Personality engineering a team of NPCs as an audience for reading and encouraging me to write my fiction, helping to build an IDE for writing, deploying website CI/CD pipelines writing Dockerfiles, APIs, etc.
HN user
Wesxdz
Sine qua non ad astra
I think a synthetic womb/cloning would counter the fertility decline among more advanced civilization
also, seastead near san francisco
relative robotics will do it https://news.mit.edu/2019/robots-large-structures-little-pie...
I am starting a bcorp to develop a visual metaprogramming interface for generating ecs code if any Unity engineers laid off are interested in being a potential cofounder you can message me on Discord Wesxdz#1518 :)
edit: link if curious (http://paphos.one)
Sounds like a soft vulnerable world hypothesis. I think it's training, collaboration, motivation, and funding of engineers that really matters though. I think what's happening in Ukraine shows that as long as brain drain happens it doesn't matter if knowledge is open because it cannot be used effectively.
maybe you can recreate them? otherwise https://acf.org/ny/how-you-can-help/ get them in a couple years
Darling 58 in your polyculture orchard folks, maybe the US can catch up to Chinese chestnut production by the 23rd century.
I spent 6 months helping to prototype and build the Seed Eco Home at Open Source Ecology ('a modular incremental 1000sqft home that two people can build in a week for $50,000') to help solve housing. https://wiki.opensourceecology.org/wiki/Seed_Eco-Home Unfortunately, the apprenticeship program was underfunded due to the lack of participation caused by COVID, and maybe more broadly, despite what people say, they are not actually interested in collaborating to reduce human suffering/advance humanity by solving problems like housing when there are personal sacrifices/opportunity costs involved. Look at something like https://en.wikipedia.org/wiki/Depopulation_of_the_Great_Plai... and it's pretty clear that the problem with housing is mainly social inequality rather than any underlying technical bottleneck...
Energy descent hasn't even started yet lol https://youtu.be/uqwWdranB5A
Really like the high quality design of the paper! €250 for a kit + shipping/assembly time does seem like a heavy price that would take a long time to pay for itself if not used in a centralized commercial facility. I like to imagine in the future we'll all have circular economy infrastructure built directly into open source hardware appliances in our living spaces, no need to 'take out the trash'
I'd love to have an open source CNC machine to design joinery with http://ma-la.com/tsugite.html Ideally a whole house and most of the furniture...
If anyone has any ideas on how to accelerate build times of open hardware, that's something I'm trying to solve. Creating high quality instructionals is a huge amount of work and I think instructionals should be automatically generated by computer vision and have interactable elements, ideally AR, but even just highlighting wiring diagrams on hovering would be hugely helpful. Even if things are well documented, replication is still insanely pyrrhic without economy of scale or universal fabrication. It's time consuming because it's hard to replicate knowledge/tool environments quickly.
I know you can use C#: I have used C# and C++ in my Godot projects. However, other languages are not first class citizens in Godot. When I say GDScript isn't a real language people may interpret that as me being hostile towards Godot. In reality I'm just frustrated because I think the Godot editor is nice, but it's not capable of creating the types of games I want to play. GDScript is not used outside of Godot, and therefore it complicates the task of developing a shared commons of open source editor tools. For me, a criteria of open source is that it works with all toolsets, not just derivatives of a specific environment.
I agree that game engines should empower everyone to create more and better content with less effort. However, I don't think that a game engine specific scripting language is the best approach. For simple games that are similar to other games, GDScript is tolerable... it's when you try to push the boundaries of what's possible in games that GDScript falls apart.
Hey Terry, love Dicey Dungeons :) I think Godot is okay for simple things but GDScript ruins the whole engine for me. It's not a real language (which is antithetical to the whole idea of shared open source standards), you can't do things that matter with it, but you certainly have to waste time learning the syntax and trying.
Long term I see housing collapsing and going negative maybe around 2030 (ie countries like Japan/Spain/South Korea) paying foreigners to move into akiya, it's a compelling case for young remote workers in the US who have been priced out of the real estate market in nice cities en masse to abandon their landlords in favor of something like this.
Hi, Wesley here. I drove across the United States to Missouri to join OSE for the apprenticeship and build the future of open source hardware. I dream of an open hardware future that is meaningful for all of humanity. Here's my video of interest. https://wesxdz.dev/ose_apprenticeship_wesley_barlow.mp4 Indie games have so much potential to make everyones' lives meaningful and I'm here to collaboratively work towards making the concept of affordable, vibrant, and autonomous 'game villages' a reality.
I'm developing a mobile game in Godot that would require thousands of nodes. The lowest hanging fruit optimization is simply ditching GDScript and nodes altogether for a C++ module or GDNative. ECS imo is a requirement for non-trivial games, and I don't think any game editor has it together here because of the tendency to prioritize accessible fast iteration in early stages over performance and scalability. So they stay in the comfort zone of scene tree hierarchical representation. I'm planning to move to Jai or build a PureRef-like visual ecs editor with libclang ast reflection and hot reloading so I can escape.
From Wikipedia on navel oranges: Today, navel oranges continue to be propagated through cutting and grafting. This does not allow for the usual selective breeding methodologies, and so all navel oranges can be considered fruits from that single, nearly two-hundred-year-old tree: they have exactly the same genetic make-up as the original tree and are, therefore, clones. This case is similar to that of the common yellow seedless banana, the Cavendish, or that of the Granny Smith apple. On rare occasions, however, further mutations can lead to new varieties.
The other oranges were from https://kingorange.com/, however the orange I ate didn't have any label (It's likely it was a Kings River Orange though)
The Axoloti looks great! I mainly have the OP-1 to make a chiptune OST, but Axoloti Patcher seems like it would be more functional. What I really want is something that can emulate old gaming console chiptunes and be portable.
For sure! I'm working on an open source gameplay framework and one of the 'upgrades' I'm planning is MIDI based manipulation of trees of gameplay values at runtime from knobs. You can read more here https://wesxdz.dev/bicycle-mango
I SOLVED IT~! I was trying to run one of my old games using wine and SDL debug logged that MIDI would not work because of 'Unknown SEQ default' (sorry for lack of detail, I took an image of the output instead of saving the text -_-) Installing the amd64 version of libasound2-plugins resolve the issue. Not sure why this is not the default on KDE Neon... https://answers.launchpad.net/ubuntu/+source/alsa-driver/+qu...
Spotify becoming the Epic-Games-Store-esque antagonist of audio?
I bought an OP-1 and it is the best product I've ever used. However, I was wildly disappointed to find the MIDI control input doesn't work with ALSA sequencer consistently (I need this functionality for a programming side project). I submited a support request, but it's kind of frustrating that I don't have the capability to just fix the firmware myself. (Specifically aseqdump only works after restarting the computer and RtMidi qmidiin doesn't print anything and also prevents aseqdump from working if called..., if anyone knows why I'd love to understand)
Mmm, these might be a nice start, but I don't think they're in the same tier as the OP-1. The appeal for me is the world class integrated visual design and build quality.
I remember I liked Electron on first glance, but then realized it was a drag how slow it was. I really hope this doesn't get worse to the point where we need to consider x platform x proprietary GPU architecture. It will make centralized engines like Unreal the only commercially viable options for big projects with less money or exclusivity than say BOTW.
Do you have any ideas for approaches to this not including the dominant behavior tree paradigm used in Unreal Engine? If this type of true AI behavior has to be built on a case by case basis per game per behavior (pathfinding, animation, mechanics): it's gonna be a few decades to get there.