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Joined 1 year ago
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Cake day: July 24th, 2023

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  • I do not get why it would work in that case. I assume the scenario is someone with a bike coming, doing theft, then leaving with the same bike.

    Therefore there will be a period without bike, then a period with bike, then a period without bike again.

    Let’s assume there is no bike on the particular moment viewed. How do you know whether it occured before or after the theft? If you make the wrong decision, you get stuck on an endless binary search… Unless you take note at each timestamp where you made the decision, draw a tree of timestamps, and go back the tree if your search is fruitless but that’s much more complicated than what this post says.


  • Yes, getting into a new project is hard. Even when you do know the languages and frameworks it’s still hard because you have to get into the mini ecosystem that the developers of that project built. In companies there is usually an expected amount of time (days? weeks? Months? Varies on the project) where a new developer is not really expected to do anything major, just getting used to the project.

    I do not know if you are professional or hobbyist. But coding takes a lot of time, a lot of it is spent on just figuring out how you will code this or that feature ; then another bunch of time is spent debugging ; and finally, yet another bunch of time is spent integrating your new feature. That’s why it’s a whole job, and that’s also why you need a ton of free time to do this as a hobbyist.

    But the good news is that once you spent that upfront time to get into the project, you can code more efficiently (that is, get right to the features you want to make) and you will also spend a little bit less time getting into other projects because although projects are different, there is always some level of organization that remains similar. The more advanced you become, the quicker you can get into a “production” state where you can code right away thanks to spending less time figuring out how things work.


  • Yeah exactly. Here follows some spoiler for those who have never played Dark Souls

    spoiler

    Once you escape from the asylum you can get to the catacombs right away. I did that and got my ass kicked so I figured I was not supposed to get there first.

    So I went up towards the upper Bell. Which I did ring. But then afterwards it looked so clear to me, especially as you unlock the shortcut to Firelink : yes ! The other bell must be down in the catacombs! So I headed there.

    I struggled a lot to handle all the monsters. I kept going until the valley where you face skeletons on wheels and the black Knight. I figured “no something isn’t right, I don’t think the game is supposed to be that hard. There are tips on the ground about using a divine weapon but I don’t even know how to get one.”. I read a post online and figured I went the wrong way… Once again

    Once I fixed that and went the right way things got significantly easier. I heard how some players literally got down to the catacombs from the get go and somehow managed to get to the boss door only to be met by a yellow fog that can’t be passed, and how they struggled to get back to firelink without getting killed…

    The bottom line is that I think you need to have someone telling you where not to go to really enjoy Dark souls. Because its not obvious whether you die because of your incompetence or just because you were not supposed to be there right now. I wouldn’t say its bad design though - but it’s not for everyone for sure






  • They are for providing special hardware for Neural Network inference (most likely convolutional). Meaning they provide a bunch of matrix multiplication capabilities and other operations that are required for executing a neural network.

    Look at this page for more info : https://www.nvidia.com/en-us/data-center/tensor-cores/

    They can be leveraged for generative AI needs. And I bet that’s how Nvidia provides the feature of automatic upscaling - it’s not the game that does it, it’s literally the graphic cards that does it. Leveraging AI of video games (like using the core to generate text like ChatGPT) is another matter - you want to have a game that works on all platforms even those that do not have such cores. Having code that says “if it has such cores execute that code on them. Otherwise execute it on CPU” is possible but imo that is more the domain of the computational libraries or the game engine - not the game developer (unless that developer develops its own engine)

    But my point is that it’s not as simple as “just have each core implement an AI for my game”. These cores are just accelerators of matrix multiplication operations. Which are themselves used in generative AI. They need to be leveraged within the game dev software ecosystem before the game dev can use those features.






  • Interesting take. I prefer spaces because each piece of code that I see with tabs has an implicit tabsize you really need to have if you don’t want the code to look ugly - especially if the person has been mixing tabs and spaces - and they usually do. Sometimes unadvertently.

    When you remove all tabs at least everyone is on the same page.

    To the actual problem raised by the article:

    I have ADHD. Two spaces per indent makes it damn near impossible for me to scan code. My brain gets too distracted by the visual noise. Someone who’s visually impaired might bump their font size up really large, and need to scale up or down the amount of space per indent. Someone might just prefer it because…

    I wonder if it could be possible to adjust the “indent number of spaces you see” in code editors. Code editors are able to figure out what are indents and what are not, so in theory it should be possible. Perhaps that would be an idea for a new feature?