Aboutsomeone once said "get wise. smoke crack." I dont know who it was, but they were a scholar and a poet. also I make games sometimes.
Joined devRant on 5/5/2019
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I just want you to know that bon Jovi's "livin' on a prayer" never gets past being halfway there. They never even get to 3/4ths the way there.
Do you remember what kind of questions and information you were given *after* being hired as a programmer?
For example, in the service industry, they might tell you about payroll, how they do scheduling, what a typical day looks like for your role, etc.12
While the topic is a bit divisive, the statistical technique highlighted in this post is really cool:
Is an interesting read.
May have applications of measuring the randomness of RNGs, as deviation from Viswanath's constant3
First, we could really use a 'thats cool' category.
Second, a guy uses stylegan and open AI to generate pottery glazes that don't exist. Then he generates glaze recipes that don't exist.
Then he sets up a model to generate glazes tht don't exist *from* recipes that don't exist (again, generated with stylegan).
Posts it to a pottery site called Glazy, where users share *real* glaze recipes and results, and where our guy got his original training data.
And what happens next? Users start making samples of his AI generated glazes, like, in the real world.
And I am just blown away at the very idea.
You can read about his awesome work here:
The Zen Of Ripping Off Airtable:
(patterned after The Zen Of Python. For all those shamelessly copying airtables basic functionality)
*Columns can be *reordered* for visual priority and ease of use.
* Rows are purely presentational, and mostly for grouping and formatting.
* Data cells are objects in their own right, so they can control their own rendering, and formatting.
* Columns (as objects) are where linkages and other column specific data are stored.
* Rows (as objects) are where row specific data (full-row formatting) are stored.
* Rows are views or references *into* columns which hold references to the actual data cells
* Tables are meant for managing and structuring *small* amounts of data (less than 10k rows) per table.
* Just as you might do "=A1:A5" to reference a cell range in google or excel, you might do "opt(table1:columnN)" in a column header to create a 'type' for the cells in that column.
* An enumeration is a table with a single column, useful for doing the equivalent of airtables options and tags. You will never be able to decide if it should be stored on a specific column, on a specific table for ease of reuse, or separately where it and its brothers will visually clutter your list of tables. Take a shot if you are here.
* Typing or linking a column should be accomplishable first through a command-driven type language, held in column headers and cells as text.
* Take a shot if you somehow ended up creating any of the following: an FSM, a custom regex parser, a new programming language.
* A good structuring system gives us options or tags (multiple select), selections (single select), and many other datatypes and should be first, programmatically available through a simple command-driven language like how commands are done in datacells in excel or google sheets.
* Columns are a means to organize data cells, and set constraints and formatting on an entire range.
* Row height, can be overridden by the settings of a cell. If a cell overrides the row and column render/graphics settings, then it must be drawn last--drawing over the default grid.
* The header of a column is itself a datacell.
* Columns have no order among themselves. Order is purely presentational, and stored on the table itself.
* The last statement is because this allows us to pluck individual columns out of tables for specialized views.
*Very* fast scrolling on large datasets, with row and cell height variability is complicated. Thinking about it makes me want to drink. You should drink too before you embark on implementing it.
* Wherever possible, don't use a database.
If you're thinking about using a database, see the previous koan.
* If you use a database, expect to pick and choose among column-oriented stores, and json, while factoring for platform support, api support, whether you want your front-end users to be forced to install and setup a full database,
and if not, what file-based .so or .dll database engine is out there that also supports video, audio, images, and custom types.
* For each time you ignore one of these nuggets of wisdom, take a shot, question your sanity, quit halfway, and then write another koan about what you learned.
* If you do not have liquor on hand, for each time you would take a shot, spank yourself on the ass. For those who think this is a reward, for each time you would spank yourself on the ass, instead *don't* spank yourself on the ass.
* Take a sip if you *definitely* wildly misused terms from OOP, MVP, and spreadsheets.5
An article on generating random sequences with few gaps:
I wonder what the entropy of such sequences are, and if these sequences would be suitable for the basis of generating secure random numbers, or at least useful as a PRNG?
A year ago I built my first todo, not from a tutorial, but using basic libraries and nw.js, and doing basic dom manipulations.
It had drag n drop, icons, and basic saving and loading. And I was satisfied.
Since then I've been working odd jobs.
And today I've decided to stretch out a bit, and build a basic airtable clone, because I think I can.
And also because I hate anything without an offline option.
First thing I realized was I wasn't about to duplicate all the features of a spreadsheet from scratch. I'd need a base to work from.
I spent about an hour looking.
Core features needed would be trivial serialization or saving/loading.
Proper event support for when a cell, row, or column changed, or was selected. Necessary for triggering validation and serialization/saving.
Custom column types.
Embedding html in cells.
Optional but nice to have:
Changeable column width and row height.
Drag and drop on rows and columns.
Right click menu support out of the box.
After that hour I had a few I wanted to test.
And started looking at frameworks to support the SPA aspects.
Both mithril and riot have minimal router support. But theres also a ton of other leightweight frameworks and libraries worthy of prototyping in, solid, marko, svelte, etc.
I didn't want to futz with lots of overhead, babeling/gulping/grunting/webpacking or any complex configuration-over-convention.
Didn't care for dom vs shadow dom. Its a prototype not a startup.
And I didn't care to do it the "right way". Learning curve here was antithesis to experimenting. I was trying to get away from plugin, configuration-over-convention, astronaut architecture, monolithic frameworks, the works.
Could I import the library without five dozen dependancies and learning four different tools before getting to hello world?
"But if you know IJK then its quick to get started!", except I don't, so it won't. I didn't want that.
Could I get cheap component-oriented designs?
Was I managing complex state embedded in a monolith that took over the entire layout and conventions of my code, like the world balanced on the back of a turtle?
Did it obscure the dom and state, and the standard way of doing things or *compliment* those?
As for validation, theres a number of vanilla libraries, one of which treats validation similar to unit testing, which seems kinda novel.
For presentation and backend I could do NW.JS, which would remove some of the complications, by putting everything in one script. Or if I wanted to make it a web backend, and avoid writing it in something that ran like a potato strapped to a nuclear rocket (visual studio), I could skip TS and go with python and quart, an async variation of flask.
This has the advantage that using something thats *not* JS, namely python, for interacting with a proper database, and would allow self-hosting or putting it online so people can share data and access in real time with others.
And because I'm horrible, and do things the wrong way for convenience, I could use tailwind.
Because it pisses people off.
How easy (or hard) would it be to recreate a basic functional clone of the core of airtable?
I don't know, but I have feeling I'm going to find out!1
Why must I always be the guy that has to connect with people?
So I'm applying to a retail job, and the section manager, lets call him Tim, is kinda low energy.
Come in four days later after the first meeting, to just let him know I put in the application. We're talking, talking some more, and he basically wants to hire me but says it usually takes 1-2 weeks for the background. Well that's nonsense for a retail position doing stocking, but alright.
And I'm heading out the door, say to him "dont kill yourself on shift", he doesnt even laugh, just flat affect, monotone, "I know I still got an hour and a half on shift."
And as I'm driving away I'm thinking, that's how the entire conversation was like.
It wasn't just misery or tiredness. The dude, Tim, I'd seen that face and heard that tone before.
Its the behavior of someone who actively doesnt want to be alive.
And as I'm driving away, I'm just thinking, how do I go back? How do I go to this total stranger, who I'm also applying for a job with, who I just met, and say *look, I dont mean to get personal and this is probably uninvited but I know something's up with you. You were like this last time I met you, and you're like it even more now. I know bro. I know. You think no one sees you're going through something, but I do.*
I see shit like this and it's so obvious and by the time I realize I should say something, the opportunity has passed, the moment has passed. And it's like, is it even my place?
But to see someone like that, to be familiar with that look on their face, and to let them walk away...
I just dont know.5
1. Apply to as mant jobs as possible daily on dice/linkedin/indeed
using keyword resumes customized by scrapping
2. Filter out low-effort crap companies and filter out recruiters.
3. Post "dice/indeed/linkedin daily decrapified."
Tada! Fewer time-wasters during the job hunt.
4. Bonus: turn into a search engine.
5. Daily double round: turn crap listings and quality listings into AI training sets. Incorporate into search engine.
If industry can use bullshit hiring filters, we can use application filters!7
Just read a really neat breakdown of approaches for auto-suggestion, covering n-grams, tries, and more, by a guy working at Etsy.
This is what I do with my days off apparently.
If you want to read it you can find it here:
Up all damn night making the script work.
Wrote a non-sieve prime generator.
Thing kept outputting one or two numbers that weren't prime, related to something called carmichael numbers.
Any case got it to work, god damn was it a slog though.
Generates next and previous primes pretty reliably regardless of the size of the number
(haven't gone over 31 bit because I haven't had a chance to implement decimal for this).
Don't know if the sieve is the only reliable way to do it. This seems to do it without a hitch, and doesn't seem to use a lot of memory. Don't have to constantly return to a lookup table of small factors or their multiple either.
Technically it generates the primes out of the integers, and not the other way around.
Things 0.01-0.02th of a second per prime up to around the 100 million mark, and then it gets into the 0.15-1second range per generation.
At around primes of a couple billion, its averaging about 1 second per bit to calculate 1. whether the number is prime or not, 2. what the next or last immediate prime is. Although I'm sure theres some optimization or improvement here.
Seems reliable but obviously I don't have the resources to check it beyond the first 20k primes I confirmed.
From what I can see it didn't drop any primes, and it didn't include any errant non-primes.
Your gotos should be nextPrime(), lastPrime(), isPrime, genPrimes(up to but not including some N), and genNPrimes(), which generates x amount of primes for you.
Speed limit definitely seems to top out at 1 second per bit for a prime once the code is in the billions, but I don't know if thats the ceiling, again, because decimal needs implemented.
I think the core method, in calcY (terrible name, I know) could probably be optimized in some clever way if its given an adjacent prime, and what parameters were used. Theres probably some pattern I'm not seeing, but eh.
I'm also wondering if I can't use those fancy aberrations, 'carmichael numbers' or whatever the hell they are, to calculate some sort of offset, and by doing so, figure out a given primes index.
And all my brain says is "sleep"
But family wants me to hang out, and I have to go talk a manager at home depot into an interview, because wanting to program for a living, and actually getting someone to give you the time of day are two different things.1
How many keywords are appropriate to put in a "skills" section on a resume?
Technically I've played with a lot of tech and stacks, and done tiny one offs, tutorials and independent projects but nothing that wasnt more than a day on any one of them.
Basically im fast at picking up a language and api and just rolling with it and getting something done, even without tutorials or tons of googling. Though I find myself constantly relying on manuals and reading apis.
Is this normal or should entry level be familiar with the api of something from the get go?
I see a lot of people say to game the system just to get your foot in the front door past the automated keyword filters and on to an interviews where the real requirements are listed.
But I'd rather not list under the skill section something I only used for all of ten hours in one or two sittings.
Also is it acceptable to list a "learning", "would like to learn/know more of", or "planned skill additions" section?
Also what do I add for extras? "Achievements"? "Volunteer work"? "Hobby projects?", "past times?"
Is any of this seen as necessary or well rounded?
If it is really just about the numbers I'll just go scrape junior and entry level positions and take their keywords and automatically fill out template resumes to automate applying.
Could even use SQLite to store the results and track progress lol.
I've never worked as a professional programmer, but it's the only thing I ever enjoyed doing for 12 hours a day.16
Skein: noun - a type of access modifier, allowing a property to be read internally or externally, but only written to *externally*. See "orwell" for opposite access modifier.
hermit (noun) - an access modifier specifying a property may only be written or read internally.
Gopher (noun) - an access modifier not to be confused with a groundhog.
Blackhole (noun) - can be written to, can never be read. See dev/null for details.
In other news I wrote the basis for a cms in lua.
Because I hate the cloud.
The factorization shit I'm always ranting about? I decided for once to explain it visually in this handy dandy little infographic.
We're essentially transforming the product from an unsmooth set of potential factors in its factor tree, to a factorization tree that guarantees first that the set of potential factors are all 2, 3, 5, and a or b of p, and second, that all the factors are *smooth integers* of a or b.
This is basically what Adi Shamir was trying to do with TWINKLE and TWIRL, despite checking a hundred thousand+ potential primes.
I did it in four.7
Looking for someone to test a new factorization script I wrote.
Tested against a set of products from all primes under 1000. Worked even on numbers up to 87954921289
Worked for about 66% of the products tested.
Obviously I'm cheating a little bit because I'm checking for four conditions n%a == 0, n%a == 1, n%b == 0, and n%b == 1
It appears it is possible to generate the series from just the product, and then factor each result. The last factor in each each set of factors becomes x, and we do p%x and check for zero.
if it works, we've found our answer.
Kind of wonky but basically what its doing is taking p, tacking on a 0 to the right, and then tacking p to the right of *that*.
So if you had a product like
The starting number we look at is
The middle digit becomes i, and the unit digit becomes j.
Don't know why it works more often then not, and don't know if it would really be any faster.
Just think it's cool.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
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
My God is map development insane. I had no idea.
For starters did you know there are a hundred different satellite map providers?
Just kidding, it's more than that.
Second there appears to be tens of thousands of people whos *entire* job is either analyzing map data, or making maps.
Hell this must be some people's whole *existence*. I am humbled.
I just got done grabbing basic land cover data for a neoscav style game spanning the u.s., when I came across the MRLC land cover data set.
One file was 17GB in size.
Worked out to 1px = 30 meters in their data set. I just need it at a one mile resolution, so I need it in 54px chunks, which I'll have to average, or find medians on, or do some sort of reduction.
Ecoregions.appspot.com actually has a pretty good data set but that's still manual. I ran it through gale and theres actually imperceptible thin line borders that share a separate *shade* of their region colors with the region itself, so I ran it through a mosaic effect, to remove the vast bulk of extraneous border colors, but I'll still have to hand remove the oceans if I go with image sources.
It's not that I havent done things involved like that before, naturally I'm insane. It's just involved.
The reason for editing out the oceans is because the oceans contain a metric boatload of shades of blue.
If I'm converting pixels to tiles, I have to break it down to one color per tile.
With the oceans, the boundary between the ocean and shore (not to mention depth information on the continental shelf) ends up sharing colors when I do a palette reduction, so that's a no-go. Of course I could build the palette bu hand, from sampling the map, and then just measure the distance of each sampled rgb color to that of every color in the palette, to see what color it primarily belongs to, but as it stands ecoregions coloring of the regions has some of them *really close* in rgb value as it is.
Now what I also could do is write a script to parse the shape files, construct polygons in sdl or love2d, and save it to a surface with simplified colors, and output that to bmp.
It's perfectly doable, but technically I'm on savings and supposed to be calling companies right now to see if I can get hired instead of being a bum :P20
~Of open worlds and post apocalypses~
"Like dude. What if we made an open world game with a map the size of the united states?"
"But really, what if we put the bong down for a minute, and like actually did it?"
"With spiky armor and factions and cats?"
"Why not though?"
"Cuz dude, people ate them all."
How is anyone supposed to compete with those kinds of numbers?
I thought the industry was struggling to find people?
Looked at a dozen other jobs just like it.
How are you supposed to stand out at all, if you're just getting started?17
Following on from my thread where I got wrecked for being brain damaged, and posting about dividing by zero, it is time for round two!
Lightening round: Electric boogaloo!
Episode 3: "Glutton for punishment"
You can read that thread here if you like or skip over.
Can we divide by zero? Is there some representation where thats the case? And what are the implications if we can?
In this round Devranters, you will be challenged to determine if OP is 1. insane, 2. a genius, 3. high on mushrooms. One contestant will be eliminated. The winning team will get a bag of rice and sunscreen, while the other team will have to vote to send someone home from the island.
Heres the full rant because DR wouldn't post it for some reason:
Every problem I ever had with a game development engine, only made me hope for something better.
After all, we’re independent developers, not activision! What the hell is an “indie” anyway? I’d even grown a sort of disgust at the term, as if saying it, without having published anything, was being fake. The word felt vapid. Like calling yourself an e-celebrity, or apple putting an i in front of everything.
(Don’t you know its year 20xx, we attach coin to brands now! Dogecoin, ecoin, walmartcoin, hospitalCoin for when you really really just want an appendectomy).
This is my newsletter, Y Intercept, and the story of my many embarrassing failures, and what I have learned from them.
Indie Game Development Tools
Stay tuned for more, like "how I once redesigned the same interface over two thousand times."
and gems like
"I wish it was more like Minecraft, But With Guns - and the awful ads that FLOODED the internet from that one little, terrible, god awful suggestion."3
If git merge automatically performs a commit to the main branch, how do we add a message to that commit?16
For those struggling with imposter syndrome, keep a record of your progress.
Break it down into
* dont need a manual or cheat sheet
* use every day
You can also break it down per project:.
"Project xyz (python: 2 years)"
"Project ijk (js:6 months)".
Critically, keep these in something physical, like a notebook or whatever you use *regularly and frequently* to keep notes. That's important because you should be glancing over your progress as a remainder.
Each time you want to add a new line, rewrite your existing progress on a new page, before adding the new line.
So as you flip through the pages you get a large and larger chronological list of your progress, and improvement, and experience.
Add a date to the title for each and a brief note about something that you did or happened on that day or week.
You wont second guess yourself so much once you can see how far you came.
Like at one time I was actually competent at js! (Before I stopped the flash cards anyway).3
I promised myself I wouldnt program or study after midnight.
And here I am, making flash cards for git like a total dork, and it's almost 1 am.1
You may be familiar with work philosophy known as "they pretend to pay us, we pretend to work."
Or a favorite of mine "in this together" and passove aggressive work place signs about safety, inbetween being told to operate machines that have faulty safety mechanisms and almost took a guys forearm off last week, when the machine was supposed to be locked out.
Also dont let them blather on about being a "family", or any of the worse horseshit they spew.
I knew a women who would take those "hang in their" and other inspirational posters and burn cigarette holes in the eyes.
I didn't understand what her motive was then but now I know she was a revolultionary, a visionary even.
It's all lies. It's all "Human resources" department brand managament by neurotic executives and glorified coffee secretaries with 100k student debts for degrees in "humanities"--while lacking any humanity themselves, let alone brains or a soul.
And in between an army of overpaid middle and district managers, checking for the fifth time that day, if you have finished that tps report, or that ONE task you just started or finished. As if a little internal robot timer has told them, not that a task needs managed, but that the task, having been started and done, awaits their preternatural ability to know, and arrive 'just so', and justify (barely) the continued existence of their mediocre job and their mediocre lives.
And out of the woodwork of generations, like a horde of oblivious fuckwit melonheads, comes a tidal wave of these brush-mustached fucks, speaking in aphorisms and happy turns of phrase, while people increasingly dont show up to work be cause inflation has all but destroyed the future so many saved and worked for.
And the shelves gradually empty.
And the wheels grind slowly to a halt.
Because we will not accept the bullshit anymore about being in it together.
Not when a floor guy makes 15k a year, and a district manager makes 120k.
Raise your wages, or say good by.
We were never in this together.4