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Search - "what a messy world"
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Had a meeting with my boss earlier. Got yelled at for:
a) Working on a high-priority, externally-committed ticket (digit separators) that i was 85% done with on the Friday afternoon before my vacation instead of jumping to a lower-priority screwdriver ticket that just came in. Even though my boss agreed with me that what I did was exactly what I should have done, it's still bad because I was apparently rude to product by not doing as they asked?
b) Taking too long on that digit separator ticket that amounts to following a gigantic mess of convoluted spaghetti and making a few small changes, and making sure it doesn't break the world because it's all so fucking convoluted and fragile as hell. Let's not even mention my 4-10 hours of mandatory useless meetings every week.
c) Missing something that wasn't even listed in that same ticket -- somehow my fault? -- so I very obviously didn't test my work. Even though specs all passed and QA also tested and signed off on it as working and complete. Clearly half-assed and untested. Product keeps promising/planning UATs and then skipping them, and then has the audacity to complain about it.
d) Not recovering fast enough from burnout and daily mental breakdowns. I can still barely get out of bed and you want me to be super productive? Got it. Guess what? I'm being amazingly productive for my mental health. But my boss, Mr. Happy-go-lucky, thinks depression is dropping your icecream cone on your clean kitchen table, and this three-ton pile of spaghetti is "maybe a little messy, I guess."
So I need to somehow "regain the confidence" of both him and product because I'm taking awhile on difficult tickets (surprise), while having these ridiculous breakdowns (surprise), and because I don't fix things that aren't even listed in the fucking tickets (fucking surprise) -- and worse, that the lack of information is somehow entirely. my. fault. (surprise fucking surprise)
GOD I HATE THESE PEOPLE.rant my guess is performance reviews are coming up ahsflkiauwtlkjsdf root is angry how dare you not be a robot i used to call this place purgatory now i think it's just another layer of hell how dare you go on vacation everything is urgent15 -
DON'T SUDO WHEN DRUNK
I rm-rf'ed my linux vm when i was drunk, and darn, it was wiped, clean and fresh12 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
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 -
One day I decided I wanted to build robots.
And not kidding the reason I wanted to build them was because I wanted someone interesting to talk to and stil not kidding I even fantasized about a robot girlfriend... Lame I know I think I was a lonely little guy back then, though even after 7 years or so it doesn't feel as though it's that long ago. Maybe because things didn't change that much. Which is worrying but it's not the topic so I will pass on that future-past worries bullcrapper. After learning how robots worked and what made them function so things gradually led up to me being more interested in machine learning applications and software. I learned Arduino at first, I think I still have some messy circuits and old arduinos around. I only finished one robot though and it couldn't even support it's own weight. The servo motors were taking too many amps that heated up the little arduino even with a fan attached. Provably I should have made use of mechanics for robots books and calculated things first. But even though it couldn't walk properly I still felt success and I loved it like my own kid (me taking it apart was questionable but believe me). After that I focused more on writing code than using my hands to make things which was a pain in the ass if I might add.
After learning arduino and making that failed project of mine. I then picked up C++ wrote hello world program usual things a starter would do. It was the language I wrote my first game which I finished and this time it worked. But I never released it which was partly because I didn't want to spend a hundred bucks on a license for the engine and I also knew that it was a shit game. If I were to describe; lines in different colors come from the top you need to hit the lines with the same colored columns to break them. The columns changed their height and location on random. The lines sped up and gap between them decreased. Now that I think about it it wasn't half bad. But the code was written in game maker studio's version of C so I have no way to salvage it.
But I learned a lot of things from that project and that was the goal, so I would call it a win. I don't remember but after sometime I switched to python. And I'm glad I did, it's fun to code in which was the main reason I coded in the first place. Fun.
Life happens and time passes,
Now I'm waiting to enter college exams in a few months after hopefully passing them. My goal is to get into computer engineering which will be extremely challenging because it's the highest point department in the university I'm aiming at. But hey if the challenge is great the reward is greater right ? To be honest I'm still not sure about my career path. Too many choices. So I will just let my own road called <millions of similarly random events that are actually caused by deterministic reactions, to affect you and your surroundings leading up to a future which only the Laplace's demon can forsee> guide me. Wish me luck.1 -
!rant
Right now i'm working as a volunteer developer for a discord server. I've recently been learning JDA (a Discord API java wrapper) and I wanted to get some experience in a more real world environment by working on a Discord Bot. What a mistake
The owner of the server has written some pretty messy, but solid code, and I was asked to build as sort of “punishment system” (warns, kicks, mutes, bans, all of which timed). It started off fine, me doing some work, getting some critic, all good. Soon, it started to get worse. At every point of the way, while i’m working I have him trying to make me add new features, and change massive existing ones even after i’ve done them and moved on with his permission! I keep telling him, “it’s a work in progress, please wait”, but it never stops.
I’m planning to resign, but I have to continue to dodge him and his “suggestions” as I simply want to finish my work, and get out. The reason I need to avoid his as, I feel that if I was to alert him I was to leave in advance, things would only get worse in the time while I stayed.
:/5 -
I cant believe the project I'm working on does not use kubernetes or terraform. Not even docker. How is this multi trillion dollar project even in business?
I feel so sad for not having the opportunity to work with one of the most fundamental and most important technologies to know as a devops engineer... So sad
I cant advance or improve. Im just stuck in their ecosystem like Apple
This corporation is probably ran by 90 year old grandpa men from world war 1. However considering they are so large and still in business this gives me hope that anyone can make it even if you're stupid
Think about it
They are proof that you can run a giant business with hundreds of employees, not use k8s and the most modern devops technologies, and still operate just fine.
The devops code i have to maintain is older than the amount of years i exist. Its very messy and most of this shit is not even devops related. Its more of some kind of linux administrative tasks mixed with 3 drops of actual devops (bash scripts, ansible scripts, ci/cd pipeline)
And yet im paid more than i have ever been paid in any job so far
What should i do. Stay due to "high" money or..ask for a project with k8s. I put "high" in quotes because it is extreme luxury in my shithole country, im now among top 1% earners of the country, and yet i make less than 30k a year. With less than 30k a year i cant buy a good car but i can live very comfortably in my country. I cant complain about this salary since i think its finally enough to invest to get a chance to earn more and still have enough left to live comfortably.
Before i was just working to survive. Now im working to live. Its an upgrade.
Due to not working with difficult stuff like k8s i cant demand for more money. It wouldnt feel justified. I'm stuck here
What would u do9