I was going to do an origin character as a solo play-through and a custom character for a group play-through with my mates, but now I might do it the other way around… which means hours in the character creator! Ha.
I was going to do an origin character as a solo play-through and a custom character for a group play-through with my mates, but now I might do it the other way around… which means hours in the character creator! Ha.
How do Linux distro’s deal with this? I feel like however that’s done, I’d like node packages to work in a similar way - “package distro’s”. You could have rolling-release, long-term service w/security patches, an application and verification process for being included in a distro, etc.
It wouldn’t eliminate all problems, of course, but could help with several methods of attack, and also help focus communities and reduce duplication of effort.
Are there any good alternatives?
We’ve started using Jitsi for video/screen-sharing and that’s going well so far - but it’s based very much around the “corporate meeting” concept, rather than “playing D&D with mates” or “online gaming with people”.
Mumble is decent enough for voice comms, but of course lacks video, which for my friend group is a deal-breaker. While the audio quality is noticably better most of the time, its noise suppression is not as good as Discord. It does have text chat, but lacks the utility of Discord’s chat - which we use in D&D for sharing information, images, note-taking, etc.
Things do game tracking/voice like Steam, Xbox Live, PSN, etc. but then each only supports their own platforms and services - whereas Discord is common to all.
I think what DIscord does well is bring together a few really established, tried and tested technologies, under one roof and integrates them seamlessly. There is definitely value in that, and I would be really interested in an open source/self-hosted equivalent.
My main concerns with Discord are:
“Out of the frying pan, into the fire”
From a personal perspective, I absolutely agree - I only check my email when I’m specifically expecting something, which is rarely. But at work emails are still incredibly important.
Are there any protocols/services designed specifically for one time codes? Receipts? I think something that’s dedicated to those kinds of tasks would be great from an ease-of-use perspective - no more messing about waiting for delivery, searching through hordes of emails, checking spam folder, etc.
Another problem we have is the rise of oauth - the core idea is great, but the reality is that it ties a lot of people to these Big Tech services.
I use it for basic 2D animation - overlays for videos (captions, title sequences, etc.) and animated diagrams - it works really well when you get used to it (mastering the curves editor is essential!). If you’re going to composite what you do onto video outside of Blender (I use Resolve) you need to export as an image sequence in a format that supports transparency (e.g. png).
For more complex 2D work, Marco Bucci has an interesting three-part series here (the third part goes over animation specifically).
I think after Dawn of War III, caution is the key! But yes, this is certainly one to watch!
Same - for Windows it’s by far and away the best PDF reader for me. It’s shocking how far down the bloat rabbit hole Adobe Reader has gone!
In the original XCOM my brother and I didn’t realise you needed to collect and research everything. We thought it was like a horde-survival game, however it could infact be completed. Learning this years after starting to play was one of my best gaming experiences - I came back to my parents for the weekend just to blow my brother’s mind!
The issues with LLM’s for coding are numerous - they don’t produce good results in my experience, there’s plenty of articles on their flaws.
But… they do highlight something very important that I think we as developers have been guilty of for decades… a large chunk of what we do is busy work; the model definitions, the api to wrap the model, the endpoint to expose the model, the client to connect to the endpoint, the ui that links to the client, the server-side validation, the client-side validation, etc. On and on… so much of it is just busy work. No wonder LLM’s can offer up solutions to these things so easily - we’ve all been re-inventing the wheel over and over and over again.
Busy work is the worst and it played a big part in why I took a decade-long break from professional software development. But now I’m back running my own business and I’m spending significant time reducing busy work - for profit but also for my own personal enjoyment of doing the work.
I have two primary high-level goals:
When you look at projects with these in mind, you realise that so many “fundamentals” of software development are terrible and inherently lead to busy work.
I’ll give a simple example… let’s say I have the following definition for a model of a simple blog:
User:
id: int generate primary-key
name: string
Post:
id: int generate primary-key
user_id: int foreign-key(User.id)
title: string
body: string
Seems fairly straight-forward, we’ve all done this before - it can be in SQL, prisma, etc. But there’s some fundamental flaws right here:
Now this is just a really simple, almost superficial example - but even then it highlights these problems.
So I’m working on a “pattern” to help solve these kinds of problems, but with a reference implementation in TypeScript. Let’s look at the same example above in my reference implementation:
export const user = new Entity({
name: "User",
fields: [
new NameField(),
],
});
export const post = new Entity({
name: "Post",
fields: [
new NameField("title", { maxLength: 100 }),
new TextField("body"),
],
});
export const userPosts = new ContentCreator({
name: "UserPosts",
author: user,
content: post,
});
export const blogSchema = new Schema({
relationships: [
userPosts,
],
});
So there’s several things to note:
There is another layer beyond this, which is where you define an Application which then lets you specify code generation components that to do all the busy work for you, settings like the ID scheme you want to use, etc.
It’s early days, I’m still refining things, and there is a ton of work yet to do - but I am now using it in anger on commercial projects and it’s saving me time - generating types/interfaces/classes, database definitions, api’s, end points, ui components, etc.
But it’s less about this specific implementation and more about the core idea - can we maximise reuse and minimise what we need to define for a given solution?
There’s so many things that come off the back of it - so much config that isn’t reusable (e.g. docker compose files), so many things that can be automatically determined based on data (e.g. database optimisations), so many things that can be abstracted (e.g. deployment/scaling strategies).
So much busy work that needs to be eliminated, allowing us to give LLM’s a run for their money!
Definitely give Ruthless a go, I love it… reminds me of early game ARPG’s on higher difficulties. Positioning really matters, you have to adapt based on what you get. It seems to have been the proving ground for PoE2’s new tempo.