I’ve seen bounties for re-adding C# to web exports to Godot 4. [1] It’s something that’s had some technical roadblocks for the engine’s developers, and looks like it might take a bit of time. [2]
There tend to be a lot of drive-by AI PRs attempt to “re-add” the feature, often not quite addressing the situation comprehensively. It seems like a bit of a local minima trap for the bots. [3]
I don’t have diabetes, but I’ve heard from people with T1 that Welch’s work well for the reasons you mentioned.
When I browse the candy aisle at the store, I often wonder if certain treats tend to be better than others for administering glucose. In your experience, are there ever certain properties of candies that are more useful than others?
Ideally, you're looking for something that spikes blood sugar fast (i.e. high glycemic index). This is why e.g. Skittles/Sour Patch Kids/fruit snacks (mainly the kind that don't... actually have any fruit, lol) are a go-to for type 1s.
You're basically looking for something that's analogous: as crack is to cocaine, <low snack> is to sugar. Hits fast and doesn't last as long.
I’ve noticed something similar with vibecoded game rendering logic submitted by peers. Sometimes it will be peppered with extraneous checks for nullptr, or early returns on textures that have zero size.
I often wonder if it’s the statistical nature of the LLM mixed with a request in the prompt.
AI LOVES defensive coding. I asked you for code to filter and reduce an array. I didn't ask you for a method that makes sure the array exists and is an array before it does anything else.
Yeah, I’m quite surprised at this comment. Commercial video games are mass-produced products, and as much as I dislike designers being bogged down in technical minutiae, having a sense of industrial design for the thing you’re making is an incredible boon.
Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1] Doom was an exercise in both creativity and expertise.
> Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1]
And he didn't really achieve it - the game runs very slowly and has a good deal of cut content.
(I once got him in trouble because I found a GPL violation in ICO. I assume the developer didn't pursue it because I don't see the source code up anywhere.)
My unfounded hunch for the computing bit is that home computers became more and more commonplace in the home as we approached the 21st century.
A Commodore 64 was a cool gadget, but “the family computer” became a device that commoditized the productivity. The opportunity cost of applying a computer to try something new went to near zero.
It might have been harder for someone to improve the productivity of an old factory in Shreveport, Louisiana with a computer than it was for the upstarts at id to make Doom.
Super Mario 64 is a video game that’s had a lot of rereleases, both official and unofficial. I sometimes wonder if the most people who have experienced it did in a way that wasn’t like the original Nintendo 64. The Switch version sold almost as many copies. As a kid, I beat it with arrow keys on an emulator in 2001.
When I read the responses to this document, I wonder if Dragon Ball is the same, where the collective nostalgia is actually quite diverse.
There tend to be a lot of drive-by AI PRs attempt to “re-add” the feature, often not quite addressing the situation comprehensively. It seems like a bit of a local minima trap for the bots. [3]
[1] https://app.opire.dev/issues/01J8YJ06HPSY7ZAMAW08T83YBD
[2] https://godotengine.org/article/live-from-godotcon-boston-we...
[3] https://github.com/godotengine/godot/pull/119972
reply