sentient_loom

joined 2 years ago

It's like reading a cartoon.

[–] sentient_loom@sh.itjust.works 18 points 1 day ago (1 children)

Wow, groundbreaking research!

[–] sentient_loom@sh.itjust.works 12 points 1 day ago (2 children)

I saw tourist@lemmy.world at a grocery store in Los Angeles yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything.

He said, “Oh, like you’re doing now?”

I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “huh? huh? huh?” and closing his hand shut in front of my face. I walked away and continued with my shopping, and I heard him chuckle as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen Milky Ways in his hands without paying.

The girl at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be tired and not hear her, but eventually turned back around and brought them to the counter.

When she took one of the bars and started scanning it multiple times, he stopped her and told her to scan them each individually “to prevent any electrical infetterence,” and then turned around and winked at me. I don’t even think that’s a word. After she scanned each bar and put them in a bag and started to say the price, he kept interrupting her by yawning really loudly.

It's not necessarily a 1:1 person-replacer. Instead you can squeeze a smaller number of employees to do more work. I suspect artists and animators are losing a lot of work. And we're still in early days. Even if LLMs don't improve much, our implementation will.

[–] sentient_loom@sh.itjust.works 25 points 3 days ago (6 children)

I read the post, but with this kind of title people actually should just skip the article and ridicule the clickbait title. Because it's intentionally selling the opposite message of the actual post. And that opposite message is not worth reading in detail.

That tends to be my experience.

Don't they have a web app too?

[–] sentient_loom@sh.itjust.works 11 points 1 week ago (1 children)

I love Keychron's keyboards.

[–] sentient_loom@sh.itjust.works 4 points 2 weeks ago (1 children)

Scary. But I would 100% watch the robot fight club.

[–] sentient_loom@sh.itjust.works 4 points 2 weeks ago (2 children)

poisoned by her enemies

[–] sentient_loom@sh.itjust.works 9 points 2 weeks ago (1 children)
 
 
 

The job market in a nutshell.

 

More nostalgic Alabambertan Country Music

 

Now that's what I call News!

 

After like 80 years you probably think you're safe.

 
 

I'm making an RPG in C++ and the items (loot/gear) will have immutable base versions, but then the player can get instantiations of them which can change with use and modification. These mutable instantiations will be saved in the DB. But I'm wondering if the base versions should be defined in JSON, or a separate DB (with the same schema), or maybe the same DB (seems dangerous), or if I should just hardcode them in C++ in the ItemFactory.

How have you approached this problem in your games? How do game engines do it? I'm using SDL2 so I'm doing most of these systems from scratch.

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