If you're into simulators then you may try applying forces directly rather than integrating ODE. If sim's has tiny numerical instabilities or integrator schedule is wrong the whole thing gonna fall spectacularly. The interest is with running large-scale simulations where along with ODE you need to handle collisions and deformations. The best one currently is MuJoCo.
HN user
cwiz
I learned a lot myself, but lately I just can't make it on stable regime because you don't get much positive feedback you you're learning something yourself. There's no grades, no exams and all of your motivation is internal. In that case you need to work on a motivation and goals. Why would you learn something that doesn't pays off then?
Technology is a choice. If you speak natively you get completely different immersion in culture.
Imagine your perception as a VR headset, and any gadgets and apps are inserting a layer between you and your VR headset, making it worse.
The same goes with any augmenting technology you perceive not the real thing.
I'm looking for an active (open-source) robotics projects with rust / python. I maintain robotics presence in rust-land with some of simulation-based crates (bevy_mujoco, bevy_urdf), and now looking for a projects that either solves real-world problems or a have steady interest.
my github: https://github.com/stillonearth
well, maybe adopt an outlook that things you think are real aren't, and just maybe it will work just as fine if you completely ignore them. going forward ignoring ai that are smarter than autocomplete may be just the way to go
It might also mean overproduction which is bad for economy.
There's also bevy_math with quite large number of crates depending on it.
What about using adderall to get an edge in cognitive skills?
Gamedev is sweatshop for a single person because it requires not only the programming but also art, game design, music and all should work together. The key thing here is keeping high resource and motivation. In gamedev the can evaporate easily and they can appear suddenly. Don't expect any feedback in early years. It takes time.
Animations and artworks is what make this game special. Thanks for inspiration.
Developers of this will eventually end up doing factory work. I've been this path. Inevitable
A generative visual novel where you play roguelike poker (balatoro-inspired by simpler) to buy narrative and character cards that fed to LLM to create a story.
They might take it with storm and we see influx or high quality stories that can't be distinguished from those written by nips.
They started to appear after Finnish localbitcoins.com went out of business, most are vendors from there.
Nvidia robotic tools were somewhat convoluted last time I checked them couple years ago. I've seen people train robotic control systems with their sim, but for me it seems that the correct way is to set them as reference designs and reimplement in open source setting with constant community interest. Nvidia hardware and software reminds me military-grade stuff in their engineering approach, which may be sound for robotics. World models and simulators still in the state that doesn't require multibillion dollars to make progress in open setting.
Robotics has less people involved in and less hype at least in open source GitHub projects. The good part that there is still lot of low hanging fruit to harvest even without touching real hardware. Namely simulators, models (most don't need multimillion dollar rigs) and infrastructure / robotic os projects such as ros.
You're about to discover political foundations on which this world runs. That leaving working class is a bad idea.
I'm just 35 so I'm preparing. I've been doing 2-3 game jams per year for last 3 years and developing small plugins for engine I use. I can't transition into gamedev just yet, but it seems that landing a position at gamedev studio will be a logical continuation of career. I'm at the point where I can plan an indie game that could be worth of steam page, but a decent quality game would take at least a year.
Indie gamedev. It will feel like early day startups again. And gamedev is so special that every one in a while you switch to a new project, and that again feels fresh. But gamedev is demanding.
There are other boxes yet unopened such as genetics. The question worth asking is what should we do when it's too much for us to handle.
Plot twist (thriller/sci-fi)
astronauts sent to psychiatric asylum after
a) confessing that earth is flat after landing. b) confessing that they landed of different version of Earth they originally departed from c) suggesting that whole time they were in simulation and spacex is fancy alien vr tech d) a new kind of virus affecting gravity particle / waves borked physics in thir legs and they can't walk normally
I'm doing an experiment in wring a visual novel with assist of generative ai. So far it's lots of fun.
There's a problem with collapsing states for back-propagation and the fact that quantum state can't be cloned which makes backdrop not usable there, but maybe something new will come up.
It seems physics is natural continuation for those who want understand what's behind the curtains after all. Thanks physicists for providing support for AI scientists. Next phase for joint research is quantum AI where one would need expertise in both physics and ML.
Hard science?
Location: whatever works 4 you (onsite /eu)
Remote: yes
Technologies: im looking for advanced stuff in quantum computing, qiskit, quantum ai, or ai + physics intermediately
Résumé/CV: https://stillonearth.github.io/I felt so inclined toward startups in my 20, now in mid 30 I'll just start a GitHub repo if theres interest
Deep state, who might have though
My colleagues at Shopster [http://getshopster.com/] are implementing really awesome indoor navigation project with 300+ beacons installed in largest Russian mall. See demo: http://www.youtube.com/watch?v=VAM4bJst2Jw
And yes, we built custom beacons on top of OpenWRT routers & USB dongles –> hence high frequency updates, high power & no battery dependance. Also we built a mechanism that allows us to update majors/minors/uuids so that no external party can use our beacons.
Battery beacons are only usable for a couple toy usecases in my opinion.
Something clicked in me when I read the title & article: this is all true. I made one travel planner few years ago and decided to open source it some time later, when it become apparent that it's really hard to get decent traction with it: https://github.com/cwiz/GoFree