1,527 karma · joined July 15, 2011
Note: That is Dot CO -- no M -- just CO!
Allows me to not be the DJ/arbiter of music for my toddlers, yet still provides them with control over the music (Sonos) and helps them learn to negotiate & take turns between themselves. The Stream Deck has, thus far, held up to quite a lot of abuse. I've added some lighting control and they have play/pause/next control, too -- works great. The USB 'server' software is fantastic, too. =D
I'd be really curious to see an "aging report" for firearms that are used/involved in mass-shooting incidents -- I roughly know the answer for the most recent and most newsworthy (read: horrific) incidents. I'd just like to see more data on the topic, specifically 'time from manufacture to use as a murder weapon', to better understand exactly how much potential impact there is.
I'm aware private sales exist, and the implication that mentally ill people may turn to private sales, but I'd be curious to see the data on this nonetheless.
I'd similarly be curious to see a breakdown/data on "source" of weapons used in incidents like this (and even on attempted/homicides, domestic cases, etc), as well as an aging report -- to better understand how much "impact potential" legislation actually has.
While I do support legislation, I'd also like to better understand how impactful it could be and how quickly we might see an impact; I'm also aware of semi-mixed efficacy from (some) prior legislation (state & federal), though I'm personally still in favor of additional legislation, even if only because my 'gut' says it would be a net positive impact.
The weather is quite nice -- but if you really like/want to experience distinct seasons throughout the year, then the lack of variability may leave you dissatisfied.
Using some slight shader/buffer trickery, and depending on what you're trying to do (as is always the case with games & rendering at this scale), you can easily get multiples of that -- and still stay >100FPS.
I agree, more of this approach is great. And I am totally flabbergasted at how abysmally poor the performance is with SpriteRenderer Unity's built-in sprite rendering technique.
That said, it's doable to get relatively high-performance with existing engines -- and the benefits they come with -- even if you can definitely, easily even, do better by "going direct".
Stuff like rare crashes on certain semi-obscure hardware, where the crash dumps clearly indicated issues deep within the Wwise (native code) stack, were extremely difficult (or impossible) to debug. Wwise provides zero support for their base licensing fee, you have to pay for service on top of licensing to get any support at all.
Their Unity "SDK" / user-land code was awful, too, and basically had to be 80% rewritten to be usable at the most moderate level of scale. That's more of a gripe, working with their native side more directly wasn't that bad -- and they've perhaps improved their default C#/user-land code since then.
Another grip is that WWISE devs/designers/engineers are expensive, and making any change requires firing up their application.
Overall, the entire experience was poor, especially since we paid for the privilege. My advice would be that you can't seriously consider WWISE for your project unless you have an audio engineer on staff and intend to keep them on staff for the duration of your project (plus a year or two for support).
TLDR: IMO Wwise may be a solid product, but only for projects with a minimum budget of approximately 7 figures.
It seems plausible that he could have a decent chance of having such a motion granted -- the bar is generally "in the light most favorable to the plaintiff [Ubiquiti]". Based solely on the commentary I've read, it sounds like the complaint could be deficient.
Once over the [quite low IMO] initial 'hurdle', it's easily amongst the most productive & best-supported "platforms" I've ever worked within.
Not having the ability to remove the stand, like virtually all other monitors, is really just anti-customer IMO.
If I get the stand & later want to VESA-mount it, what, I have to sell the monitor to buy a VESA version?! Absurd & really disappointing, especially for a monitor product that otherwise seemed relatively well-positioned.
Anyone that works on this -- please try to recognize those of us with "unusual" characters or a suffix as our given name! =D
There's plenty of different hardware out there but not a whole lot of reviews; and my experience with the HDMI interface has, on the whole, not been the best. HDMI is great for consumer stuff, and for plugging in a generic source to a screen (AppleTV, Firestick, Xbox, cable box, etc) -- but, as soon as you want to do anything even slightly more advanced, you often run into hiccups quite rapidly (EDID & handshake/negotiation issues, cable & port quality, HDCP, etc).
I have several 'screens' (TVs) and I wanted to be able to mirror my 'main' display to other screens on occasion, for instance. It's easy to do that with a cheap-ish "splitter" [though they are finnicky), but if you want to "scale" that at all then you rapidly run into proprietary and/or high-cost solutions or have to make substantial quality & capability concessions (and >=10G LAN connectivity is pre-existing).
I was annoyed by the lack of good options & and the extreme prices and/or the limitations of the options that do exist -- enough so that I'm working on (and already actively using) my own IP-based "video distribution" solution, heh.
Used it to rid my Sony of all the annoyances and the continual “enable samba?” Prompts that kept coming up despite always choosing “disable” explicitly.
Google for “adb remove ads <model/brand>” or similar. 20 minutes helped my wife not be annoyed at popovers on the TV, and saved me countless time looking for the OEM remote. :D
More related to the submission content -- at the time we used rotating proxies, both in-house & external (ProxyMesh - still exists & only good things to say about it); they allowed us to "pin" multiple requests to an IP or to fetch a new IP, etc...
Also note, the linked page states there are four "nearby" faults -- it doesn't state the distance to them, but included is the San Andreas fault, and I'm relatively confident we know it's capable of producing >= 7.5 magnitude earthquakes.
I don't know, nor claim to know, much of anything about how susceptible [or not] this plant is to seismic events -- and I'm generally quite pro-nuclear -- but it's worth noting that there are other seismic concerns here, and potentially some questionable incentives for PG&E who is the one attesting to the capabilities of the area & this specific plant.
There are use-cases for both! There are certainly mis-uses of both, too!
DB admins are a real thing; I haven't met many, but the few I have, they are worth their weight. Truly great programmers, I feel the same.
They are not mutually exclusive -- solve your domain problem, iterate, and improve from there.... It's that "simple".
One thing I don't see mentioned, or I may just be unfamiliar with the terminology (and haven't dug much into the docs yet), is how exactly the 'map data' API (ie not the point-location API) works/what format the data is returned in, or if it's more expected to be used as an "embed".
My ideal, based on our current code/implementation thus far, would be to be able to supply a lat/lon coordinate bounding box & have it respond with the data in GeoTIFF format with multiple bands, one for each "data-set".
If anyone at Windy is here & might potentially be interested in discussing our game & the game's use-case for the data, please definitely feel free to reach out -- email in profile. :)
Just my 2c.
I do concur with the above poster, though -- their ECS/DOTS has been basically ignored. At this point there's so, so, so much of the Unity ecosystem that just flat out fails to work beyond some very, very, very small scale that it's just mind-blowing. Want to use their physics, or nav-mesh agents, or even their sprite-rendering systems? Once you get 500-1k of any of those objects into a scene (ie, sprites!!), you've already blown way past your CPU/framerate budget. It's mind-boggling; especially when you can, for example with sprite rendering, run your own mesh with a bunch of quads and absolutely obliterate the performance you get from SpriteRenderers.
Very frustrating & somewhat mind boggling TBH. I'd personally guess the vast majority of indie devs that use Unity are simply using it as a [mesh] rendering pipeline & practicing a "roll our own" approach for almost everything else.
Otherwise though, the 'trigger' code you suggest ends up generally being some kind of math (ie physics, regardless of whether it's via a physics engine layer or a game/state layer); you essentially have to figure out "where" on the plane the object is, convert that to the proper coordinate system for your overall level, and then 'sample' the underlying terrain/mesh/ground covering to figure out if you're in a legal position.
Typically this ends up being implemented as a "clamp" of sorts; you will pretty rapidly end up with oddities, floating point precision quirks, and the like.
The "best solution" will vary, often drastically, from game to game.
FWIW, I've been doing game-dev for almost 10 years now & have almost exclusively done "AI/NPC" agents. We've faced what I would classify as pretty much the same issue with AI agents, especially when you want them to follow nice, smooth paths while also realistically 'bumping into' each-other -- yet ensuring that they will never, ever, ever go through a wall. It sounds so stupidly-simple but, I can assure you, it is not! If you had unlimited resources (read: CPU), then it's not so bad, you can calculate for "optimal" every frame -- in reality, you never have unlimited resources, and seemingly-simple calculations like this have to run extremely fast and they cannot be allowed to fail (there's nothing more frustrating & game-breaking than NPCs that get 'stuck' behind a wall or in an area that they cannot vacate, etc). You can write code for agents to "detect stuck + get un-stuck" but, similarly, doing that fast is non-trivial; and ideally you don't want them stuck to begin with!!
It's a massive can of worms. ;)
Just like anything else, it may not be common (or it may be 'uncommon') but, to say that it never happens, is plainly, clearly and objectively false.
When Vyvanse came along it completely changed my life -- all of the benefits of the 'basic' existing drugs, zero side effects. I can barely tell if I've taken my medicine in a given day or not, aside from the ability to focus; but I eat, sleep, and am socially the same as "normal" with Vyvanse, I don't feel it 'coming on' or 'wearing off', etc...
The only downside is that it's still not generic -- so it runs me around $10/day. My ideal dose really seems to be two lower-doses per day and no insurance will cover that, meaning it'd cost me $20/day+ (this is with $1500/mo+ insurance), which means I just make do with what's reasonable.
That said, it truly has changed my life -- I went from being a low-GPA high-school student who could code, but couldn't focus (or stay motivated) about much anything, for any period of time. To founding a company, having a mildly successful exit at 18, and then going on to be CTO, and subsequently founded multiple companies.
Don't get me wrong, I still have my personal struggles (like anyone else) but, if it wasn't for Vyvanse, I think I'd be lucky to own a house -- much less live in a paid-off house & be happily married with amazing children.
Edit: Ty -- interesting.