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Anecdotally, working on an old Vue 2 app I found Claude would almost always return "refactors" as React + Tailwind the first time, and need nudging back into using Vue 2.

I've tried both and am currently using MathAcademy to learn new knowledge. It's very, very good at incrementally building out concepts and gradually adding complexity. I had no luck at all with Brilliant. MathAcademy practically forces you to bust out a pencil and paper and dive into problems, but Brilliant was more like watching a kind of neat YouTube video on a topic.

Haven't been on 'the apps' in a good while, but it was my belief that they all work a bit like this, no? The algorithm sizes you up, you get put in a bucket, and you are matched with those who are in an equivalent bucket. Bucket hopping is then made available at a cost.

One of the main joys of being a contractor is that this dynamic can be turned on its head. No amount of bullshit can save you from not delivering on a task you have been explicitly paid to do, and people often assume the best (rather than the worst) if you shoot for 'silent success' as a delivery mode.

Making Games 3 years ago

Interesting article. I landed on 'game development' as a way to keep some form of artistic practice alive while I have a 9-5 because they're affordable to make (albeit time expensive) and essentially act as gesamtkunstwerks that can absorb as many other hobbies and interests as you can cram in them. Photography? Analogue synthesisers? Geopolitics? Shader coding? All material for building your game world. There's also the slim but not impossible chance your creation sells a few copies. At the very least, you might pick up some useful skills for your dayjob.

My first game (not available anymore, but it was this: https://www.youtube.com/watch?v=cQfMHzbFL-w) sold maybe a few thousand copies, but it briefly hit the front page of reddit, indirectly led to some other fun opportunities, and got the chance to get a feature on the App Store (...though I didn't see the email until way too late), which was probably some of the most fulfilling stuff that has happened to me online, as someone that keeps a minimal online presence otherwise. But commercially? It would be considered an abject failure by any studio that had to keep the lights on. As far as hobbies you don't have to leave your desk for, game development carries with it so much possibility. Which is also what makes it so dangerous and alluring for so many, I think.

Find his work endlessly inspiring not just in terms of how good it is, but also in the way it has proved there's an audience hungry for the experimental and conceptually quite challenging games he makes, too -- carved a path and set the bar for artistically inclined game-devs (and game-dev inclined artists)

I mean, maybe the original tulip buyers were doing so as they got genuine satisfaction out of supporting the growers themselves (ie their primary reason for buying was patronage rather than speculation), but that would be quite an amendment to the standard narrative

Witty, but ignores the artist <-> artwork <-> fan relationship dynamic that is at play here. To me the scene feels closer to a platform like Bandcamp than it does the more speculative world of Opensea.

I've yet to see that come up as an issue within this niche - it's mostly code based work, so a certain tolerance for forking/remixing is baked in. Unsurprisingly, highly derivative work doesn't raise much interest.

I have always followed a lot of generative artists on Twitter. Never have I see so many creatives I follow prospering at once, mostly thanks to the Tezos ecosystem.

The buyers seem happy to support the artists. The artists seem happy to receive this support. For all the cries of it being a scam/ponzi, I'm not quite sure who the victim is meant to be here - at least within this rather specific niche.

I don't think it's necessarily a concentrated effort on behalf of any one entity - anecdotally it just seems to be the new buzzword marketing departments have latched onto now that pitching blockchain/NFTs alone doesn't cut it anymore. Without checking, it wouldn't surprise me if Clubhouse is 50% "how to BUILD your BRAND in the METAVERSE" right now, even if nobody can quite pin down what it means, what it will be, or where it will come from

Totally agree - just watched a bit on Youtube out of nostalgia, and was taken aback by the charm of it for sure. There's a restraint that I don't think I appreciated when I was watching it as a young teenager - it's defined as much by the the places that it doesn't go (that other shows did, as you say) than the places that it does

The lucky buyer went home with a certificate of authenticity and a set of instructions: the work, per Garau, must be exhibited in a private house in a roughly five-by-five-foot space free of obstruction.

There's some precedent here - the 'set-of-instructions-as-art-object' goes back at least the 70s (maybe earlier, not sure when Sol Lewitt first started doing them for his wall drawings [1], or if he was even the first), often used by conceptual artists as a tool to monetize/distribute (and institutions/patrons to support) an otherwise unmonetizable or undistributable practice. Kind of a retro move now in the age of NFTs and Patreon, but there's a history to it, even if this is probably one of the least interesting examples it I've seen

[1] https://imageobjecttext.com/2014/02/05/just-following-instru...

I don't know. This was an interesting read for me because I recently had an experience that was largely the opposite.

I made a game using free time after work that ended up being featured on most of the big mobile gaming sites, as well as within the App Store itself (on the top banner of the Games bit). It didn't make lifechanging amount of money by any stretch (per hour I think would have just about broken minimum wage by now), but a decent amount considering it was something I was doing for fun. The experience has made me very excited to a) continue to update this one and b) get started on my next game project, which I think has the potential to reach more people. Or at the very least, turn out to be more interesting.

If starting from nothing I think it's all down to either having a snappy and unique concept, and/or a snappy and unique visual style. The best bit is that neither of these things necessarily require lots of time to pull off, just luck (or whatever it is). I have no industry connections whatsoever and zero ad budget, but if you do something that hasn't quite been seen before, and that people/sites will have fun writing/talking about, it can get you a foot in the door. Maybe I'm being too optimistic and underestimating how lucky I got!

The actual artwork on a piece of paper will typically be lower fidelity than a digital version of it, and paper degrades faster than CD-roms.

I think the post does a nice job of countering this; a physical object will always contain much more information (in the Shannonian sense) than any digital alternative could, and that goes far beyond things like DPI.

Their stuff is good. Here in the UK every supermarket chain now has their own vegan ranges putting out stuff almost (admittedly not quite) as good, priced very competitively. Even a couple of years ago that simply wasn't case.

Random stray thought I had earlier is how interesting things are going to be when we move further away from emulating existing meat products, and become more comfortable eating plant-based stuff that doesn't necessarily resemble (or have names that are a play on) anything else in nature, in the same way Pepsi is just Pepsi. I'd love to take a peak at what menus are gonna look like in 20 years, assuming this shift is the real deal. Are we gonna have to memorise a slapstick sounding list of dozens of engineered protein sources to get by? (Oomph, tofurky, shroomdog... and of course, quorn! etc)

A bit of a grim point, but the timing is also right in that the majority of staff are currently WFH, removing much of the potential for any violent protest/retaliation at their offices. Maybe being naive but I wonder how much this has been a consideration in the past.

I'd agree with this, as someone that is doing this (though have no intention to leave my job). WFH has made it easier than ever to find the time, which admittedly isn't easy, but turning it into a grand life decision does make for a convenient excuse to put off just sitting down and starting it

Apple can absolutely be expected to fix it! They'll have someone trained to deal with this exact scenario, and employees will have been exposed to similar scenarios in mandatory anti-bribery training, and instructed exactly how to respond. In fact, I can guarantee this is gonna become a textbook example that all other companies are gonna be using in their training going forward. Bribery is a big deal for companies on this level, especially those teetering in the world of luxury like Apple is.

I recently replaced my Macbook screen after living with a half cracked LCD for over a year because I had assumed it was impossible to DIY and a hefty charge was inevitable. I followed the relevant guide on ifixit and found the whole process pretty straightforward. I would have grappled with it much earlier if there was more messaging out there that says "hey, if you have nothing to lose, and more spare time than cash, you actually can fix these things yourself", because you totally can! And you also get to feel smug about it afterwards because you hear so much to the contrary.

Ironically 'getting a list of things people like and then drawing those things' seems like the exact approach an engineer would take