However now that AMD is including integrated GPUs on every AM5 consumer CPU (if I'm not mistaken?), maybe VMs with passthrough will be more common, without requiring people to spend a lot of money buying a secondary GPU.
Given what Windows has become and already discussed here on HN I would even hesitate to run it in a virtual machine.
Edit: more than 15 years.
So, if you don't have a secondary GPU, you'll need to live without graphics acceleration in the VM... so for a lot of people the "oh you just need to use a VM!" solution is not feasible, because most of the software that people want to use that does not run under WINE do require graphics acceleration.
I tried running Photoshop under a VM, but the performance of the QEMU QXL driver is bad, and VirGL does not support Windows guests yet.
VMWare and VirtualBox do have better graphics drivers that do support Windows. I tried using VMWare and the performance was "ok", but still not near the performance of Photoshop on "bare metal".
I'm not sure how it is in other countries, but in some countries (example: Brazil) some courses (like Computer Science) require you to have "additional hours", where these hours can be courses, lectures, etc related to the course.
To prove to the university that you did these courses, you need a certificate "proving" that you participated. Most of the time they are a PDF file with the name of the event, the date and your name in it.
One thing I (in general) miss from those days, was how easy it was to get into modding. Whether that be to make your own maps, or more involved game mods. The modding community really was something, and kept the game somewhat fresh for years. I also vividly remember downloading all the new iterations of counter-strike, which really took off - until settling on 1.6
On a side not, it's a bit tough to think that all this was 25 years ago now, but I still remember all this quite well - having only been a teenager back then, and in 25 years I'll be this old man. Wonder if all the memories from LAN-parties etc. will be as fresh in 25 years, as they are now.
Another game from that time that was also easy to mod was The Sims 1.
For a bit of context, EA/Maxis released modding tools BEFORE the game was released, to let players create custom content for the game (like walls and floors) before the game was even released!
And installing custom content was also easy, just drag and drop files in folders related to what you downloaded and that's it.
Imagine any game nowadays doing that? Most games nowadays don't supporting modding out of the box, but of course, there are exceptions, like Minecraft resource packs/data packs. I don't think Fortnite and Roblox fit the "modding a game" description because you aren't really modding a game, you are creating your own game inside of Fortnite/Roblox! Sometimes you don't want to play a new game inside of your game, you just want to add new mods to enhance your experience or to make it more fun. There isn't a "base game Roblox", and while there is a "base game Fortnite" (Battle Royale... or any of the other game modes like Fortnite Festival or LEGO Fortnite) Epic does not let you create mods for the Battle Royale game. You can create your own Battle Royale map, but you can't create a "the insert season here Battle Royale map & gameplay but with a twist!".
Of course, sadly EA/Maxis didn't release all of the modding tools they could (there isn't a official custom object making tool for example, or a official way of editing the behavior of custom objects) but they still released way more modding tools than what current games release.
I think that most modern games don't support that easiness of modding because the games themselves are complex, because as an example: The Sims 1 walls are like, just three sprites, so you can generate a wall easily with a bit of programming skill, the skin format is in plain text in a format similar to ".obj", so on and so forth.
Lately I've been trying to create my own modding tools for The Sims 1, and it is funny when you are reading a page talking about the technical aspects of the game file formats and the author writes "well this field is used for xyzabc because Don Hopkins said so".
(I mean "nobody" in the sense of "nobody likes Nickelback". ie, not literally nobody.)
If I want to talk to an AI, I can talk to an AI. If I'm reading a blog or a discussion forum, it's because I want to see writing by humans. I don't want to read a wall of copy+pasted LLM slop posted under a human's name.
I now spend dismaying amounts of time and energy avoiding LLM content on the web. When I read an article, I study the writing style, and if I detect ChatGPTese ("As we dive into the ever-evolving realm of...") I hit the back button. When I search for images, I use a wall of negative filters (-AI, -Midjourney, -StableDiffusion etc) to remove slop (which would otherwise be >50% of my results for some searches). Sometimes I filter searches to before 2022.
If Google added a global "remove generative content" filter that worked, I would click it and then never unclick it.
I don't think I'm alone. There has been research suggesting that users immediately dislike content they perceive as AI-created, regardless of its quality. This creates an incentive for publishers to "humanwash" AI-written content—to construct a fiction where a human is writing the LLM slop you're reading.
Falsifying timestamps and hijacking old accounts to do this is definitely something I haven't seen before.
This reminds me of the time around ChatGPT 3's release where Hacker News's comments was filled with users saying "Here's what ChatGPT has to say about this"
You can change the music disc duration with data packs since Minecraft: Java Edition 1.21, you can even add new music discs definitions without replacing any of the vanilla music discs.
I know that one of the rules was "no data packs", but hey, it is a cool thing if someone doesn't know about it. (also, in my opinion this wouldn't break the "no data packs" rule, because the "no data packs" rule seems mostly related to not using data packs to set blocks in the world)
Switched to Firefox Headless and these issues stop happening, in fact, switching to Firefox made the renderer ~3x FASTER than Chromium Headless!
The Blitz project seems very interesting and is actually what I needed, because I'm using a headless browser as an alternative because rendering everything manually using Java Graphics2D would be a pain because the thing I'm rendering has a bit of a complex layout and I really didn't want to reinvent the wheel by creating my own layout engine.
Open source support vary a lot, you can’t compare it to a business that is actually receiving money for service and take things seriously.
With a closed source business you are at the mercy of them to decide if they really want to fix your issue, even if you are a paid customer.