!remindme -1 year
xthexder
If only this was a response AI could give. I think it would solve a lot of the problems
In theory it makes it possible for other games to use the same items to make stuff in their games (I doubt this in practice)
I've heard this before, but there's literally nothing preventing games from setting up some shared items on their own without NFTs. Nobody does it because companies want to keep their IP, and worrying about external items would be a nightmare to balance.
NFTs solve like 1% of the problem of sharing items. So much more goes into making them actually work. For example: NFT id 5551337 is owned by the player: now what? How do you figure out what 3d model to render? What actions can you perform? How does it integrate with other systems? All of that is going to have to be custom for every game involved on a per-item basis.
Ah yes... several years ago now I was working on a tool called Toxiproxy that (among other things) could slice up the stream chunks into many random small pieces before forwarding them along. It turned out to be very useful for testing applications for this kind of bug.
And that's where Release with debug symbols comes in. Definitely harder to track down what's going on when it skips 10 lines of code in one step though.
Usually my code ends up the other way though, because debug mode has extra assertions to catch things like uninitialized memory or access-after-free (I think specifically MSVC sets memory to 0xcdcdcdcd
on free in debug mode).
That's definitely a non-trivial amount of data. Storage fast enough to read/write that isn't cheap either, so it makes perfect sense you'd want to process it and narrow it down to a smaller subset of data ASAP. The physics of it is way over my head, but I at least understand the challenge of dealing with that much data.
Thanks for the read!
How likely are you to recommend Comcast to a friend?
Bitch, you're a monopoly, I would leave if I could.
Neat, thanks for sharing. Reminds me of old mainframe computers where students and researchers had to apply for processing time. Large data analysis definitely makes sense for C++, and it's pretty low risk. Presumably you'd be able to go back and reprocess stuff if something went wrong? Or is more of a live-feed that's not practical to store?
It really depends what you're doing. The last big project I did with C++ templates was using them to make a lot of compile-time guarantees about concurrency locks so they don't need to be checked at runtime (thus trading my development time for faster performance). I was able to hide the majority of the templates from users of the library, and spent extra time writing custom static_assert messages.
C++ templates are in fact a compile-time turing complete language, as crazy as that sounds.
Is that actually 1g of pure THC, or is that like the weight of the extract or something? I can't imagine the tolerance you would need, any normal person would be passed out for an entire day taking that.
Yep, sadly I've been exposed to a few such codebases before. I certainly learned a lot about how NOT to design a project.
You've been at it longer than I have, but I've already had coworkers look at me like I'm a wizard for decoding their error message. You do get a feel for where the important parts of the error actually are over time. So much scrolling though...
Let me just shorten this down 8 feet
welds on an extra 2 feet