nickwitha_k (he/him)

  • 2 Posts
  • 498 Comments
Joined 1 year ago
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Cake day: July 16th, 2023

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  • My dev VM is almost entirely disposable. Could be up and running again, fresh in 30-60min, not counting time to pull the repo. Why use a local db server? Seems weird to me but, I came to development through SysAdmin and support stuff, so, was used to not owning the machine that I was on. That probably has heavily influenced my workflow.

    Out of curiosity, would you mind sharing a bit any the languages/frameworks and workflows that you are using? I’m mainly using Go, C++, Python, and a few others and just having trouble figuring out how I’d arrive at a situation like that. No CI/CD and test systems?










  • So what it’s really like is only having to do half the work?

    If it’s automating the interesting problem solving side of things and leaving just debugging code that one isn’t familiar with, I really don’t see value to humanity in such use cases. That’s really just making debugging more time consuming and removing the majority of fulfilling work in development (in ways that are likely harder to maintain and may be subject to future legal action for license violations). Better to let it do things that it actually does well and keep engaged programmers.



  • I’m excited to see more once it becomes available. Have already added to wishlist. A couple of thoughts, similar to what some others have voiced:

    • Animations are not everything or enough to make a good game. However, attention to detail in animations is a big plus in my book, regardless of graphical quality. It is something that I tend to notice and appreciate.

    • Mechanics are fundamental to any game, physical or digital. There’s two diametrically opposed directions that I’ve seen that result in enjoyable games:

    1. Mechanics that are optimized for enjoyment rather than strict realism. People play games for entertainment. If a mechanic is extremely frustrating, it will likely cause people to lose interest even if it is extremely realistic. In this approach, such mechanics are tuned or dropped to ensure that the player experience is as good as it can be.

    2. Mechanics that are optimized for realism to an excessive degree, with enjoyable gameplay taking a backseat. This is likely to result in a smaller, cult following as many will get frustrated and move on. A good example of this is Dwarf Fortress with its unofficial slogan of “Losing is Fun”.

    I would strongly suggest leaning towards the former as the latter is a really hard target to hit and the cult following for a game that does hit #2 perfectly may also be delayed until long after release.

    • Graphical quality can be very overrated. An enjoyable game with terrible graphics and animation may be very replayable while one with stunning visuals and terrible gameplay may be a flash in the plan that is quickly forgotten. I highly recommend ensuring that graphics are well-optimized so as to allow stutter-free gameplay on even low spec machines, if settings are sufficiently reduced.

    Keep up the good work and I look forward to seeing your future progress.




  • I, for one, do like to iron. I’d probably not like it if it was mandatory for all clothing though. What really has happened is societal changes leading to much more casual attire expectations (not that we could afford to dress like previous generations) alongside advancements in textile technology that have resulted in garments less likely to show wrinkles.


  • Give it a try. Hit up a thrift store and get some great tacky suits from the 70s and 80s, if you can find em. It’s a bit of fun to wear them when it’s not necessary or expected. I probably wouldn’t wear a really nice wedding/funeral suit in such cases because I spill fucking everything and would become destitute from the dry cleaning bills.

    Now, if it were a social expectation/requirement, it would suck and not be fun. But, as a choice that one can make, it’s great sometimes.


  • Fuck yes it is. I think I’ve ironed more this century than my Boomer mother. And none of it was out of necessity.

    After working as a farm hand one summer, it was like a switch flipped in my head and I really started to like button-ups and the like. Probably something along the lines of “this clothing is completely different from my work clothing and doesn’t have animal shit on it”.

    No-iron shirts and slacks are still the way to go but, getting those wrinkles that escape is just so satisfying.



  • You’re very welcome! Also, look at the shape of handguns prior to the advent of self-contained cartridges. They also tend to have a curve to them for the same reasons. You may also see a tendency in modern large-frame revolvers and some 20th century combat revolvers to sometimes have a straighter grip. The goal there being to make re-acquiring the target for a follow-up shot faster. The former use the mass of the gun and sometimes advanced elastomers to soak up some of the recoil, while the later used the mass of the gun and not giving a fuck about the soldier firing it for that purpose.