but the saas unicorns, or 100 person, 10 person saas company are def. under threat.
46 karma · joined December 23, 2017
but the saas unicorns, or 100 person, 10 person saas company are def. under threat.
There are depths of understanding that can only be gained by executing and mutating the code and understanding its behavior deeply. Not that it even matters in the end. But feeling like we understand something and actually understanding it fully are 2 different things that we should just remain aware of.
I recently discovered though that ChatGPT 5.5 Pro is almost as smart but only available to me via the ChatGPT app. I’ve been having it read my code and having Opus 4.8 use the ChatGPT app to collaborate. It’s a step down but its a temporary stopgap for complex problems.
Not working on the “next big” thing but I only recently started finding that AI could solve complex problems for me starting around ChatGPT 5.5. Working on a game engine. Some of the quite isolated modules I’ve had it build are not good code by my own standards. The code has way too many indirections to say the least. But they work without bugs and perform well too (i have a very good CPU and memory management harness for my frame loop). My velocity on the project has doubled at least cause now stuff that I wanted to do down the line is already done. I’m definitely a bit careful with setting up isolated guardlines about which files I let a certain feature touch but with models like Fable even found that unnecessary.
Working code that performs exactly how I want on an outer level is valuable. It can be refactored and rearchitected or reimplemented better by just the virtue of having something to compare against and having the edge cases accounted for.
I picked game dev specifically because I wanted to build some things I had envisioned and found it challenging. And in the beginning each new concept within 3d modeling, optimisation, shaders, physics, lighting, shadows & rendering felt intractable and unmasterable.
Now, I have a basic working understanding of nearly everything that goes into traditional 3d game dev. Except the very cutting edge stuff. And have mastered things I was struggling with 2 years ago.
And recently I felt something that scared me. It was the feeling that within 2 years, I’ll have lost the excitement and challenges that learning game dev has brought me with these past few years. And I could see how to someone experienced this was as boring as full stack web dev was for me.
I’m a beginner making small 3d webxr experiences, so tooling is a bit scarce outside of blender. Recently started making my own models and doing stuff like ao mapping and lightmapping. Editing texture maps using AI sounds helpful.
I got a pair of glasses made that only fix my astigmatism to use with computers.
> When we say we have "nothing to hide," we're not really talking about transparency. We're talking about trust. We're saying we trust the watchers to never misuse what they see, never misinterpret, never change, never be corrupted, never be hacked, never expand their scope.
I'm personally someone attempting to find a balance between my full time job, music & game dev/3d graphics. I don't see the latter two paying off any time soon but I see myself doing them for the rest of my life. The one thing I can say that after attempting to give it a go for 2+ years, a certain type of synergy between the different goals start to emerge. Skills & ideas I gain in one area help me do better in the other two in unexpected ways.
The experience & skills you've gathered from running a company would not go to waste and can be your source of strength. And just starting by dipping your toes is the best way to find whether you'd really enjoy being involved in these areas.
SDF would definitely be tricky, but like I want to ideally render text in 3d space without having a mesh in between. I do realise optimising an approach like that would be extremely hard but in terms of UX, it'd be better than anything possible with meshes and enable a few interesting possibilities.
Just going from your username, if you're actually available, I'd love to hire you for a bit of your help/expertise on my project. Like I'd like to render Primrose with a transparent/translucent background without the text being constrained inside a height limited viewport (render all lines at once) and implement scrolling on the mesh itself (also improve scrolling performance), and just support all keyboard + mouse shortcuts.
My email is me@manuis.in, please message me there if you're interested.
Oh dude, thank you, I was aware of your project 6ish months ago (there's only like 3-4 canvas text editors so I try to follow them all, most are abandoned though) but what you're doing now fits perfectly with what I'm looking for. Thank you, I'll make sure to use it in v0.1. I couldn't get the webgl demo working though. https://github.com/capnmidnight/Primrose/blob/master/demo3d.... returns a 404.
But my long term goal is to actually 3d render the text completely using SDF or MSDF techniques.
Also, used the inferred response types from endpoint functions and passed them back to the front-end to use with front-end fetch calls. This was probably the biggest improvement in terms of productivity and improving accuracy. Imagine every time you change an endpoint's response, any fetch calls that are impacted would just show errors at compile time/in your editor.
So, unless you use your wired headphones on other devices, it's not a good comparison.