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Search - "of-course-it-knows"
Wow this one deserves a rant. Where should I even begin? I got a new job for over half a year now doing work in an agency. We're building websites and online shops with Typo3 and Shopware (not my dream, but hey). All fine you might think BUT...
1) I have been working on the BIGGEST project we have all by myself since I started working at this company. No help, nobody cares.
2) If something goes wrong all the shit falls back to me like "wHy DiDnT yoU WoRk MoRE?". Seriously? How should one dev cover a project that's meant for at least two or three.
3) The project was planned four years ago (YES that's a big fat FOUR) and sat there for 3,5 years - nobody gave a fuck. I got into the company and immediately got the sucky shit project to work on.
4) I was promised some time to get familiar with the projects and tech we use and "pick something I like most to get started". Well that never happened.
5) I was also promised not to talk directly to our customers. Well, each week I was bombarded with insults, a shitload of work and nonsense by our customers because (you guessed it) I was obligated to attend meetings.
6) The scheduled time for a meeting was 30 minutes, sometimes they just went on for over two hours. Fml.
7) Project management. It does not exist. The company is just out to get more and more clients, hires more god damn managers and shit and completely neglects that we might need more devs to get all this crap finished. Nope, they don't care. By the way: this is not like a 200 employee company, it's more like 15 which makes it even sadder to have 4 managers and 3 devs.
8) We don't use trello (or anything to keep track of our "progress"), nobody knows the exact scope of the project, because it was planned FOUR FUCKING YEARS AGO.
9) They planned to use 3 months on this project to get it finished (by the way it's not just an online shop, it has a really sophisticated product configurator with like 20 dependencies). Well, we're double over that time period and it is still not finished.
10) FUCK YOU SHOPWARE
11) The clients are super unsatisfied with our service (who would have guessed). They never received official documents from us (that's why nobody knows the scope), nor did they receive the actual screen design of the shop so we just have to make it up on the go. Of course I mean "I" by "we", because appearently it is my job to develop, design and manage this shit show.
12) My boss regularly throws me in front of the bus by randomly joining meetings with my client telling them the complete opposite of things that we discussed internally (he doesn't know anything about this stupid project)
13) FUCK YOU COLLEAGUES, FUCK YOU COMPANY, FUCK YOU SHOPWARE AND FUCK YOU STUPID CUSTOMERS.
14) Oh btw. the salary sucks ass, it's barely a couple of bucks above minimum wage. Don't ask me why I accepted the offer. I guess it was better than nothing in the meantime.
Boy that feels good. I needed that rant. But hey don't get me wrong. I get that dev jobs can be hard and sucky, but this is beyond stupidity that I can bear. I therefore applied for a dev job in research at a university in my dream country. Nice colleagues, interesting projects, good project management. They accepted me, gave me a good offer and I can happily say that in 6-7 weeks my current company can go fuck themselves (nobody knows the 10.000+ lines of code but me). Just light it up and watch it burn!19
My department is focused solely on web development. Of course we are part of the major portion of I.T
The entire I.T department got acknowledged for a very important piece of software. That I wrote.
The ceremony in which we were being recognized did not listed MY department, no, they listed the ENTIRETY of I.T.
Thing is, if this product was not delivered, then I was told that the blame would be MINE (I am speaking as the head of my department) but apparently if it succeeded (which it did) it is to be attributed to people that were not even involved in the project.
My employees tried calming me down when I got upset, one of them stated that it was not even our department's effort, but mine alone. And yes, I was the one that developed the solution. By myself, with complete testing, staging, the whole works. Everything, developed by me. BUT my employees held the entire department down while I was behind close doors developing this solution.
I was fucking upset, more so because my director sent an email thanking the entire I.T department for this "win"
I asked him through or messaging service if he could point out to me who else was involved, since I did not know of anyone else that did absolutely anything in this process other than myself and my guys.
Maybe the output of my program was parsed by another I.T department and something happened from it, maybe the money generated by the application (obscene amounts of it btw) were used to add more to the infrastructure etc, who knows, but as far as I know, you cannot say "if this fails it is on you" just for them to later on thank people that were not involved in the project.
This is why I would gladly move on to a different field. I don't want to be patted on the back constantly, I know how fucking good I am at what I do. But if I do something amazing I do not want to see those efforts being given to someone else.
The dev world is usually a thankless industry, but if thanks are given, then I want the sole credit.
If I am winning or loosing I want the whole fucking credit and you can be any more gangstah than that.9
Data wrangling is messy
I'm doing the vegetation maps for the game today, maybe rivers if it all goes smoothly.
I could probably do it by hand, but theres something like 60-70 ecoregions to chart,
each with their own species, both fauna and flora. And each has an elevation range its
found at in real life, so I want to use the heightmap to dictate that. Who has time for that? It's a lot of manual work.
And the night prior I'm thinking "oh this will be easy."
(Also why does Devrant have to mangle my line breaks? -_-)
Laid out the requirements, how I could go about it, and the more I look the more involved
So what I think I'll do is automate it. I already automated some of the map extraction, so
I don't see why I shouldn't just go the distance.
Also it means, later on, when I have access to better, higher resolution geographic data, updating it will be a smoother process. And even though I'm only interested in flora at the moment, theres no reason I can't reuse the same system to extract fauna information.
Of course in-game design there are some things you'll want to fudge. When the players are exploring outside the rockies in a mountainous area, maybe I still want to spawn the occasional mountain lion as a mid-tier enemy, even though our survivor might be outside the cats natural habitat. This could even be the prelude to a task you have to do, go take care of a dangerous
creature outside its normal hunting range. And who knows why it is there? Wild fire? Hunted by something *more* dangerous? Poaching? Maybe a nuke plant exploded and drove all the wildlife from an adjoining region?
Having the extraction mostly automated goes a long way to updating those lists down the road.
But for now, flora.
For deciding plants and other features of the terrain what I can do is:
* rewrite pixeltile to take file names as input,
* along with a series of colors as a key (which are put into a SET to check each pixel against)
* input each region, one at a time, as the key, and the heightmap as the source image
* output only the region in the heightmap that corresponds to the ecoregion in the key.
* write a function to extract the palette from the outputted heightmap. (is this really needed?)
* arrange colors on the bottom or side of the image by hand, along with (in text) the elevation in feet for reference.
For automating this entire process I can go one step further:
* Do this entire process with the key colors I already snagged by hand, outputting region IDs as the file names.
* setup selenium
* selenium opens a link related to each elevation-map of a specific biome, and saves the text links
(so I dont have to hand-open them)
* I'll save the species and text by hand (assuming elevation data isn't listed)
* once I have a list of species and other details, to save them to csv, or json, or another format
* I save the list of species as csv or json or another format.
* then selenium opens this list, opens wikipedia for each, one at a time, and searches the text for elevation
* selenium saves out the species name (or an "unknown") for the species, and elevation, to a text file, along with the biome ID, and maybe the elevation code (from the heightmap) as a number or a color (probably a number, simplifies changing the heightmap later on)
Having done all this, I can start to assign species types, specific world tiles. The outputs for each region act as reference.
The only problem with the existing biome map (you can see it below, its ugly) is that it has a lot of "inbetween" colors. Theres a few things I can do here. I can treat those as a "mixing" between regions, dictating the chance of one biome's plants or the other's spawning. This seems a little complicated and dependent on a scraped together standard rather than actual data. So I'm thinking instead what I'll do is I'll implement biome transitions in code, which makes more sense, and decouples it from relying on the underlaying data. also prevents species and terrain from generating in say, towns on the borders of region, where certain plants or terrain features would be unnatural. Part of what makes an ecoregion unique is that geography has lead to relative isolation and evolutionary development of each region (usually thanks to mountains, rivers, and large impassible expanses like deserts).
Maybe I'll stuff it all into a giant bson file or maybe sqlite. Don't know yet.
As an entry level programmer I may not know what I'm doing, and I may be supposed to be looking for a job, but that won't stop me from procrastinating.
Data wrangling is fun.2
It's a shame that people don't want to use F# but prise C# for how cool it became and continue becoming. At the same time, little do they know that many of the features were simply drawn from F#.
It's just rediculous how far this OO and C-Style syntax crap has progressed. They keep copying things from functional langugages, making the initial language to be a monstrocity like C++ is now, insted of just using languages like C#. I mean, it was right there before C#: async/task, immutablility, records, indexes, lambdas, non-null by default, who the hell knows what else.
Besides, many people (in my company at least) are just blindly overengineering with patterns and shit, where a simple function would be just enogh.
Watch some some NDC talks about F#, in particular those of Scott Wlaschin. It's just better in so many ways: less noice (I'm looking at you, brackets, commas and semicolons), the whole LOT of type inference and less duplication (just look at the C# signatures of linq methods - it's difficult to read them), immutability by default, non-nullable by default, ADTs and pattern matching, some neat features like type providers (how many times have used "paste special" or an online tool to create C# classes from a JSON/XML file, and how many times have your regenrated it because of schema changes?) and units of measure.
Of course, in some cases it's not optimal, in some cases mutable datastructures of C# are better for performance. But dude, how many performance critical systems have you wrote in C#? I mean, if it comes to performance you should use Rust or C++ or C after all.