magic_lobster_party

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Joined 1 year ago
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Cake day: August 15th, 2024

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  • I think this is dependent on context. Linus is working with a very public repository. Private repositories shared with a small team have different conditions.

    What works in my smallish team at my company is:

    • Enable squash commits. Each PR should be squashed to a single commit. This makes the master branch linear and simple. This ensures each individual commit on master has been reviewed and is in a working state.
    • You can do whatever shit you want on your own branch. It’s going to be squashed anyway.
    • Don’t base your work on some other team member’s branch, unless agreed upon. That’s their work. You should only depend on the master branch.
    • Never rewrite what has already been committed to the master branch.







  • I would buy it if the excuse was they wanted an actor that could do voice as well as motion capture, and maybe David Hayter wasn’t cut to do both at the same time. In some promo it sounded like they wanted someone who could do both. In the age of motion capture, it’s going to be jarring to record voice lines in a booth separately. Particularly if multiple actors interact with each other in a scene.

    But no. There was barely any interesting acting at all from Snake. Most of the acting was carried by the other characters, while Snake was just grunting doing nothing in particular.

    I’d rather take MGS4 Snake any day.



  • I think no discussion about parrying is complete without mentioning Ultrakill. It strikes a good balance between being usable without being an auto win button.

    In Ultrakill, besides from dealing extra damage and gaining style points, parrying enemy attacks is one of the most effective ways to regain health. Low on health? Find an attack to punch and you’re back in action.

    This creates a risk reward system. Committing to a parry is risky. If you miss you lose health - and it’s easy to miss when there’s 10 other things going on at the same time. It’s not always easy to find an opening to commit to.

    It also had a bug in early development where the player could also parry their own shotgun bullets if timed correctly. This was developed an intended mechanic, so Ultrakill is the game where punching your own shotgun bullet makes them go faster.









  • It wasn’t just this though; the tool itself lacks the intent, context, and limitations of what we’re doing. It doesn’t have other aspects of the project, influences, references, or personal experiences in the back of its mind, because it doesn’t have a mind.

    This describes the fundamental problem with AI. The chatbot will forever be like that new recruit to the team. Sure, they have the skills to make some contributions, but they lack the surrounding context to fully work autonomously. They need some guidance to get to the right path.

    The difference between the chatbot and the new recruit is that the chatbot won’t remember all the guidances it got. The chatbot won’t remember all the design decisions that were made. The chatbot won’t remember that time prod went down. The chatbot will forever be like the new recruit with no experience.