How much do you trust OpenAI with your data? Do you upload files to them? Share personal details with them? Do you trust them, they discard this information if you opt out or use the API?
But to be honest I do see the point of the author. Either stop "half-assing" GitLab.com or remove the product (GitLab.com) entirely (and focus only on self-hosting customers (GitLab Enterprise Edition)) might be a better decision in the long run.
But I am sure no one on management level wants to do this decision. So you half-ass a product.
This kind of situation can be frustrating for people working on the product itself (at least when they care). And each new developer that joins the product will probably suggest: "Oh we should care more about scalability." And each senior will be: "yeah yeah, i know..."
Gitlab.com is a marketing instrument and if you 'remove the product entirely' then the enterprise edition will sell only a small fraction of what it sells today.
That I agree with. There are some weird incentives at work though: a commercial user of Gitlab.com might see their frustration with Gitlab.com as the reason to go for an enterprise license rather than to switch to the competition.
I wonder this myself, also with document attachments and multi modal input (e.g. voice). I also wonder how much they really train on the chat history. I have it disabled but maybe I am too cautious and I am missing out on convenience.
I don't miss it. I would use Tweetbot again if it becomes available again, but for now I am good. If it is not coming back, I am not going to download the official client.
Does the small EU country you are living in pay FAANG level salaries (200k and more) for their developers? Because in the small central EU country where I live, they always say skilled workers are in demand until you tell them your desired salary ;-)
“Oui mais vous avez des tickets resto” — Explanation: French people seem always very happy with low salaries as long as they have social benefits such as 4,60€ ticket for restaurant at lunch. And free healthcare, which they pay 800€ per month (for a 65k€ salary).
They really need some economy lessons. If I were a true capitalist, I’d teach them socialism for free.
I’m still running Atom. I’m hoping Pulsar will keep Atom alive.
Besides of VSCode, I tried using Sublime for a while. Its absolutely great slick editor (pricey but I was willing to pay for that comfort) but the plug-ins I use were very mediocre and subpar.
How about you?
At work I run VSCode. At home I try to run Nova. But I do not seem to get used to it and I fall back to VSCode a lot of times. As a "secondary editor" I use TextMate 2.0.
Let's see if Zed is going to be good. Or maybe I should learn neovim.
Breaking changes expected still but should end with the beta, so if you're looking to noodle around with it they're probably close enough for you to skip 3.5 and start learning on 4.
I've used Godot back when I was developing VR games. I've started out with Unity, and then switched to Godot, and never looked back. Godot makes developing games so much easier and more fun, and it's open source.
Fully cross-platform for the usual suspects on desktop, mobile and web.
If you want to publish on consoles you need to pay someone who ported the engine to the console you want to target (or port the engine yourself). The code can't be open source because of licensing issues.
The vast majority of Unity/Unreal games don't have native Linux builds despite the engines ostensibly having native Linux support. Developers don't see it as worth the QA/support hassle, especially now that they can do nothing and still get Linux customers thanks to Proton.
Valve are even pushing developers towards Proton by default because they'd rather have a well maintained Windows build running in a well maintained API wrapper, than a half-baked native Linux port that never gets updated, which is often what ended up happening during their earlier Linux-native push. I believe some games that did get Linux ports are now flagged by Steam to ignore that version and run the Windows version in Proton by default, because it provides a better experience than the port.
I seriously could not care less about proton, it is basically a gigantic and massive money sink hole and literaly disgusting software, actualy quite microsoft grade.
To make things even worse, proton is said to include a significant amount of software components directly copied from windows.
What actually worries me, is the devs from gcc and the glibc perfectly ignoring the fact that there has been games on "linux" for the last decade. The glibc devs have literaly a frenzy of GNU symbol versioning, breaking game binaries built on a recent glibc that on distro with a glibc no older that 1 year and half for no good reasons. Not to mention you still cannot properly libdl the libc itself, namely do a clean ELF dynamic load of it (maybe not true anymore, have to check). Unfortunately, many game devs have the c++ tantrum and the static libstdc++ from gcc does not "libdl" properly what it needs from the glibc/posix libs, and something tells me not to hold my breath at gcc devs fixing that.
So, I guess, I'll keep playing "linux" native games until windoz... I meant they force proton upon everybody for good, or until the glibc and gcc devs managed to make it near impossible to make reasonably robust in time and compatible across "linux" distros game binaries.
Actually, I got myself a simple C compiler and built a lean win64 with vulkan support from wine, useless, no windows game binaries are that clean, except maybe the ones from ID software.
at the microsoft game hackathon thing in 2019 at their HQ in NYC, godot was pretty common choice. I think i saw it more than unreal actually (anecdotally, I don't know the actual aggregate). seems to be gaining popularity.
It's very easy to get into, and very light weight so I'm not surprised. I'm not sure how well it'd scale into a large team or for a commercial project, but it's gaining heaps of steam.
With your summary in mind, would you say in 2022 one should start with Godot instead of Unity to learn the basics of game dev? Godot to me seems "tidier"
Personally, i'd suggest that you try out a variety of engines and use whatever is the most comfortable for you, given your background (for example, C++ devs might go with Unreal instead of the other options).
For me, if i wanted to learn game development and do so in a pretty easy fashion, i'd most likely go with: Godot + GDScript, since those two are integrated rather well and are easy to pick up and learn. I'd suggest that you stick with the Godot 3.X.Y stable releases for the time being, though, since Godot 4 is still in development and is subject to changes.
It can definitely also lead to shippable products with not too many issues along the way (apart from the asset store being small), though currently Godot is definitely more capable for 2D games than it is for 3D games (if you ever want advanced graphics, you might have to wait for Godot 4).
Of course, if you're learning game development in hopes of getting a job in the industry, then you should most certainly go with Unity due to its popularity.
Usually this kind of literature are however more similar to university textbooks for which I prefer to read them as PDFs on the iPad as my Kindle tends to mess up the formulas and figures if you get them in an Amazon Ebook format.
Sometimes you get a PDF from Amazon to begin with, for which I find the the Kindle a subpar experience.
I've come to dislike the pdf format more and more with time. It's great for printing, it's great to show documents really as they are, and it's bad when it comes to... Well, about anything else?
I feel it has become an standard of document viewing when it should have never gone beyond document sharing.
I totally see what you mean. For the most part, I have no trouble deciphering the garbled equations on the Kindle based on context and general understanding and subsequent description. When I do struggle, I tend to fall back to the PDF to clear the confusion up.
PDF is my favorite book format. I like the idea of reflowable text, but my experience is any book with pictures, tables, or math looks pretty terrible as an epub or kindle book. Books that would be suitable for Kindle (usually fiction), I find listening to as an audiobook much more convenient .
I have started to dislike pdfs a lot more since I bought an e-reader. A lot of them are basically scans of pages and basically there is no reflow; I just have to constantly zoom and scroll which is a major put-down.