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marqueewinq commented on Kraków, Poland in top 5 worst air quality worldwide   iqair.com/world-air-quali... · Posted by u/madjam002
my_throwaway23 · 2 months ago
I used to live in Gdansk, and later Gdynia, and let me tell you - as soon as it's cold outside, people burn all kinds of shit at home, the air's so thick you can practically cut it with a knife. We theorized that the smog's mainly from residential burning of coal, but of course who know's what's in the stove.

All I know, is that it smells really unhealthy, and the smoke coming out of houses is a deep, black colour, almost like oil.

marqueewinq · 2 months ago
Danzig or war? (Hoi4 reference)

Jokes aside, this sounds terrible. What are the policies in place to prevent this?

marqueewinq commented on Getting a Gemini API key is an exercise in frustration   ankursethi.com/blog/gemin... · Posted by u/speckx
Ozzie_osman · 3 months ago
I was recently (vibe)-coding some games with my kid, and we wanted some basic text-to-speech functionality. We tested Google's Gemini models in-browser, and they worked great, so we figured we'd add them to the app. Some fun learnings:

1. You can access those models via three APIs: the Gemini API (which it turns out is only for prototyping and returned errors 30% of the time), the Vertex API (much more stable but lacking in some functionality), and the TTS API (which performed very poorly despite offering the same models). They also have separate keys (at least, Gemini vs Vertex).

2. Each of those APIs supports different parameters (things like language, whether you can pass a style prompt separate from the words you want spoken, etc). None of them offered the full combination we wanted.

3. To learn this, you have to spend a couple hours reading API docs, or alternatively, just have Claude Code read the docs then try all different combinations and figure out what works and what doesn't (with the added risk that it might hallucinate something).

marqueewinq · 3 months ago
What stack are you using?
marqueewinq commented on 996   lucumr.pocoo.org/2025/9/4... · Posted by u/genericlemon24
dvfjsdhgfv · 6 months ago
> If you're smart enough to get hired for one of these roles

s/smart/stupid/g

marqueewinq · 6 months ago
Well sed
marqueewinq commented on Making games in Go: 3 months without LLMs vs. 3 days with LLMs   marianogappa.github.io/so... · Posted by u/maloga
0points · 7 months ago
> Just try to implement, for example, a hexagon-based isometric game. There are no off-the-shelf implementations -- you'll need to redo the pan / zoom / click controls yourself, you'll need to implement the pathfinding, map layers, interface state machine etc etc etc

Sure there's off the shelf implementations.

Off the top of my head I would suggest starting with evaluating godot 4.

They have isometric view, pathfinding, and all of the rest you are mentioning.

marqueewinq · 7 months ago
Sure they do -- but once you introduce at least one custom component (i.e. hexagon map), it's actually not straightforward, how to integrate it with the rest of the controls.

I can't say whether it's me who's stupid, or it's just not very easy to make good UI in game engines. I don't say that's not doable of course -- i'm just saying one would need to invest quite a bit of time to work out how to do this.

marqueewinq commented on Making games in Go: 3 months without LLMs vs. 3 days with LLMs   marianogappa.github.io/so... · Posted by u/maloga
starchild3001 · 7 months ago
What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention for more than 5 minutes.

That’s why we’re not suddenly drowning in brilliant Steam releases post-LLMs. The tech has lowered one wall, but the taller walls remain. It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. LLMs are doing the same thing for code, and image models are starting to do it for art, but neither can tell you if your game is actually fun.

The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? That’s when we start moving beyond "AI as productivity hack" into "AI as collaborator in design." We’re not there yet, but this article feels like an early data point along that trajectory.

marqueewinq · 7 months ago
Personally, i don't think the coding part of game development was not a bottleneck.

Just try to implement, for example, a hexagon-based isometric game. There are no off-the-shelf implementations -- you'll need to redo the pan / zoom / click controls yourself, you'll need to implement the pathfinding, map layers, interface state machine etc etc etc

This is still not an easy task -- to build a somehow complicated game. If you're building a platformer -- sure, that's doable. Strategy/4X/RPG? That's different.

marqueewinq commented on That's a Lot of YAML   noyaml.com/... · Posted by u/edward
x3haloed · 2 years ago
I think I have a solution to keep the peace, if we can all universally respect one rule:

Never use YAML outside of the Python ecosystem.

That way, people who love esoteric scripting formats that prioritize legibility over correctness, durability, and maintainability can keep all their tab characters, loose typing, and cryptic syntax. And the rest of us never have to! Those of us who prefer C-style syntax can keep our sanity.

Edit: OK, I think I've finally got my finger on the crux of the issue here. I think I can't explain this whole thing without being spicy. For C-syntax devs like myself, syntactic whitespace is pure madness. Whitespace is not information or an instruction -- it's formatting. Good formatting is helpful and useful, and good C-syntax devs care about legible formatting. In Python (and YAML), the formatting is instructional information. This has the benefit of making all functional code legible. But why the blazes does code have to be legible to be functional? Imagine working with a YAML coworker. You send them a long message. They reply with, "What? This is nonsense." You suddenly realize your mistake. Without separating your paragraphs with an empty line, you've broken the meaning of what you sent. Adding the empty lines back in and re-sending the chat message, your co-worker can now read what you wrote. Without syntactically-accurate formatting, the information you sent was meaningless.

marqueewinq · 2 years ago
Another purpose of code, as in software, is to be readable (aside from being executable). There's a million ways to do the formatting, and i would prefer people to use linter when they write code (hopefully, the same linter i'm using).

Those languages enforce a standard syntactic structure; there are less ways to write unreadable code, which is a good thing.

marqueewinq commented on WiFi can read through walls   news.ucsb.edu/2023/021198... · Posted by u/geox
marqueewinq · 3 years ago
It would be awesome to see the applications of that to assist blind people / replace vision altogether
marqueewinq commented on Ask HN: What is the thing you've built that you regret the most?    · Posted by u/Octabrain
marqueewinq · 3 years ago
Worked in a medical start-up in one of the country's biggest incubators, but eventually uncovered that the whole thing was a scam. All what management did is launder the money to themselves with no actual product in sight. I was responsible for the pilots and demos to the municipal hospitals and government officials, and i regret i've spent ~year to help them cover their crimes.

The management guys are not in prison and i think will never be.

marqueewinq commented on Replit Mobile App   blog.replit.com/mobile-ap... · Posted by u/todsacerdoti
duped · 3 years ago
> I find the development setup and deployment to be much more complicated

My understanding is that is the problem repl.it is trying to solve. In a sentence: think about your code and not your environment.

My curmudgeonly self thinks that there are deeper problems and externalities that programming on a phone/tablet or in the web only exasperate. Computer literacy is shockingly poor among the incoming generation of people who have only used mobile devices, WebUIs, and maybe a Chromebook - and that's not the fault of people or technology, but the business models that only succeed by locking users into platforms and hiding details of how those platforms work. The issue with programming on mobile or through something like repl.it is that it hides too much - at the end of the day, tinkering with computers requires computers that can be tinkered with and software systems that can be introspected.

marqueewinq · 3 years ago
I believe there are enormous amounts of resources which enable people to self-tech the basics of coding. I partially agree -- but it's not an absense of possibility, it's absense of motivation. I think it's exactly because modern systems are opaque to a beginner
marqueewinq commented on Victorian Hacker News   victorianhackernews.com/... · Posted by u/goldemerald
marqueewinq · 3 years ago
Radioactive elements twice a day improve productivity: a study

u/marqueewinq

KarmaCake day22September 9, 2022View Original