Joined February 2026
48 Photos and videos
I think 'determinism' is being used too loosely in this thread. Better would be 'not reliably predictable'.
A lot of people don't seem to understand that if you ask an AI the SAME question, you will get the SAME answer. Every. Single. Time. To avoid that, the models "salt" your prompt by adding random input params so that the model does not take the same path. But LLMs are not random or unpredictable - if you ask it the name of TinTin's dog, and it gives you an answer, then the same model with the same weights and the same input will ALWAYS say Snowy.
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Telling Management you fixed 100 bugs this week: Raise Telling Management you fixed 100 fuck ups you caused: Fired He maybe onto something.
Dijkstra on why he believed programmers should stop using the term "bug"
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This is not normal software development. Normalizing this is kindof crazy. Why would one be proud of purposely releasing perpetually broken software?
Itโ€™s true! And itโ€™s normal software development. We prioritize reported bugs. We fix them in priority order. At the bottom are low-priority, low-impact bugs. We find the cutoff point where fixing those bugs is less valuable to the game than other things, and we drop them.
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This is simply not true(it may be the rule). From 2010-2012 I worked 16 hour days 7 days a week 0 vacation and made magic. Love what you do.
all the CEOs sacrificing sleep at the alter of productivity, is most certainly going to back fire. So much of decision making degrades as you get less sleep and no, you don't get "use to it." You just remain in a perpetual bad state.
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"by following certain practices, you can write code that is as provably safe as Rust" It rly is that simple. C mem issues are more of a myth than a reality in my experience. Follow the rules, get a working understanding of the domain you're working in and you'll have no issues. (provided one turns on their brain)
Replying to @VictorCruceru
The only time you can make a memory management error in C is when you're doing memory management. My contention is that by following certain practices, you can write code that is as provably safe as Rust. I have NEVER claimed "can only" though. If you deviate from those practices, it's like writing unsafe code in Rust.
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Have yet to get into AI and keep declining Copilot/Claude licenses at work. I still haven't been left behind. What am I doing wrong?
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This is true but I wonder about a simulations ability to course correct or 'rewind' time and do it over again if the sim went out of wack(whatever that means to the simulators)
Replying to @Jonathan_Blow
All the simulation bros who say "maybe the observer effect in quantum mechanics is like video games not rendering what you can't see, to save computation" don't appear to know about either quantum mechanics or video games -- it requires way, way more computation, and also the analogy to games doesn't even make sense. It is true that sometimes games don't *render* what you can't see (though this was much more true 25 years ago than now), but they have to *simulate* everything accurately. If there is some effect in a game where things behave differently when you are not looking, we would consider the game broken. (In reality this does happen because big games are really complicated, and game programmers are only human, but it is considered a bug.)
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The amount of resources poured into AAA video game "AI" over the past few decades and Companion/Enemy "AI" still being mostly ass is wild. Thats where resources should be going into. Not this dlss 5 thing. #gamedev
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'It already feels difficult to remember how much effort it really took.' No one who's actually put in such effort into a project or solving a hard problem would ever forget.
Mar 17
I have so much gratitude to people who wrote extremely complex software character-by-character. It already feels difficult to remember how much effort it really took. Thank you for getting us to this point.
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Released a bit too soon.
dlss 5 off vs dlss 5 on
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DLSSใฎใ“ใ‚Œใงใ‚ใฃใกใ‚ƒใ‚ใ‚ใฆใ‚‹
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First step is bad realtime 'touch ups'. Next step is full sloppification. 'Games' won't go further than block meshes, stick/mannequin characters.
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More โ†’ nvidia.com/en-us/geforce/newโ€ฆ
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The Friend Computer wants to make you Happy...
I always thought the Shadowrun world was underrated and under utilized.
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Big Brained "Senior Dev": This code old. Old means bad perform. I make new and call it NewXSystem. Now it fast run because new and MoDeRn. Reality: Garbage new system no one asked for, bad perf, many removed existing features, 10 years of fixed bugs reintroduced... #gamedev
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This is pretty common factor in a codebase becoming ass overtime I see in prod.
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The right music will also keep motivation at peak levels. Absolute banger this.
It pays to love what you do. Working fulltime 60 hour weeks has not at all affected my drive/motivation on hobby projects. ๐Ÿš€ #gamedev
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It pays to love what you do. Working fulltime 60 hour weeks has not at all affected my drive/motivation on hobby projects. ๐Ÿš€ #gamedev
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AI code is bad because most code it is trained on is bad. Most code it is trained on is bad because most programmers are bad?
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Being interrupted during a long and deep(๐Ÿซฆ) debugging session to have a pointless "WhAt did you do today?" meeting... #gamedev
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Also Debug builds are already slow enough and don't need to be further bogged by all of the "but the optimizer will fix it" scenarios, which in massive projects(AAA engine) can be dramatic. Make a habit of coding properly. #gamedev
Fun C fact: pre-increment ( x) is always more efficient than post-increment (x ) because in post-increment, the object must increment itself and then return a temporary containing its old value! This is true even for primitives.
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