OpenBSD: Ah yes, I recognize that you wish to use your Intel Wireless AC 3165 for wifi, please, go ahead dear sir.
9front: *fails silently*
me: Edits driver to recognize the device id
me: locates the error and makes an exception in the code for my chip
9front: did you want to kill your wifi on boot?
me: but OpenBSD doesn't say the wifi is dead-
9front: I'm sorry, but you have activated rfkill switch. Shutting down wifi. Come back later!
I'm doing something wrong, aren't I..
nice photos of lovely nature friends
As always, my magpie friends are wonderful company, and a group of youngsters has been frequenting the park I walk through, getting up to mischief while learning the importance of collecting sticks.
@spritelyproject Hi! I happen to be following both you and @neauoire and reading this https://wiki.xxiivv.com/site/paradise.html made me think about Spritely Goblins a lot. The peer-to-peer communications, LISP, and especially when you tooted that Goblins could be used for peer-to-peer MUDs without a central server made me think "wow, maybe these two should have a talk". So there you go! I've connected the dots, as a complete stranger to both of you! Maybe it wasn't necessary, but eh
@runevision I think any monolithic software has this issue. Complexity is a beast that takes time to conquer, and bad decisions are usually not given a second chance at redemption when depency emerges as a complex net. The issue isn't really the bad decision, because it's usually inevitable. The issue is that the system doesn't provide room for fixing the decisions retroactively lest they go without profit for too long.
@jos I just write in C. I'm not claiming that it is faster to work in. But it sure is liberating. And once you get somewhere, it is nowhere close to the satisfaction of finishing something in Unity. It's much better.
@jos Still, Unity3D is quite restrictive in itself so it doesn't matter much. When you're already forced to work with objects you're already paying for the overhead, so you might as well make yourself comfortable and program however you like.
@jos Keep it simple. As small amount of files as possible. As small amount of functions as possible. No nonsense restrictions that have nothing to do with actual game logic (Player class does in fact NOT require a Attack() function, and just because it doesn't have one does not mean your player can't attack).
@jos I just find Object-Oriented programs difficult to think about, navigate, and "load in". It's difficult to get things done when you'e busy jumping around files, trying to think about "where" to put your solution rather than actually writing the solution
@jos I'm not sure, but I have similar issues with projects that have lots of classes and homemade abstractions. You may be experiencing this because you are overusing Object-Oriented programming in your project.
@nashhigh I like this sentiment. But if someone I'm friends with reacts negatively to me saying "I'm busy right now" I can only think of two reasons:
1. They have no respect for me
2. I have repeatedly rejected interaction from them in the past.
If 2, the friendship will inavoidably be damaged! But that doesn't mean that it is dead, just weaker.
I've been trying to wrap my head around the source code of Oscean; how does he generare those .c files??? Then I realized, ever since he realized that static sites are much faster and take up less memory, he's been writing the .c files by hand. He probably just auto-generated the first files using his old nodejs code and plans to write manually / a new application for appending journal posts etc. from now on. It really is much more simple and elegant. I just wish I hadn't tried understanding...
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