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chris37879

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It may be sacrilege to bring it into this conversation, but I've spent the last year building a fairly large community site in Nuxt, vite has been wonderful, though I prefer vue over react. I am a little annoyed I paid for NuxtUI Pro like 3 months before it became free, but whatever.

Did we? I know they lost some court cases, had to adjust advertising and so on, but was any tobacco company actually held accountable for the harm they caused? The answer is no because they all still exist and are profitable entities. Corporations that cause the harm they did should be subject to dissolution.

Also, if they were genuinely responsible, why can a child's parents be held accountable for them developing an addiction? The company was responsible, not the parent... do you see how ignorant that sounds?

I actually run an adults only community site and you are correct, I have it in a popup that appears on every "fresh" visit to the site, it's in the giant bold print you agree to when you register, and from a technical end, I send every possible header and other signal to let filtering software know it's an adult only space. If there is a child accessing that site, they are doing so because their parent didn't even attempt to prevent them from doing so. And now I'm having to look into ID verification services that are going to quintuple to costs of hosting this free community for people in a time where community is more important than ever.

Those execs were also using the tactics to addict adults, and while they may have targeted teens, the problem is, at its core: humans. So no amount of nannying by either the company nor the government will solve this issue.

Who would be responsible if a child developed alcohol addiction? A nicotine problem? Any other addiction?

Exactly. The same people that should be responsible for giving them unfettered access to an internet that is no longer safe. Even adults have to be wary of getting hooked on scrolling, and while I agree that the onus is on the companies, it has been demonstrated over and over again that they will not be held to account for their behavior.

So the only logical choice left that actually preserves freedom is for parents to get off their ass and keep their child safe. Parent's that don't use filtering and monitoring software with their children should be charged with neglect. They are for sending a kid into the cold without a coat, or letting them go hungry, why is it different sending them onto the internet?

And to your last point: You are dead wrong. No government anywhere in the world has demonstrated that they have the resources, expertise, or technical knowledge to solve this problem. The most famously successful attempt is the Chinese Great Firewall, which is breached routinely by folks. As soon as a government controls what speech you are allowed to consume, the next logical step for them is to restrict what speech you can say, because waging war on what people access will always fail. I mean, Facebook alone already contains tons of content that's against its terms of service, and they have more money than God, so either they actually want that content there, or they are too understaffed to deal with the volume, and the volume problem only ever increases.

So in my view, you are the one against freedom by advocating for the government to control the speech adults can access for the sake of "protecting the children" when the actual people that are socially, morally, and legally culpable for that protection are derelict in their duties.

Exactly this. I use a Macbook for my day to day computing, programming, and general internet use. I have a Windows 11 gaming rig. Well, it turns out Hades 2 runs great on my macbook and that's been my game as of late, so the desktop hasn't been powered on in weeks. I just don't like Windows 11, and Linux just isn't there yet for my mixed DPI monitor setup (though I hear is getting close), or VR titles just yet.

I'll be checking this project out! I'm a big fan of ECS and have lofty goals to use it for a data processing project I've been thinking about for a long time that has a lot in common with a programming language, enough that I've basically been considering it as one this whole time. So it's always cool to see ECS turn up somewhere I wouldn't otherwise expect it.

I just stumbled across armbian recently and I must say I really like it.

I wanted to use UEFI, but my orangepi cm5 modules don't seem to have the SPI chip needed to store the UEFI there, so I'd have to load it on a partition and lose out on some features like persisting variables across boot.

The arm ecosystem really needs to settle on some sort of universal boot loader / firmware layer and stop just hacking up the linux kernel and not contributing back to it.

Depends on your definition of prime, by your reasoning, I could say 7 * 1 * 1 = 7, so it's not prime. Better to say a prime is any number with a set of divisors of length 2 including 1 and itself. If you want to exclude 1.

Your reasoning is flawed, eating vegetables or not basically only affects you and your health, not wearing a seatbelt turns you into a projectile against the general public.

I feel like this is a book most programmers should work through at some point or another. Doing so made me really appreciate just what's going on inside a compiler / language toolkit. It's also one of the most well written technical guides I've ever followed, it really helped me internalize the concepts, and they are useful all over the place, not just in compilers.

Figma Slides 2 years ago

I'd be curious to hear how you'd do the execution flow like they mention? Just use multiple sequential slides?

I adore Godot and have been learning it on my own time, but it's just not there for XR stuff yet, our current project has the Vision Pro as a target, for instance, and Unity is really the only option there. Apple's native tools (Reality Composer Pro) are just abysmal.

But yes, all of my personal projects are in Godot now, and I'm planning to use it for some tooling at work, just because it's UI system is nicer than Unity's as well as it having better support for re-using editor UI components in an application.

As someone in an otherwise healthy position at my job, fuck yes, I want to get away from Unity, but there's just no better option for the platforms we're targeting and how quickly we want to ship things. Something about the devil you know, ya know?

Absolutely! Any sort of multiplayer game needs a source of authority if you want to prevent cheats like a hacked client lying about its position, and a really good way to do that is load the geometry of your level and run physics checks server side at a lower frequency than once per frame. Godot and Unity both support headless builds for exactly this reason, it's basically the whole game engine, minus the renderer, audio, and UI systems, usually.

I own one of each, and develop for the Vision Pro through my job, it's the very same story it's always been. Apple hasn't 'invented' much here, but the magic is in how it's assembled, even in its current state, using apps in a 3d space feels better than anything the quest has ever done. Even simple things like 'touching' a panel just feels more natural on the vision pro than the same experience on the quest, mostly because the quest does things like forcing the ghost hand to stop at the surface of the window, instead of continuing to track your hand through it and just using the intersection as the touch point. It's a small difference in the interaction that makes a world of difference in usability, which Apple is very good at.

I really hope USD is not it. Having worked with it trying to build stuff for the vision pro, it's a massive software library pretending to be a file format. It is inexorably linked to the source code that processes it to the point that making a processor for the format is a non-starter, and that seems to be by design.

The codebase is dense, hard to compile, using outdated dependencies, and doesn't play nice with anything else. Documentation is sparse, often incorrect, and severely lacking in anything like a new user guide. Everything assumes you work for Pixar already and know the ins and outs of their pipeline.

Average life expectancy is a very bad number to compare across such vast amounts of time, especially when you're looking at a disease that only happens in advanced age.

Infant mortality rates were dramatically higher in the past and drag that average way down, for instance, say I have a 1 day old infant, and a 100 year old person and they both die, they have a combined 'average life expectancy' of 50 years old. But, once you made it out of the 'childhood illness' mortality stage, most folks could expect to see 70 years old.

https://sc.edu/uofsc/posts/2022/08/conversation-old-age-is-n...

This opensource implementation can be included in existing game engines without requiring the programmer to know or understand what dxil.dll even is. The Mach engine, for instance, can use this to create a compiler that compiles zig code into shaders across all its targeted platforms in a way that doesn't require any additional setup or dependencies for the end user, it's just built into Mach's core.

Yup! It's a major step in building any Java application. Things like stripping symbol names, removing unused APIs, and processing non-java assets like images. For Android applications Gradle handles this by invoking some Android specific utilities alongside the java ones, but there's tons of build tools out there for Java that handle doing these things for everything from Blu-Rays to web apps.

It did in a fashion, on my Fold 5, for instance, I can half fold it and get a trackpad on the bottom half of the screen, which is great! I wish that was just a general toggle between "direct touch" and "screen as trackpad with a cursor" that'd be just grand.

Godot v3.2 added Android C# support, and Godot v4.2 (due out in November) is enabling both .net 6 and .net 7 support for the engine.

From the Godot 3.2 docs on C#: > Exporting Mono projects is supported for desktop platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP.

And from a recent Github discussion for 4.2: https://github.com/godotengine/godot/pull/73257

There's a ton of interest in it. There are forums out there that are years old with people showing off game engines, whole subreddits dedicated to the topic, too.

The problem is, it's a massively difficult undertaking to make a custom 3D game engine. Rendering alone is a huge topic without getting into the specifics of interfacing with GPU drivers. Window management is incredibly complex, especially if you want to support multiple platforms, or multiple modes of input. And then once you have all of that figured out, you still have to make some system to integrate the state of your game with all of those systems, and then finally, add your game logic on top. All while still building out those lower level systems as you go.

This is way easier to do in 2D than it is in 3D, largely because most people have a better grasp of 2D geometry than 3D, but even just making something OG Mario Bros. needs a fairly substantial game engine. Sure you can code golf it into something tiny, but then you don't have an engine, you have a game program. Engines need a certain level of flexibility to explore.

And sure, there are libraries for doing all of those things, but wiring them up together often ends up with piles of adapter code between the libraries to let them all use each other's data structures, at which point natural groupings of libraries form, and you're effectively back to having a game engine, just by defacto standard instead of intentional assembly.

The filesystem access is optional and can be removed, WSL2 is actually a fairly nice implementation of a linux sandbox that can be used like it's just running alongside windows. I think your concern is valid for WSL1, where the seperation is managed by a Microsoft provided Windows driver, but WSL2 is just a VM with dynamic memory allocation, so you can lock it down basically as well as any other Hyper-V VM, it just has a lot of integrations enabled by default.

Most of the ones I’ve seen that support backgrounds have the usual options to tile/stretch the background, what’s stopping you from finding a pattern you like and making it a tiling background? There used to be a (now defunct) site out there called subtle patterns that had a massive CC0 library of these kinds of textures, toss it in an image editor, apply a color you like, tile it and call it done!

Its curious you couldn't find anything, tons of terminal emulators out there support this, I'm not sure what platform you're on, but on macOS, iTerm2 supports image backgrounds, on Linux, kitty is my goto customizeable terminal emulator, and I think even the new Windows Terminal supports them! Also, I think gnome's terminal emulator has an effect like this on it by default (or at least it did in some distro's default setup I've used)