is-a-boardi...
from http://news.bbc.co.uk/1/hi/world/asia-pacific/8350170.stm There have been quite a number of stories of death from this. Your assumptions about China are out of sync with reality.
All the C# code running in the editor and runtimes is here: https://github.com/Unity-Technologies/UnityCsReference
The code that interfaces directly with the platform API at the C++ level is restricted (you can get access but it's not really a viable option for a beginning graphics programmer :)). For many platforms the APIs themselves are proprietary and therefore that code cannot be shared easily.
There's pretty good tooling support around graphics debugging: https://docs.unity3d.com/Manual/RenderDocIntegration.html https://docs.unity3d.com/Manual/FrameDebugger.html
I think that is a stretch beyond snapping point for Hong Kong. Most days in Hong Kong I could see the air pollution obscuring buildings in the distance. It's AQI is terrible https://aqicn.org/city/hongkong/ . There are nice mountain walks and nearby islands but it is extremely dense and urban. It's one of the places Ghost in the Shell used for reference!
Also the narrative here feels mostly from the mainland China point of view; having to go and deal with "problematic" Hong Kong. But problems between Hong Kong and the mainland began when Beijing used its influence to restrict Hong Kong's traditional democracy, so only "approved" candidates could be voted into office. And since then it's increasingly clamped down on the freedoms Hong Kong previously enjoyed, most recently doing things such as removing the Tiananmen Square memorials (https://www.bbc.co.uk/news/world-asia-china-59764029). At this point the writing is on the wall and bit by bit Hong Kong will brought in step with the rest of mainland China.
Unlike the author I found the Hong Kong bureaucracy fast and effective. Enforcers "sometimes able to look the other way" sounds like corruption to me and people with better guanxi being able to bend the rules. I'd rather have the laws fair, clear and applied to all equally (though that's always going to be a gradient).
Despite all that, it's undeniable China is on the rise and that's going to be the dominant story of this century. There's potential for that to be a great boon to the world and I hope that's the reality that comes to be.
Like the US, software developers are in massive demand in the UK. If you see this story, are you going to bother going through the interview process here, or apply to any of the hundreds of other companies that haven't publicly demonstrated terrible leadership.
It's something I've toyed with putting into my toy font renderers but it always seemed like it had a lot of edge cases. Length of the ruby text overflowing the width of the parent, in some to most cases a little overflow is ok but it's certainly not guaranteed. Scaling down the ruby text isn't the ideal solution because it quickly becomes unreadable. The other option is to scale the spacing in the parent text, which seems to be done for <ruby>境界面<rt>インターフェース</ruby> in the specification https://html.spec.whatwg.org/multipage/text-level-semantics.... but then that's going to impact the line wrapping and so on. Kudos to the implementators!
We already had, at least one, "metaverse" in Second Life, right? What's the difference this time?
VR? - not with the current delivery mechanisms. Too uncomfortable for extended use and not enough value provided. Another decade maybe. Did second life lose popularity because it wasn't a VR-first experience?
NFTs? - game developers are not going to spend their time recreating your NFT as a custom asset in their game world. There aren't great inter-op standards for taking assets between games. We have fbx as model format, kind of, but then how that's rendered is going to vary. There's also all sorts of potentially liability issues in regards to taking a random image / asset off the internet and injecting it into your game. Unless the game world itself is decentralised. I don't see this going anywhere. "Crypo-gaming" sure, some kind of "metaverse" no.
If the "metaverse" is some AR stuff with your phone then sure, that's coming - putting down virtual furniture in your home, trying on virtual shoes or clothing etc. But that doesn't sound anything like what Facebook is pursuing.
I'm not saying it's not possible and maybe this post will look archaic in five years but I don't see it on the horizon at the moment.