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Joined 3 years ago
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Cake day: July 14th, 2023

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  • Big agree.

    But also: people seem to only focus on the output side of the task of writing code, and forget that the developer also receives input from the codebase in return.

    Even if you end up with exactly the same code artifact after completing a work item, you’ll have a better understanding of the codebase without delegating swaths of it to AI. But bosses tend not to consider this.

    Tech bros have successfully convinced people that mental states do not exist, or at least do not matter — for laborers, anyway, cuz they’ll happily claim that their superior thoughts are exactly why they deserve to be billionaires.








  • kibiz0r@midwest.socialtoGaming@lemmy.mlI have been cucked
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    5 days ago

    Buy a used Optiplex.

    Gets you an acceptable case, mobo, CPU, RAM, and probably SSD for about $200. Add a used 3050/3060/4060 GPU and an upgraded PSU.

    It’s not gonna knock your socks off, but it gets you going without over-spending and you can carry some of that forward when you upgrade later.











  • I was once a fool like you :)

    Mike McShaffry’s book “Game Coding Complete” is a good guide to the practical side of using a game engine IRL to get things done.

    It’ll give you a good idea of how things should be shaped in order to be useful, and some things you can “skip ahead” to. Off-the-shelf engines have to be extremely general in order to be flexible enough to be useful to many customers, so game devs have to put in the effort to make them more specific. You’ll have to start off by being specific, if you have any chance of actually finishing something.

    Eberly’s book “3D Game Engine Architecture” deals with the nuts and bolts, the rigorous academic engineering stuff. It’s pretty solid, but it’s aimed at making a general-purpose engine, which is beyond the scope of a one-person project.

    Backing up though… You don’t have any language or library opinions? You might need 5-10 years of experience doing general programming (or game dev) before you can sustainably tackle this, or else you’re likely to paint yourself into a corner.

    Edit: Probably the biggest PITA with game engine dev is testing. If you’re not already an expert in setting up test harnesses at multiple levels of detail, you’re gonna find it impossible to keep moving after a few months.

    Good luck!



  • I like the way Ted Chiang puts it:

    Some might say that the output of large language models doesn’t look all that different from a human writer’s first draft, but, again, I think this is a superficial resemblance. Your first draft isn’t an unoriginal idea expressed clearly; it’s an original idea expressed poorly, and it is accompanied by your amorphous dissatisfaction, your awareness of the distance between what it says and what you want it to say. That’s what directs you during rewriting, and that’s one of the things lacking when you start with text generated by an A.I.

    There’s nothing magical or mystical about writing, but it involves more than placing an existing document on an unreliable photocopier and pressing the Print button.

    I think our materialist culture forgets that minds exist. The output from writing something is not just “the thing you wrote”, but also your thoughts about the thing you wrote.