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Search - "own enemy"
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Things I wish I could tell my 18 year old self.
1) Accept you will make mistakes.
2) Truly learn the language you are using.
3) Write idiomatic code for the language you are using.
4) Be upfront about not knowing something.
5) Don't let not knowing something stop you from learning it.
6) None of us knew X until we learned it.
7) Understand your strengths and weaknesses as a developer, play to them.
8) Be willing to try new things.
9) X language isn't ALWAYS the best choice, X paradigm isn't ALWAYS the best choice. Choose wisely.
10) You won't know everything, but you might know more than others.
11) Your ideas and ego don't matter more than ensuring the product works.
12) "Perfection is the enemy of the good [enough]" - Voltaire
13) "Perfection is not achieved when there's nothing more to add, but when there's nothing more to remove." - Einstein.
14) Conflicts happen, deal with it.
15) Develop a toolset and really learn them.
16) Try new tools, they may prove better than what you were using.
17) Don't manage your own memory unless you absolutely have to, you are probably not smarter than the collective intelligence of the team that built the various garbage collection methods.
18) People can be dicks, especially online.
19) If you are new and people are being dicks to you, did you skip past the irc message about etiquette? If you did, you're the dick in this situation.
20) It can be tough, but it is fun, so have fun!6 -
Currently working on a game for developers.
Two players compete on a randomly generated arena by sending instructions via a REST API such as "unit x move in the up direction and shoot to the right". So units can be controlled by manual user interaction but the idea is that the players create a smart program that controls the units automatically. So it’s about who can implement the best "bot".
The game is turn based and the units can move one grid cell per turn and shoot in one of the four directions. Shots require energy which regenerates a certain amount per turn.
Units can also look in a direction to spot enemy units which are not visible by default.
The winner is who manages to destroy all enemy units or the main stationary enemy unit "the gem" (diamond shape in the screenshot).
There are walls which block the movement, the line of sight and the shots (green cells).
Everything is randomized. The size of the arena, the number of units, max hp, max energy, etc. But it can be replayed by providing a seed.
There will be a website which lists all games, so that players can watch them.
Alternatively a player can also implement an own viewer. Everything necessary is provided by the REST API.
I’m curious about what you think 😄18 -
You're all fucking idiots with no thoughts of your own. No one gave a shit when Drupal and Django made the master/slave change 4 years ago because the idea of the "regressive left" wasn't the cultural enemy of the zeitgeist.
Think for your fucking selves instead of being so brain-dead and reactionary to something that doesn't even affect you.
Fucking neo-reactionary bullshit, that's what it is. You people don't care, you just want an excuse to rant at "teh SJWs".
Fuck.18 -
I see loads of rants complaining about getting asked for tech help. And then I see Linux getting recommended as an OS.
Me? I'm telling everyone to use ChromeOS so they leave me the fuck alone.
In the future, I'll tell everyone they are too fucking stupid to own a computer and phone is the way to go.
Systems thinking, people.1 -
Wondering why I haven't received deposit for new job yet. Check for signed quote and contract... Yep, both there. Look I account program to see when I sent invoice.....
I haven't sent it yet!
I'm a dick!1 -
Why is it that virtually all new languages in the last 25 years or so have a C-like syntax?
- Java wanted to sort-of knock off C++.
- C# wanted to be Java but on Microsoft's proprietary stack instead of SUN's (now Oracle's).
- Several other languages such as Vala, Scala, Swift, etc. do only careful evolution, seemingly so as to not alienate the devs used to previous C-like languages.
- Not to speak of everyone's favourite enemy, JavaScript…
- Then there is ReasonML which is basically an alternate, more C-like, syntax for OCaml, and is then compiled to JavaScript.
Now we're slowly arriving at the meat of this rant: back when I started university, the first semester programming lecture used Scheme, and provided a fine introduction to (functional) programming. Scheme, like other variants of Lisp, is a fine language, very flexible, code is data, data is code, but you get somewhat lost in a sea of parentheses, probably worse than the C-like languages' salad of curly braces. But it was a refreshing change from the likes of C, C++, and Java in terms of approach.
But the real enlightenment came when I read through Okasaki's paper on purely functional data structures. The author uses Standard ML in the paper, and after the initial shock (because it's different than most everything else I had seen), and getting used to the notation, I loved the crisp clarity it brings with almost no ceremony at all!
After looking around a bit, I found that nobody seems to use SML anymore, but there are viable alternatives, depending on your taste:
- Pragmatic programmers can use OCaml, which has immutability by default, and tries to guide the programmer to a functional programming mindset, but can accommodate imperative constructs easily when necessary.
- F# was born as OCaml on .NET but has now evolved into its own great thing with many upsides and very few downsides; I recommend every C# developer should give it a try.
- Somewhat more extreme is Haskell, with its ideology of pure functions and lazy evaluation that makes introducing side effects, I/O, and other imperative constructs rather a pain in the arse, and not quite my piece of cake, but learning it can still help you be a better programmer in whatever language you use on a day-to-day basis.
Anyway, the point is that after working with several of these languages developed out of the original Meta Language, it baffles me how anyone can be happy being a curly-braces-language developer without craving something more succinct and to-the-point. Especially when it comes to JavaScript: all the above mentioned ML-like languages can be compiled to JavaScript, so developing directly in JavaScript should hardly be a necessity.
Obviously these curly-braces languages will still be needed for a long time coming, legacy systems and all—just look at COBOL—, but my point stands.7 -
Bible verses.
Sorted from "wtf" to progressively more disturbing.
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1️⃣ One of many contradictions
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John 4:12
"No one has seen the face of God."
Genesis 32:31
"I have seen the face of God..."
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2️⃣ All-Knowing God, regrets creating you
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Genesis 6:6
"And it repented the LORD that he had made man on the earth, and it grieved him at his heart."
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3️⃣ Says to kill all gay people
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Leviticus 20:13
"If a man lies with a male as with a woman, they have committed an abomination; the two of them shall be put to death; their bloodguilt is upon them."
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4️⃣ Approval of sex trafficking
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Exodus 21:7
"If a man sells his daughter as a servant, she is not to go free as male servants do. If she does not please the master who has selected her for himself, he must let her be redeemed."
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5️⃣ Says its ok to own slaves
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Exodus 21:20-21
"Anyone who beats their male or female slave with a rod must be punished if the slave dies as a direct result, but they are not to be punished if the slave recovers after a day or two, since the slave is their property."
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6️⃣ Says its ok to kill children
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Psalms 137:9
"Blessed the one who seizes your children and smashes them against the rock: the children represent the future generations, and so must be destroyed if the enemy is truly to be eradicated."
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7️⃣ Says a raped woman must marry her rapist
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Deuteronomy 22:28–29
"If a man meets a virgin who is not betrothed, and seizes her and lies with her, and they are found, then the man who lay with her shall give to the father of the young woman fifty shekels of silver, and she shall be his wife, because he has violated her. He may not divorce her all his days."
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8️⃣ Says incest is ok
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Genesis 19:32-36
"Let’s get our father to drink wine and then sleep with him and preserve our family line through our father. That night they got their father to drink wine, and the older daughter went in and slept with him. He was not aware of it when she lay down or when she got up. The next day the older daughter said to the younger, “Last night I slept with my father. Let’s get him to drink wine again tonight, and you go in and sleep with him so we can preserve our family line through our father.” So they got their father to drink wine that night also, and the younger daughter went in and slept with him. Again he was not aware of it when she lay down or when she got up. So both of Lot’s daughters became pregnant by their father."19 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
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."
yeah, no.
(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
it gets.
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?
who knows.
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.1 -
!dev philosophical
Quality vs Opinion
I have a feeling that these things have always been at odds with each other and now with the constant connectedness it has just become more apparent that most people don’t understand the difference (or even realize there is a difference for that matter)
Let’s face it. Most people have awful taste. They listen to whatever new music their radio station decides was hot. They watch whatever show everyone else is watching. They are manipulated by large scale news organizations...
Basically, most people are sheep.
The problem is that sheep are a dangerous combination of loud and stupid. Giving these loud stupid sheep a platform to amplify their voice is a bad idea for a society, but a great tool for the pigs to manipulate them.
“Frightened though they were, some of the animals might possibly have protested, but at this moment the sheep set up their usual bleating of "Four legs good, two legs bad," which went on for several minutes and put an end to the discussion.”
This isn’t confined to one political party or view, it isn’t geographic, it isn’t based on education, it isn’t based on wether a person is ethical or not...
It’s universal.
You can translate “four legs good, two legs bad” into Agent Orange and his followers chanting “lock her up” just as well as it could be translated into the angry leaders of the modern feminist movement.
In both cases (both on opposite ends of the ethical spectrum) you have the loudest dumb, angry sheep getting the even dumber sheep to chant along, wether it is good for them or not.
Now to loop this back. The problem is that dumb sheep are emotional. They truly believe that they are NOT dumb and that their opinions and emotions are a measure of quality.
I FEEL bad, and you are talking to me, so you must BE bad.
I don’t LIKE this amazingly well made movie, so it must BE bad.
And anyone else who has a different opinion is just wrong. Anyone who try’s to explain the merits of the other side is either my enemy or is stupid.
^^^
Their opinion, incorrect.
————
Now for the tough part...
Most likely, based on probability, you are a sheep.
Yes, you! The smartest person you know. The guy/girl who has a degree or masters of a PHD. The person who builds amazing software. You! Are. A. Sheep. And you are dangerous to the world.
To put a cherry on top.
No, you opinions are not important. Your feelings are fucking meaningless. Your morals are worthless. Your voice has as much value and a loose asshole fart from a fat guy trapped in a deep well in Siberia.
But don’t get down about this. It’s doesn’t make you any less of a person. Remember that almost every person who has ever lived in history has been a sheep. They have chanted one useless, dangerous, misguided, harmful chant after another through the ages.
————
To those of you who try not to be sheep. Just keep trying to get a little better every day. When someone says...
“We do it this way because we have always done it this way”
... be skeptics. Explore the merits and logic of the situation.
And if you are tired of being led by stupid sheep then save some money, build something cool and start your own business.
Just remember, you will always need the sheep. They will be your employees, your friends, your bosses, your investors etc.
Treat them well, don’t hate them, and if you ever find yourself leading a pack of sheep then try to keep a healthy distance from their chanting while leading them down the right path.
They will thank you for it in the end.
———
PS. For those of you thinking “this is very judgemental and self centred”
All I can do is to try to speak your language....
Baaaahhhhh, baaahhhhh, bahhhhh
Which translates form sheep to human as...
“Eat a dick. Have a nice day” -
If you own a crossbow with silencer, you’re an enemy of USA, India, China, etc. mere ownership makes you an enemy of the state.7
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Spending many days on a project, getting the irritating parts to work, you make a theme your client likes and you look at it now adding the so called easy parts and your like what is this mess
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"It is important not to let the perfect become the enemy of the good, even when you can agree on what perfect is. Doubly so when you can’t. As unpleasant as it is to be trapped by past mistakes, you can’t make any progress by being afraid of your own shadow during design. " - Greg Hudson
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YOU ARE A FOOL, BY USING VISUAL STUDIO CODE!!!
Hating Microsoft is not about how bad is this or that feature because they failed in making it responsive, neither should it be blessed for its new outstanding opensource projects.
Microsoft is a marketing company, they don't have new ideas, breakthrough projects, inventions... no, they just copy the market and make/buy their own replicate of the trending services.
THAT IS SLOWING THE PROGRESS OF SCIENCE AND HUMAN IMPROVEMENT ITSELF.
Microsoft is just using the cold comfort of today instead of making a change but is also destroying the bright, enthusiastic, but poor brains of the modern society.
You are fool by using Visual Code, you are a manipulated sheep, a slut which innevitable follows the propaganda of the enemy of progress.
I an not going to stand here and support my enemy, I delete Visual Code.35