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SimianLogic

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AI is different 11 months ago

A lot of anxious words to say “AI is disruptive,” which is hardly a novel thought.

A more interesting piece would be built around: “AI is disruptive. Here’s what I’m personally doing about it.”

My favorite DIY hot sauce is manzanos and dragonfruit. The little black seeds make it look awesome and manzanos are a nice slow burn.

I was so frustrated by this that I quit Apple altogether. Bought a Windows laptop and an android phone.

WSL was good enough to keep me on Windows, but I am back on iPhone one generation later (android was not my jam).

If I had unlimited time, I’d be tinkering on PWAs (super glad to see rails pushing in that direction).

I couldn't find any containers for paper filters for the AeroPress XL that didn't look like cheap 3d-printed garbage, so I've been going down a rabbit hole of how to build bronze articulated joints.

I'm building a paperweight inspired by vintage brass table lamps to hold the papers in place on a wooden platform.

We used to use a tool called flump to rasterize flash animations for iOS games (I ended up writing our runtime and renderer in Unity and later SpriteKit to consume that data). I bet it wouldn’t be too hard to build an exporter from Flash (the program, now Animate) to this runtime if the features are fairly compatible.

Can you explain your thoughts on pricing on the hosted version? $40/connection seems much higher than your competitors and a total non-starter. Most open source projects seem to aim for “healthy margin over self hosting” but with even modest usage (1k connections) this becomes prohibitively expensive.

i want a small scale version of this to scrub CO2 out of my office (not too different than what they do on submarines).

i already dump out a dehumidifier every day, could imagine swapping the "carbon brick" along with it

(yes yes -- fresh air exchanger on the HVAC system would also do this, but i want gadgets)

I started with a handpresso.

I’ve had a ROK manual for 10 years and have given several as gifts. Upgraded/replaced most of the parts outside the frame.

I had a part break earlier this year and they sent me new ones for free.

I agree with this. We’ve already gotten pretty good at json coercion, but this seems like it goes one step further by bundling decision making in to the model instead of junking up your prompt or requiring some kind of eval on a single json response.

It should also be much easier to cache these functions. If you send the same set of functions on every API hit, OpenAI should be able to cache that more intelligently than if everything was one big text prompt.

I released a game in rubymagic back in the day and have kicked the tires on DragonRuby a few times. I love the concept but hate the license.

They give it away for free all the time for game jams, but I think the fact that it’s paid is too big of a barrier for wide adoption. I hope your book does well anyway! It’s a fun piece of tech and it would be a good teaching tool if the engine was free (I’ve been using pixi.js with my kids).

I second getting some bloodwork done. I was feeling similar and found I had crazy low testosterone. Getting healthy is kind of trendy right now, but my quality of life has gone way up after a few months of TRT (now stopped), regular exercise, and going to bed earlier. (Huberman lab early podcast episodes are a good place to start).

My favorite recent take on the "why" if you want to dive down a rabbit hole:

https://www.fortressofdoors.com/the-future-of-games-is-an-in...

I think the development community would absolutely buy into a proprietary system again. We haven't seen a good 2d vector engine for games to replace Flash, but screens keep getting bigger and denser.

I mostly prototype in typescript/Pixi these days when I tinker on small games, but the workflow is nowhere near as nice as "author assets in Flash -> import directly in AS3." Flash was also a game engine and asset pipeline. I'd be super pleased if someone built a typescript version of Flash's display tree + vector rendering + authoring tools.

Nope (own my home + 8 rental units).

If you actually want to do something about it, advocate for zoning reform. People buy SFH because the lack of MFH in some areas makes them a pretty sure bet appreciation-wise. If developers were more free to build duplexes/quads/ADUs or larger, the increased supply would theoretically lower rents in the area and make SFH less attractive as an investment vehicle.

I purchased and returned a Lumina in January. I was hoping it was "good enough" to replace my current setup (Fujifilm X100f with a battery blank and Elgato camlink) and free up my family camera to do family camera stuff again.

It was better than the built-in camera on my gaming laptop, but nowhere close to what I was expecting (even moreso because I was on Windows). More "okay-to-good webcam" than just "good" quality without pairing that word with "webcam." I'm on the waitlist for the Opal C1 and will give that a shot, but honestly might spring for the next-gen Fuji and turn mine into a permanent webcam (too bad my first generation X100 isn't supported by their webcam software update).

I just did one full round (intro, hr, tech screen, virtual on-site). Even though I opened with "I don't know your stack, but I can pick it up," the onsite "strongly recommended" I build something in 4 hrs on their stack. The people were all super nice, but the whole process was a giant waste of time and energy.

The guides I've read say I should expect to repeat that funnel 5-10 times to get a few offers to compare, but I'm thinking about saying "fuck it" and starting my own thing.

I've published (and abandoned) games written in:

java, flash, xna (C#), adobe air, javascript, objective c, rubymotion (now dragonruby), swift + uikit, swift + spritekit, unity, haxe

my current favorite is pixi.js with typescript bindings

for what I do (mostly simple 2d games), they're all pretty interchangeable. if you've got a decent scene graph, good text rendering, and a way to play audio -- you're most of the way to a game engine.

i agree with the original author, but i don't agree with the reasons. people abandon games because making fun games is hard. you can execute your idea perfectly, only to find after a few hundred hours of code later that your idea isn't very fun (or, alternatively, creating content is a slog)

most prototyping is gameplay programming, but I'd say most of actual game dev is UI and content. the amount of polish needed to finish something and put it out into the world is significantly more work than just making something that kinda works as a prototype, and if you're doing it as a hobby it's way more fun to just make more prototypes

I'm 38 w/wife and 2 kids. I like to think that I don't have any time for myself any more. Looking back over the last few years, I've dipped a toe into the following hobbies:

paddleboarding, biking, fixing up a rental property, sewing, electronics, bought an internet business to run as a side hustle, minecraft (family realm), weightlifting/fitness + fixing my sleep (down 30 lbs in 15 mo), sauna (not really a hobby, but ~30 min/day), crypto, knitting, breadmaking, pottery, ukulele, piano, rock climbing, disc golf, pickleball

Find activities that make you happy and double down on those. Pay for classes/coaches. Travel has been pretty much nonexistent the last few years (thanks covid), so we've had to spend a lot of time/money on figuring out how we can stay put and not kill each other.

On the job side, remote work means way more opportunities to find interesting work. Or buy something neat on MicroAcquire and learn how to grow it if you feel like you don't have what it takes to start something. (I don't say that negatively -- I started a lot of things that never went anywhere, but I find that I enjoy the operations/optimization side a lot more and have enjoyed tinkering on a business I bought in 2018).

(edit: forgot lists don't work)