• 26 Posts
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Joined 6 years ago
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Cake day: May 31st, 2020

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  • We deployed a client software in a Docker container on Windows 10. It could not connect to the backend, even though we saw SYN packages originating from it.
    So, we ran WireShark on the Windows host and saw that the SYN-ACK packages from the backend were arriving there, too, but no ACK came through to complete the TCP handshake.

    Eventually, we rolled out a network debugging container on that Windows host and then could see in the tcpdump, that the SYN-ACK packages, which arrived on the Windows host, just did not show up in the container. Hyper-V or something was quietly dropping them.

    Other network connections were working fine, just the SYN-ACK from our backend triggered this.










  • I feel like this isn’t really a new development. Back when LAN parties and local multiplayer were still a thing, games like TeeWorlds, Worms etc. were popular, because they ran on potatoes and you could often get them for free.

    The actual fun then came from dicking around with or competing against your friends. The game itself does not need to be ground-breaking for that.

    Hell, it technically started even earlier than that, with physical card games and board games and such. Just play them with friends and it’s fun.




  • I also always find that outsourcing is risky, whether it’s to other devs or to some AI, because it requires that you understand the problem in whole upfront. In 99% of cases, when I’m implementing something myself, I will run into some edge case I had not considered before and where an important decision has to be made. And well, a junior or LLM is unlikely to see all these edge cases and to make larger decisions, that might affect the whole codebase.

    I can try to spend more time upfront to come up with all these corner cases without starting on the implementation, but that quickly stops being economic, because it takes me more time than when I can look at the code.




  • I mean, I don’t have a ton of skin in the game here, as I don’t care much for horror games either way.
    But yeah, I just assume that they say they’re cautious to calm the fans, but they actually can’t be cautious, since well, they can only really delay by a whole year at a time, and if they do that, then they have two games in the year afterwards.

    They did only pre-plan a handful of years, so maybe they can just delay the following games by a year each, too.

    But yeah, it still just sounds like the decision-making here isn’t driven by logic or what allows publishing good games, but rather by
    Mr. Krabs meme, where he says "Hello, I like money!".



  • I really hate, how it will gladly generate dozens of lines of complex algorithms, when it doesn’t find the obvious solution right away. Particularly, because you will readily find colleagues that just do not care.

    They probably stop reading the code in detail when it’s sufficiently long enough. And when you tell them that what they’ve checked in is terrible and absolutely unreadable, they don’t feel responsible for it either, because the AI generated it.