1,952 karma · joined February 20, 2007
> if you needed venture capital to produce a viable small-scale business, you didn't really have a viable small-scale business to begin with. Triplebyte's break-even status was an illusion, predicated on funding that would probably never have existed if that scale were the founders' only ambition.
I wonder if there's a way to build a viable business out of a product like FastTrack that does not depend on venture capital to get going?
(Sorry, this probably sounds more critical than I'm intending...)
As far as I can tell, Data-Oriented Design is a reaction to trauma experienced by game programmers trying to undo damage inflicted by the... inapt... application of OO techniques in game codebases by their (probably well-meaning, but ignorant) peers. (Hence the contrast in the names: OBJECT-Oriented Design -> DATA-Oriented Design.)
The keystone idea seems to be, instead of organizing your program's data as objects in an inheritance hierarchy, figure out which data will be accessed together in tight loops, and pack that data together in arrays. (I.e., prefer structs of arrays to arrays of objects.)
P.S., There's an interaction during the Q&A section of that presentation by Mike Acton which I love: one questioner asks, somewhat incredulously, (and I'm paraphrasing here) "If I were to follow the principles you have laid out in this talk, then, if I ever needed to alter the layout of my data--after having invested (perhaps significant) time already writing my program--I would subsequently be required to rewrite all the code which accesses that data." and Mike Action answers, basically, with a stone-cold "Yes."
Obviously, I'm not articulating my perspective very persuasively. Here's some additional flavor that might help (probably won't:)
1. In Magic: The Gathering, the most expensive deck is not always (or even ever, really) the best.
2. Is Golf pay-to-win? I can spend more on a set of clubs that have bigger sweet spots & will give me more distance with the same swing than my opponent's set.
3. The term "pay-to-win" comes from free-to-play MMOs.
I think most people that claim MTG is pay-to-win are just frustrated by how expensive it is. I agree. Don't play it!
It would be pay-to-win if you could do stuff like, pay a fee to take a second card at once during a draft, or tutor a card from your collection during a game, etc...
It seemed self-evident to me, based on the explicitly stated limit on FDIC insurance, that if you had an amount of money over that limit, you really need to have a plan to deal with that risk, and people who failed to do so should suffer the consequences of their poor decisions. As things stand, the people who did spend the time and/or money to provision for that risk have suffered for it.
I think what many people are having a hard time with (myself as well, sort of...) is how the rules were changed out from under everyone in yet another example of how the rules don't apply to the politically connected.
Maybe as a whole, but Cobra Kai was excellent and very popular!
Also, in the long-run, will having "missed" streaming & shorts necessarily be a bad thing? Time will tell.
I wish they never introduced shorts. Why do all platforms need to be everything to everyone? Why can't they focus on just being the best platform for user-created long-form video? I probably know the answer, but it makes me sad that that's the reality we live in.
I wish the author had elaborated on why it should be illegal. (Or maybe, how it is?)
This is hilarious writing!
A long time ago I saw a good talk by Jonathan Blow wherein he made a point that really resonated with me. The point was that to get good at programming you need the experience of shipping a lot of programs and thus you should optimize your career around shipping as many good programs as you can. Contrast this with the common advice of being an expert in databases, or distributed systems, or OOP, or testing, or something like that...
Edit: found the talk: https://www.youtube.com/watch?v=JjDsP5n2kSM