But I definitely want a job without stress, danger, or physical strain on my body. Perhaps I am just looking for a similar word which doesn't imply anything about the complexity of the task at hand.
2,962 karma · joined July 27, 2015
My main interests and experience are in graphics programming and performance optimization.
https://agentlien.github.io
But I definitely want a job without stress, danger, or physical strain on my body. Perhaps I am just looking for a similar word which doesn't imply anything about the complexity of the task at hand.
"We're often faced with similar trade-offs. You want a meal that's both cheap and delicious? A job that's both well-paid, easy, and fulfilling?"
I really don't feel like "easy" is a dimension I wish to optimize for in a job. It almost feels opposite to what I've actually optimized for - since for me a fulfilling job usually means full of deep technical challenges. I want a job without unnecessary friction, without interpersonal drama, even one that's low stress. But definitely not easy.
In some exercises most of the scene was made up of soft body objects containing millions of triangles which could be deformed and even destroyed - cutting any random edges.
The simulation was handled by creating a coarser mesh of tetrahedra which were treated as deformable physical objects and skinning the triangles to these. Cutting simply removed entire tetrahedra and the triangles were reskinned to the nearest one or simply removed if none were close enough.
I'm not convinced in any direction, really. But what makes me cautious is that there have been extraordinary claims from both OpenAI and especially Anthropic of their models breaking containment, hacking the host, etc. for several iterations of their products and I have only heard of this type of behavior from their own blog posts about how powerful and dangerous their upcoming models are. Never from anyone having it accidentally happen in production once they are released. It seems unlikely to me that the final post-training and safeguards are that bulletproof given how much use these tools are seeing.
Both are big actors in the AI space who arguably benefit from increasing the perceived capabilities of AI models. If one suspects OpenAI of lying it isn't such a stretch to think this was a coordinated PR campaign between them and Hugging face.
I am so happy that I listened because it seems the few people who have checked it out generally enjoy it. Most commenters have positive things to say and some have stated they learned things.
Microsoft has a lot of really cool accessibility tools and services. For example their extensive usability guidelines, which is a massive set of documentation for how to make games more widely accessible. [0]
They also have a great service where you can submit your games to get a report with feedback how to improve accessibility.[1] I read through one we got at my last job and it was really impressive. Very thoughtful and comprehensive.
There's a hub with links to a lot more accessibility services as well. [2] Microsoft is one of the companies which really does a lot of great things in this space.
[0] https://learn.microsoft.com/en-us/gaming/accessibility/guide...
[1] https://learn.microsoft.com/en-us/gaming/accessibility/mgats
[2] https://learn.microsoft.com/en-us/gaming/accessibility/acces...
> In the last couple of weeks there's been some good news coming through for Xbox
Since I wasn't sure what good news they were referring to.
On a much smaller scale, I was actually part of something similar a few years ago. The game Wavetale was originally a Stadia exclusive but launched just before the platform shut down. We were allowed by Google to port it and release it for every other platform, and I ended up being one of four programmers doing that work; I mainly focused on optimizing the switch version.
The Stadia version barely got noticed, but the other versions, especially Switch, did quite well. The game was even featured on AGDQ, which was really cool.
But what really stood out to me is this line.
> a linear frame buffer where each pixel was represented by a single byte indexing into a palette of 256 colors.
Of course this is nothing new, but it just really struck me because I've been working on a blog post about texture representation on modern consoles and it is crazy how complex it has gotten: texture tiles, block compression, non-linear texel ordering (e.g. Morton order), ...
However, I joined EA in 2015 and have been in game development since. They offered really good pay and now at my current job I even get great pay and no overtime.
Since then I've worked at Thunderful and now 505 Games. I haven't done overtime since I quit EA and I've been very efficient because I'm not too tired and I get peace of mind working from home.
It has been great, gave me another layer of appreciation for my hometown Gothenburg, Sweden.
For example, the article from my original comment: https://halupedia.com/the-alien-wizard-war-of-1425 mentions the conflict arose due to https://halupedia.com/treaty-of-the-silent-orbit . The second page, once generated, mentions the significance this treaty had for the war from the first page.
update: Well, this was quite disappointing. I loaded the original site again to show a friend and it generated a completely new text with a completely different story and no reference to the second article. Would have been nice if these were permanent as I had originally assumed.
After we both got jobs and bought a house, we decided to get Elder Scrolls Online to have an online game to play together while physically sitting next to each other. It was an obvious choice since we're both big elder scrolls fans. It was a wonderful experience and really echoed the way we met in a beautiful way.
That said, I do find myself using recursive macros quite often. They're an easy way to make a set of random little changes which would be hard to put into a solid regex. Especially when filtering and formatting logs to produce a list of error messages on a condensed format for review. It doesn't happen as often, but I also find them incredible when doing more complex substitution across a project.
This isn't right. It was certainly true in the nineties, but I haven't seen one in years on Windows and I spend many hours a day in it both for work and play.
However, I do still run visual studio in parallel for debugging. It's basically essential when dealing with console game development.