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mashlol

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hn at kevinbedi.com

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Valve does allow listing on other stores at other prices. They even allow you to sell Steam keys for your game on other stores for lower prices - and they earn $0 for that while still providing the infrastructure for those players to download/play.

Edit: I think for steam key sales actually you're supposed to sell for the same price as Steam, but I can't seem to find the documentatiom stating either way

Edit 2: Ah, here is something stating it "You should use Steam Keys to sell your game on other stores in a similar way to how you sell your game on Steam. It is important that you don’t give Steam customers a worse deal than Steam Key purchasers." (https://partner.steamgames.com/doc/features/keys)

However, I know many games have steam keys indeed available for cheaper on other stores. Not sure how much valve actually cares, or if they have special permission or what.

For me, Firefox on desktop (Windows) and mobile (Android) both give the SSL warning. Although mine appears a bit different than the parent comment:

    An error occurred during a connection to haxxorwpm.0s.is. SSL received a record that exceeded the maximum permissible length.

    Error code: SSL_ERROR_RX_RECORD_TOO_LONG

Do you have an example of someone doing that? I suppose the argument would be we wouldn't know - but personally I don't buy it. It's possible to not be "famous" as a billionaire, but it's not possible for people in your life not to know.

Even if only 5% of his NW is in cash, that'd be $50billion dollars in actual liquid cash. Even if it's 1% or less, he almost certainly has over $1bn in cash or practically liquid cash. That's already a dragon's hoard.

I usually make the llms do that part for me. Instead of asking the llm to refactor, ask it to write the codemod script that'll refactor, have it test that script, and even have it run it on its own. It's definitely faster and less error prone that way for me.

AI is slowing down 1 month ago

Has rate of progress increased? How does one measure that? Genuinely curious - would be very interesting to map out the "effectiveness" of each AI model vs how long it took to train/release.

From my perspective, the model gains are mostly incremental now and a lot of the gains are just from things like improving the agent harnesses. I could be wrong though.

If you try to just instruct them they might get it wrong. If the surrounding software forces them to do it, it'll always work. E.g. it can check for merge conflict markers like <<<<<<< and re-invoke codex/claude to merge again if the previous resolution failed for whatever reason (e.g. AI hallucinated, threw up, whatever).

Also you'll need a wrapper to actually detect when merge conflicts will occur and when rebasing is necessary.

Generally, the less you rely on the AI the better. Make the AI write the code, sure, but don't make the AI be the process.

AI almost always reduces the time from "I need to implement this feature" to "there is some code that implements this feature".

However in my experience, the issue with AI is the potential hidden cost down the road. We either have to:

1. Code review the AI generated code line by line to ensure it's exactly what you'd have produced yourself when it is generated or

2. Pay an unknown amount of tech tebt down the road when it inevitably wasn't what you'd have done yourself and it isn't extensible, scalable, well written code.

which is what every other major studio would have done in its place

Afaik CDPR doesn't make many games. If one flops, that might be the end of them. I don't see abandoning a game as a valid option for them from a financial perspective. Makes much more sense to fix the issues and sell more.

Definitely seems like it could be useful, but I'd be worried with giving AI write access to emails.

Is there a good audit trail of exactly what actions it takes at each step? I'd personally be worried about leaking proprietary or otherwise private information this way, or having it hallucinate information when it sends out emails potentially causing catastrophic issues.

Greppable commit messages and descriptions are also important, for a similar reason. If you want to learn where a feature exists in the codebase, searching the commits for where it was added is often easier than trying to grep through the codebase to find it. Once you've found the commit or even a nearby commit, it's much easier to find the rest.

I watched the video but I wasn't fully sure what the scam was. Where it became unclear to me was where it transitioned from a chat to an app.

The app mentioned in his video (MetaTrader 5) is still up - and seems actually legit... at least I think?

So is the scam that they send links to fake versions of the app? How'd the reviews look legit then? Or is there some sort of scam they run on the app where they actually have control of your account?

EDIT: nevermind, I found this[1] post that explains it - the app connects to brokers and is not one itself. So they basically just make a fake brokerage and convince you to use it. So John Oliver's explanation was a bit lacking on that part, and misleading/incorrect about MetaTrader 5 itself.

[1] https://old.reddit.com/r/explainlikeimfive/comments/1b4070o/...

It's better for the company - they can pay less and the employee gets the same equivalent amount in their pocket.

E.g. if the company were going to pay $2k extra but it would be taxed $1k, they would have to pay $3k to get the equivalent "happiness" boost. The employee gets $2k / year either way.

$2k tax free -> $2k in your pocket

$3k + $1k tax -> $2k in your pocket

This isn't always true.

Fortnite's emote wheel is a good counter-example - it wouldn't be easy to implement in any other way. You don't want to dedicate 8 separate buttons just for emotes, and any form of a linear list of options would be hard for players to learn via muscle memory.

An emote wheel with 8 options makes it easy to remember - press some key to emote, then drag down to play emote X, or up for emote Y. As an added bonus, it works well with directional control pads, but that's not the primary benefit.

I'm ignorant but I've never understood why people actually pay the ransom. Aren't the attackers anonymous? What stops them from asking for another $Y after they get their $X, and not actually removing the ransomware? There's not much incentive for the attackers to actually do what they say after you pay them, right?

I'm quitting my job in December to work on my game full time, neat to find someone else who also quit for something similar.

Would love to connect, maybe we can help motivate each other :). My email is in my profile if you're interested in connecting, same goes for anyone else in a similar situation.

I remember trying to switch to Firefox on Android several years ago and encountering exactly the same issue as you - scrolling was just super janky and unusable.

I've recently tried the switch again (a few weeks ago) and did not encounter the same scrolling issues anymore. Could be any number of things that have changed, though, such as a new phone, Firefox updates, OS updates (Pixel 5, Android 13, Firefox 108.1.0).

The `pcall` thing is interesting, didn't think of that. Will it apply to anonymous functions as well? For example, if I wrap my main in pcall, and then set up trigger calls, I expect the pcall won't apply to whenever the trigger callbacks are hit.

As for the desync checker, I've been down that rabbit hole - I removed every async method from the codebase and still had desync issues. I am starting to suspect its an issue with some new native that I am not thinking of, but it's a very slow process to track it down, since I need to get ~5 random players in my game every time to test it, and even if no desync happens it doesn't really mean its solved.