

This meme was made by someone who has never had truly bad sex/documentation.
This meme was made by someone who has never had truly bad sex/documentation.
deleted by creator
Very well written piece. I like his perceptions about the speed of how we access the internet being shaped by content being constantly pushed at us by feeds. I think it’s having a profound effect on people’s whole thought process. He mentions exploring a new website and an hour goes by - but that hour ends and he’s done, at least for now. You never get done with a feed, it’s an endless, self-refilling “in” basket. I think we perceive and handle feeds the same as a stack of work items we’re supposed to get through. We want that sense of completion, so we try to process each item as fast as possible - taking in minimal information, making a superficial value judgement, and swiping left or right on it ASAP so we can scroll to the next item. Then we apply this same false sense of urgency to how we process the real world, which lowers the quality of our decisions and even our enjoyment of life.
No problem. Jenkiins! Get your ass in here!
I still use github for personal projects but have never looked into what the Actions do, since github serves my minimal needs as-is. But it also did when I was working. I would think if people find that depending on certain features ultimately disrupts their work, the smart thing would be not to use those features.
Wow, that’s such a classic Microsoft approach - “Embrace and Extend.”
The main problem is walking on unpredictable terrain, which spidery or doggy robots can do with fewer balance issues than two-legged humanoid ones.
I wouldn’t mind seeing that! After V-Worlds was declared “completed” MSR tried to find a product group to fold it into, but nobody wanted to own it. I don’t remember if XBox existed then, but the code just sat there for a few years, then I heard they opensourced it. When my kids were playing ToonTown I found a bug that let you slide behind the background and move around, like you could see that a clerk behind a counter was just a legless floating torso. The method of getting there seemed to be exactly like a V-Worlds bug, so I wondered if Disney might have been using the code. But it could have just been a common graphics bug, I dunno.
I remember finding another bug while creating a demo with a snaky sea creature swimming around. To animate a multi-segmented object you had to animate each segment separately. After the animation ran for a minute or two, enough unrelated interrupts would happen in the computer that would throw the body parts out of sync, making body parts either merge into each other or move apart, and the whole thing would look like crap. Same thing if you had somebody ride in a car or on a train - the car and character were animated separately and you’d end up with the character floating along behind the car.
I asked the dev about making the animation itself an abstract object whose position would be moved around, and attaching in-world objects to it, with position offsets. Each animation step would be computed just once instead of for each body part (or for the person and the car), and all the parts would be rendered with offsets from that one position, guaranteeing them to stay in sync visually. He said yeah that’s a good idea, but we’re not working on that code anymore. Oh well.
Another bug involved moving from room to room. The engine only loaded graphics for the current room, so when you went through a doorway it would load the new room and dump the previous one, causing a very unnatural visual delay that looked like a glitch in the matrix. The way we coped with this was by putting an entire world in a single room, so all the world’s graphics were loaded all at once. But this not only limited the world size, it meant we had to create our own version of the room system in script. To keep track of where players and objects were, we put invisible barriers in doorways and used event handlers when things passed through them. Then we used this to enforce which players could talk to each other or hear sounds made in a given “room”.
I suggested loading a cluster of rooms at once - the current one and those that were one connection away. Then when an avatar passed into a doorway the new room’s graphics would already be there, no glitch, and the graphics for nearby rooms could be loaded and unloaded in the background. Again, nice idea but we’re done working on that code. Sigh. I really wish I had joined that project about 6 months sooner. Not like I’m a genius or anything but these seemed like really fundamental things that should have been addressed up front.
Okay, rant over. I haven’t thought about this stuff in quite a while - I’m kind of amazed so many details are still in my head. I must have agonized over it a lot at the time lol.
The head was never found
I tend to disbelieve this, mainly because a humanoid robot would be overkill. Custom-purpose robots would be much cheaper to design, build and maintain, with fewer potential failure points.
Feedback when you don’t get the job: “They need someone who can be up to speed right away, and they thought your Grafana might be a little light.”
Way back in the 90s I did a contract job at MS Research on a project called “V-Worlds” - a world simulator similar to the Doom or Quake engine, but it was browser-based and everything was a script, so changing how the world worked didn’t mean you had to restart a server, just change the scripts and new stuff would appear right in front of you.
Anyway the concept of adding accessories to the player’s avatar and even having a pet follow you around came up, and I remember there was an involved discussion of how difficult/impossible that would be. The player’s avatar was a special object class that represented a user, and didn’t have the same capabilities as ordinary objects in the world. I remember asking, “Why isn’t the avatar just a world object the player happens to control? Then you could do all kinds of cool stuff like let the player transform into something else just by switching objects, or let another player run your character.” Dead silence. I was just a contractor, what did I know?
In this case it means “nevermind”.
Interesting - I’ve been retired a few years but the way we used github was git commit, git push, usually at the end of the day. How has the workflow changed so people constantly need it to do any work?
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So can we just be honest and agree to coexist in a state of mutually despising each other?
HR: I’m sorry, that’s not our policy.
It’s my favorite language too, but I also find this hilarious.
The pioneers of ASCII art in the 70s and 80s are the unsung heroes of porn.
I don’t even know Haskell but it seems like (" ( , ) ") would be an instance of boob.
Good example! My point exactly!