The SpaceX IPO was hilariously ridiculous. They were saying that in a few years they'll be launching Starships every few hours. Meanwhile they haven't even delivered payload to orbit with them yet... (As they still don't trust it enough I guess)
Anyone who knows anything at all about spaceflight could tell you that was both stupid and impossible, yet they just get away with it. It's blatantly obvious lying to investors, but I'm sure they'll make up some excuse or pretend they never said that by the time it's 2030 and they're not launching Starships every few hours
He was involved in PayPal early on (after a merger iirc) so most of his money was from PayPal stocks. That might have changed over the last few years, but that's how he was so rich before
Because PayPal is something that people actually use
there is an intersection near me (east coast USA) with one lane on one side of 2 yellow lines and 3 lanes on the other side. It's definitely possible. It does have turning arrows, but those would be a bit out of view from this angle I think (they're kinda far back). The picture is still very implausible though because of the very uneven lane widths and the weird crosswalk paint. The closest lane looks like it could only fit half a car.
I think this is fake and an AI generated image. The only place I can find this story is on slop YouTube channels (just showing this screenshot), it isn't anywhere else online. The image also isn't anywhere else that the Google image search can find, and this ai detector that seems accurate in my experience finds it suspicious
Proper digital signatures are very secure and prove that you have possession of the signing key and that the document has not been modified since. Unfortunately those keys are very expensive (unless your employer gets them for you), so usually when people sign something in Acrobat or whatever it will just use a self-signed certificate at best. This does still prove that the document hasn't been modified since it was signed, but it doesn't prove anything about who signed it.
You could just list egg yolks separately from egg whites in the first place. But yeah I get your point, for certain more complicated recipes it will break down. At the cost of some readability I guess you could list products of earlier ingredients on the side, but then it's no longer a list of what you need to start.
I think my ideal solution would just be regular recipes but have them actually list the measurements of things in the text. It's very annoying to have to go back to the list especially when it's on the other side of a page.
Or you could go the other direction and have a full graphical flow chart with some text in it, although I can't imagine that being particularly space efficient
Well, I'd be surprised if they're throwing away the digitized versions, they will want to use them in training all of their future models. If they go bankrupt maybe someone more willing to share will get the data
Yeah, there's definitely a range. I'm gen z and we never really had game consoles, so I grew up mostly gaming on a Mac (do not recommend, although I think the translation layer situation has improved since then). I also have memories of putting in tapes, cartridges, and floppy disks to my parents' old Atari and Commodore computers (both of which actually worked great after having not been used for like >30 years)
Signals become a little more annoying once you need to connect them between scenes (getting node references between scenes is confusing at first, and it also means you need to connect them through code instead of the UI), but yea it's not that bad once I got used to it
For getting node references the access as unique name thing doesn't really work between scenes, which makes it not particularly useful most of the time
I didn't really have much formal education on OOP and other programming paradigms
It's pretty good as long as you're not targeting high end visuals. Medium end is fine most of the time. With the Nvidia branch you can do high end with ray tracing, and people are currently working on getting more ray tracing features in the main engine.
The ssao and ssgi is still kinda terrible but there's a PR open right now to improve it
As someone who came into godot with programming knowledge, the whole signals thing was probably what took the longest to get used to, but now that I understand it it seems very simple. For code, the godot documentation is both accessible on the web and built into the engine, and it's generally very thorough.
Here's an intro guide to programming in godot that I wrote a little while ago:
::: spoiler expand
# If you don’t know how to do something, google it!
# to write a comment, type a hashtag
# lines are executed in sequence
# words typed are variables, and can be assigned by typing "var" and then its name
# GDScript uses the word "var", but leave out "var" in python
var x = 1
var number = 5
# display the value a variable holds
print(number)
# you can do math, with +,-,*,/,% (modulus), ** (exponentiation), sqrt(), etc
print(number / 2)
# variables can be reassigned, by setting them equal to something else
# variables that store numbers can be used as a number
number = 2 / x
number = number - 4
# operations such as the one directly above can be simplified:
number -= 4 #this does the same thing
# variables can also hold:
# true/false (aka Booleans)
var thing = false
# words, etc (aka Strings), surround in quotes
thing = "Hi, I'm Adrian"
# lists of other data types
thing = [number, False, "Hi, I'm Adrian", 52.67]
# access elements of a list by using []
# the first element in a list is element 0
print(thing[1]) # will print False
# you can reassign list elements
thing[1] = True
print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67]
# you can add elements onto lists with __.append(), remove with __.pop()
thing.append(3.4)
print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67, 3.4]
thing.pop(2)
print(thing) # will print [-6, true, 52.67, 3.4]
# similarly to how we can do math, we can also evaluate logic (conditionals)
# 'and' will return true only if both inputs are true
# 'or' will return true if either or both inputs are true
var bool1 = false
# remember, thing[2] is now 52.67
# here, thing[2] < 4 is false and bool1 is false
print(thing[2] < 4 or bool1) # will print false as both sides are false
# to compare any data types, you can use == (equal to), != (not equal to)
# to compare numbers, you can use <, >, <= (less than or equal to), >=
# you can also use the words 'or', 'not', 'and'
print(thing[2] != 3 and not bool1) # will print true
# 'If' statements will run code inside of them if they receive the value true
# lines of code inside of the if statement will be indented one level
# you can use the words if, else, elif (else if)
# you can use conditionals here:
if true:
print("is true")
#will print "is true"
if thing[2] == 2:
print(thing)
print("as thing[2] == 2, we will not evaluate the rest of the if statement")
elif bool1: # is equivalent to writing "elif bool1 == True"
print("bool1 is true")
else:
print("bool1 is not true")
#will print "bool1 is not true"
# Loops operate over ranges and lists (aka iterables)
# ranges work with the format range(stop), range(start,stop), or range(start,stop,step)
# ranges start at 0 and step by 1 by default
for i in range(1,11):
print(i)
# will print 1,2,3,4,5,6,7,8,9,10 (stops before 'stop' number)
# lists are also 'iterables'
for i in [1,5,2]:
print(i * 2)
# will print 2,10,4
# inside of the for loop, we can access this new variable I have called 'item'
for item in thing:
print(item)
# will print -6, true, 52.67, 3.4
# functions allow you to simplify code and remove re-used elements
# you can put multiple things inside of the function's parenthesis,
# which can be used as variables by code inside of your function
# use "func" in GDScript, and "def" in Python
func repeated_sqrt(value, times):
for i in range(times): #will start at 0 and go up to times - 1
value = sqrt(value)
return value
# return will immediately exit out of the function,
# and give this value to wherever the function was called
# this function can be used as below:
print(repeated_sqrt(5.2,3)) # will print sqrt(sqrt(sqrt(5.2)))
var number1 = 1
print(repeated_sqrt(thing[2],number1)) # will print sqrt(52.67)
number += repeated_sqrt(thing[2],2) + 1
# will increase number by sqrt(sqrt(52.67)) + 1
# function returns don't need to be used
func printvalue(value):
print(value)
return "hello"
printvalue(2) #will print 2
print(printvalue(3)) #will print 3,hello
That isn't the first impression that I got, although of course I'm just one data-point. The composition, lighting, and post-processing of the stills are really good which is not common for games that are actually lazily thrown together assets. Looking a bit closer though, I do see what you mean and I think the main problem is that the level of quality doesn't seem that consistent. IDK what's going on on that 13th still with the monitor. A lot of the scenery in the trailer looks worse that the scenery in the stills, and some of the UI stuff seems a bit meh. I get that as an indie dev it takes forever to do this sort of stuff, and definitely there's very little that looks outright bad, the problem is mostly the inconsistency in quality. People only have so much time to play games, and it's not that easy to judge how fun a game is from it's trailers and description, so they look for any clues they can of less than complete effort, as any inattention to detail could indicate a lack of attention to the actual gameplay parts as well. Unfortunately for both gamers and developers, how fun or engaging your game is doesn't necessarily correspond that well with how appealing it is to people who see the trailer.
IDK, this is all kind of unfounded speculation from someone who really doesn't have much personal experience in the area, so take it with a grain of salt
I think the money accumulates over time, so you'll eventually get a payment once you have $100 at the start of a month after fees. But there's also the $100 up front cost to list a game, so even after the first payment you haven't really made money
You'd probably have to get like $200 in sales from a game before you have actually started to make money (from taxes and steam's 30% cut)
Idk this is just what I've heard on the internet, I haven't experienced it myself
The SpaceX IPO was hilariously ridiculous. They were saying that in a few years they'll be launching Starships every few hours. Meanwhile they haven't even delivered payload to orbit with them yet... (As they still don't trust it enough I guess)
Anyone who knows anything at all about spaceflight could tell you that was both stupid and impossible, yet they just get away with it. It's blatantly obvious lying to investors, but I'm sure they'll make up some excuse or pretend they never said that by the time it's 2030 and they're not launching Starships every few hours
He was involved in PayPal early on (after a merger iirc) so most of his money was from PayPal stocks. That might have changed over the last few years, but that's how he was so rich before
Because PayPal is something that people actually use
there is an intersection near me (east coast USA) with one lane on one side of 2 yellow lines and 3 lanes on the other side. It's definitely possible. It does have turning arrows, but those would be a bit out of view from this angle I think (they're kinda far back). The picture is still very implausible though because of the very uneven lane widths and the weird crosswalk paint. The closest lane looks like it could only fit half a car.
I think this is fake and an AI generated image. The only place I can find this story is on slop YouTube channels (just showing this screenshot), it isn't anywhere else online. The image also isn't anywhere else that the Google image search can find, and this ai detector that seems accurate in my experience finds it suspicious
Proper digital signatures are very secure and prove that you have possession of the signing key and that the document has not been modified since. Unfortunately those keys are very expensive (unless your employer gets them for you), so usually when people sign something in Acrobat or whatever it will just use a self-signed certificate at best. This does still prove that the document hasn't been modified since it was signed, but it doesn't prove anything about who signed it.
Maybe zorin OS. I think that mint is still popular with new Linux users though.
Distrobox?
You could just list egg yolks separately from egg whites in the first place. But yeah I get your point, for certain more complicated recipes it will break down. At the cost of some readability I guess you could list products of earlier ingredients on the side, but then it's no longer a list of what you need to start.
I think my ideal solution would just be regular recipes but have them actually list the measurements of things in the text. It's very annoying to have to go back to the list especially when it's on the other side of a page.
Or you could go the other direction and have a full graphical flow chart with some text in it, although I can't imagine that being particularly space efficient
Well, I'd be surprised if they're throwing away the digitized versions, they will want to use them in training all of their future models. If they go bankrupt maybe someone more willing to share will get the data
https://en.wikipedia.org/wiki/1953_Iranian_coup_d'%C3%A9tat
Kind of the reason Iran is so terrible now
(And tons of other countries have similar stories)
https://xkcd.com/1170/
Yeah, there's definitely a range. I'm gen z and we never really had game consoles, so I grew up mostly gaming on a Mac (do not recommend, although I think the translation layer situation has improved since then). I also have memories of putting in tapes, cartridges, and floppy disks to my parents' old Atari and Commodore computers (both of which actually worked great after having not been used for like >30 years)
Signals become a little more annoying once you need to connect them between scenes (getting node references between scenes is confusing at first, and it also means you need to connect them through code instead of the UI), but yea it's not that bad once I got used to it
For getting node references the access as unique name thing doesn't really work between scenes, which makes it not particularly useful most of the time
I didn't really have much formal education on OOP and other programming paradigms
It's pretty good as long as you're not targeting high end visuals. Medium end is fine most of the time. With the Nvidia branch you can do high end with ray tracing, and people are currently working on getting more ray tracing features in the main engine.
The ssao and ssgi is still kinda terrible but there's a PR open right now to improve it
It's been getting better. They just got a completely new IK system I think.
Godot 2d and 3d are both very polished, and 3d has a lot of support for retro stuff as well like vertex shading or nearest filtering for textures
As someone who came into godot with programming knowledge, the whole signals thing was probably what took the longest to get used to, but now that I understand it it seems very simple. For code, the godot documentation is both accessible on the web and built into the engine, and it's generally very thorough.
Here's an intro guide to programming in godot that I wrote a little while ago:
::: spoiler expand
:::
As long as you keep the graphics settings low and the code you write light
I did a lot of development in godot on a chromebook with a celeron processor from 2017 (including some 3d stuff)
That isn't the first impression that I got, although of course I'm just one data-point. The composition, lighting, and post-processing of the stills are really good which is not common for games that are actually lazily thrown together assets. Looking a bit closer though, I do see what you mean and I think the main problem is that the level of quality doesn't seem that consistent. IDK what's going on on that 13th still with the monitor. A lot of the scenery in the trailer looks worse that the scenery in the stills, and some of the UI stuff seems a bit meh. I get that as an indie dev it takes forever to do this sort of stuff, and definitely there's very little that looks outright bad, the problem is mostly the inconsistency in quality. People only have so much time to play games, and it's not that easy to judge how fun a game is from it's trailers and description, so they look for any clues they can of less than complete effort, as any inattention to detail could indicate a lack of attention to the actual gameplay parts as well. Unfortunately for both gamers and developers, how fun or engaging your game is doesn't necessarily correspond that well with how appealing it is to people who see the trailer.
IDK, this is all kind of unfounded speculation from someone who really doesn't have much personal experience in the area, so take it with a grain of salt
I think the money accumulates over time, so you'll eventually get a payment once you have $100 at the start of a month after fees. But there's also the $100 up front cost to list a game, so even after the first payment you haven't really made money
You'd probably have to get like $200 in sales from a game before you have actually started to make money (from taxes and steam's 30% cut)
Idk this is just what I've heard on the internet, I haven't experienced it myself