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Joined 1 year ago
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Cake day: June 20th, 2023

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  • The future’s wasteland will be covered by bodies of web stalkers who were naive enough to get tricked by mid-2010s shitposts.

    “Turns out they never used this to make their metal cutlery darker - who would have thought the ancients were so casually cruel?”

    “After months of research we have concluded, that despite all their technical achievements, the ancients never figured out, what does the fox say”

    “Today prof. Drobyshevsky is going to tell us about their newest work in XXI cent. anthropology - what is ‘streamer dent’ and why do we have such long heads 2300 years later?”

    “Ass, coochie and the rich - dietary practices of homo sapiens in the age of over-production”










  • Y’all just have no idea how complicated the process is. In 2004 it was OK to just “ship a working game”, - in 2023 you have to include all of the software stacks you have partnering contracts with, deploy an entire cloud infrastructure to deliver updates and short purchases, design and launch automated targeted ads campaigns, pay union-busting lawyers, accommodate for all the “fun” senile execs want to put in the game, pay handsome compensation to these senile execs, pay more lawyers to bury workplace toxicity-related incidents. At the end of the day, you have to sustain the company somehow when 95% of your workforce goes on a sick leave after a 3-month-long crunch period. All of that takes money, time and effort. And y’all don’t get a lot of time in-between autumn release windows.

    Hey, we’ve been at it for 20 years, and we have just managed two months of 16-hour workdays without anyone dying, it looks like it might be one of those projects we actually manage to ship - what an important internal milestone!

    PS: I don’t actually work at Ubisoft, I love my life too much - this entire comment is a satire




  • For me NVIM has several really cool advantages: NVIM is really fast. With a good terminal emulator I can open enormous log files and be able to navigate around/search immediately. I have recently pivoted to DevOps, and using VSCode to interact with large log files made me realize how slow and sluggish it actually is.

    Motions and modal editing. Plenty of people have already said how fast it is, I will just add that it is also very fun and, if you dig around a bit, not that hard to learn.

    Configuration using Lua - I like it because my configs are simple git repos, so the file structure and the logic of configuration is easy for me to work with. I always thought VSCode to be quite awkward to configure. Also, using Lua instead of JSON makes it incredibly flexible, and as a tinkerer I find a lot of joy in customizing things.

    NVIM (or VIM) is ubiquitous. You can expect it everywhere, and every other IDE has VIM-like bindings. Learn VIM = be comfortable anywhere.

    A personal perk for me personally is that NVIM is designed to be used without a mouse. Mice give me wrist pain, and switching to NVIM made my work a lot more bearable.

    If you’re thinking about trying it out, I would recommend going for a community-maintained distributions like AstroNvim or ChadNvim. It’s also quite cool to go back to your preferred editor, knowing your preferences are now more refined after trying alternatives.

    Anyway, good luck


  • Trying to get into Baldurs Gate 3. Never played the original games, never played D&D, and this is the first hardcore RPG of this sort I’ve played in awhile.

    It is a bit of a struggle - the game is intimidatingly big and deep. I am also having troubles wrapping my head around the battle systems, and the random skill checks really don’t make much sense to me (am I expected to save scam in this game?)

    But all that seems to be a question of habit. I went into the game for the joy of exploration and discovery, and I hope to lose myself in it very soon.