@AnarchistArtificer@lemmy.world
member since 13 Jun 2023 17:56
comments
- on Xbox lays off 268 more employees, merges Obsidian into Bethesda and puts Activision in charge of Halo in c/games@lemmy.world · 1d ago
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on Cult of Anthropic Insiders Rumored to Be Worshipping Claude as a God in c/technology@lemmy.world · 6d ago
I mean, I’d be more inclined to join a cult if I were working 90 hour work weeks. Sleep deprivation is one of the tactics they use, after all
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on rule in c/onehundredninetysix@lemmy.blahaj.zone · 9 Sep 2026
A friend recently released an album that audacity, and basically nothing more (and he runs Linux). Apparently it’s massively expanded and upgraded over the years
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on Aeruledynamics in c/onehundredninetysix@lemmy.blahaj.zone · 22 Aug 2026
No. The physicists have levelled up. This is the next logical step
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on The Pollution Being Churned Out by AI Data Centers Is So Severe That It's Almost Incomprehensible in c/technology@lemmy.world · 18 Aug 2026
“AI data centers are just one of many things contributing to CO~2~ emisions.”
A useful perspective is to reverse how we frame the causative logic here; the fossil fuel industry is contributing to the AI data centre madness. There’s a lot of evidence of fossil fuel executives and lobbyists pushing for AI because it helps to justify their existence in a world where renewable energy isn’t just cleaner, it’s cheaper.
What this means is that we have two problems to solve when it comes to CO2 emissions:
- Humanity’s apparent level of dependence on fossil fuels, when accounting for deliberately wasteful endeavours like mega data centres. and
- Humanity’s actual level of dependence on fossil fuels. This is higher than it should be and requires some changes to society to improve, but it’s not nearly as high as it might seem at a glance.
These are both problems we need to solve, but the method is different for esch
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on "Code was never the hard part" is an insult to all programmers in c/technology@lemmy.world · 10 Aug 2026
I’m a mediocre hobby programmer, and for me, the hardest part is coming up with the concrete specifics of what to implement.
I’m actually half decent now (for a hobbyist), but I remember that when I first moved from coding along with worked exercises in textbooks, to actually trying to solve real life problems, it got exponentially more difficult. The textbooks say “use this tool to achieve this goal”, and even if you’re bad at using that particular tool, you can put all your effort into doing it well. However when you’re having to make the bigger decisions for yourself, you have to choose what tool to use, and I found that super hard — especially when having to choose between an approach that I felt confident with that wasn’t quite the right tool for the job, and a new tool that was completely new to me (and if I am unfamiliar with a new approach, am I sure that it’s the right tool?).
At one point, when I was deep in a personal project, I had a period of a few weeks where I had no reliable access to internet, and so I did most of my coding using paper and pen. It forced me to think more deeply about the implementation I was using, rather than just diving straight into the code
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on "Code was never the hard part" is an insult to all programmers in c/technology@lemmy.world · 10 Aug 2026
Yeah, I feel like the author of this blog post read the referenced piece in a quite adversarial manner. Even if a programmer does no talking to stakeholders at all, the planning and design part of the process is still huge, and largely invisible if all you’re looking at is the end result. That invisible skill and labour is the difference between a mediocre personal project of mine, and the output of a seasoned professional.
Pentiment surprised me by being one of my favourite games I have played in years. There have no doubt been better, or more engaging, or more thought provoking games that I have played, but I struggle to think of many with as much care woven throughout it.
It made total sense to me when I later learned that Pentiment was Josh Sawyer’s pet project, one that he had been hoping to make for years. Apparently he basically said “let me make this game, or I walk”, and because of how Xbox gamepass affected funding stuff, he was allowed to make this cute, quirky game. Apparently they even had an on-call historian to ensure maximum authenticity.