774 karma · joined June 5, 2026
> Landing humans on the Moon by the end of 1969 required the most sudden burst of technological creativity, and the largest commitment of resources ($25 billion; $187 billion in 2024 US dollars)[24] ever made by any nation in peacetime. At its peak, the Apollo program employed 400,000 people and required the support of over 20,000 industrial firms and universities.[25]
A large chunk of those industries and supporting academia no longer exist in the US outside the defense sector.
In other words: No, absolutely not.
Derek from SmarterEveryDay ran into this when trying to get a product manufactured in the US and shared his experience: https://youtu.be/3ZTGwcHQfLY?t=1386
(If anyone is about to ask why you would need that many VMs - many companies who do extremely large scale infrastructure! The kind of software where when it breaks it can create a crisis for utilities, governments, healthcare systems, militaries, etc.)
Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to obtain an exclusive lock on some art assets while editing them, because there is no sane way to merge two artists' async edits.
The SOTA in this area is Perforce (https://www.perforce.com/products/helix-core), a proprietary system. From what my gamedev friends tell me, when Perforce works it's great, but it hits enough snags that you need a tools engineer to manage it and occasionally fix issues manually. Git LFS is an alternative, but my gamedev friends all prefer Perforce especially when working on team projects beyond like 3-4 people.
There are not. The airlocks on the ISS are either docking modules for spacecraft, for spacewalks, or for deploying satellites.
The crew shelters in the vehicles so that in case of an emergency they can evacuate immediately.