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I've been practicing lately to do A DIY drone build.

This video helped me recently too [1]

Also I take pictures and have Gemini critique, give feedback. It helped me learn about the tips more I didn't realize, after switching my tip from a broader knife one to a chisel one, results way better (for that use cases)

Then I did know I just had to practice and get frustrated and come back, felt like two steps back and one forward, one time I was just suddenly making cold joints left and right. But hours practicing can't be replaced by just reading.

This is more answering the title.

https://youtu.be/GoPT69y98pY?is=JnURRm3pQOarur9P


That's a bit too rigid of a definition. Just means it requires a code update to change it, that's hardcoded.

It depends if the JSON file is in source control, or if it's an environment file.

That's true, it was when they stealthed released it in a application that millions use and no one noticed.


My theory is that it's more boring. Debugging tools got better where those were the ways to work around and get to testing stuff in old console era.

But now game development has much better tooling and SDK kits for a while in consoles. So I suspect there wasn't a need to spend extra development cycle implementing custom debug menus and stuff.


My theory is that cheat codes disappeared when developers discovered that they could have their effects as microtransactions instead, and then they just never came back because, as you say, SDKs are pretty good about not needing them.


A lot of this is just inflicted by parent culture and anxiety. Unless your kid applying to an elite school, most college/university accept between 60-80% of their applicants. If they have decent GPA.

We are making the kids endure that out of fear of their college, but stats don't back up the grind they make the kids do.


Parent of a middle and a high schooler and we try very hard to not pressure the kids, but a lot of it is coming from their peers and the school.


Also you can write a perfect specification get into implementation and have to step back and redesign.

Software is fast to iterate and test that a lot assumptions can be proven by actually writing the code.

Software is closer to gardening or painting. We discover a lot through practice and writing code. Then we can often write more formal specifications.

But formal method is impractical for most software upfront, and instead is likely used for more serious runtime failures or cost of life.

That's just my two cents.


Games and other specific applications call for such unidirectional data flow with such massive amounts of "independent" entities. It isn't that it'll catch on or not outside the gaming industry, it is more of a unique solution to a typical gaming problem.

So their are apps that do use similar or ECSs architecture under the hood, it is just more problem related not a solve everything solution.


right, I guess what I mean is that in the past you would pick an architecture based on your data structure/flow, performance requirements, things like that. Now there is a new metric: how LLM-friendly it is. Probably it won't be a huge factor, since a properly structured REST server would also be friendly enough, and LLMs are getting better. Still interesting to consider though, IMO.


Not omniscient but I do let them update the system information from one station just because it caused me issues with goal weighing since their information was so limited they almost always chose to stay within a known route versus exploring, this helped giving them more information.

But I did think, one station info per station probably also did not make sense, technology-wise, so I thought expanding it worked.

The faction system was my answer to what makes ships or planets' goals go beyond their immediate needs, and factions came naturally next. They want to make money and shift priorities to do it through incentives. Like subsidies almost.

I was hoping/thinking they (factions) could escalate to blockades, monopolies or just more supply control, skyrocket prices and events combat to hold choke points, blockades or sanctions. That way that agents FSM is focused on those goal oriented actions and ships can focus on their well being plus their factions incentives, and the crews needs handle immediate needs.

Does that make sense? (Terrible at proofreading)


I did! I am more familiar with Godot but just ran into performance issues and then switched off their node scene straight to their rendering API, which made me feel like I abandoned Godot at that point. I am sure it could be optimized more but I want to worry less about chucking rendering and more scaling the economy simulation the further it went out, thus the more things to render, the harder it was for Godot.

Bevu/Rust just made it easier to brute force that scaling, since they have smaller footprints (overhead?)for each thread/process spawning.


Yup, lots of stuff I'd love to dive into that having an assistance coder makes way more approachable on nights or weekends to get things done.

And yah, ideally there should be tons more! The shift will be interesting.


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