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The Grug Brained Developer (2022)

grugbrain.dev

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Re: The Grug Brained Developer (2022)

#592

“Good debugger worth weight in shiny rocks, in fact also more” I’ve spent time at small startups and on “elite” big tech teams, and I’m usually the only one on my team using a debugger. Almost everyone in the real world (at least in web tech) seems to do print statement debugging. I have tried and failed to get others interested in using my workflow. I generally agree that it’s the best way to start understanding a s…

What's insane is that debuggers could support at least 80-90% of print debugging workflow with a good UI. The only thing that's really missing is history of the values of the watches you added, all in one log. With filters because why not. For some reason I never seen this option in any debugger I tried.

UPDATE:

Heh, who knew, debuggers already have this feature under the name tracepoints (VS) or logpoints (Viscose).

https://code.visualstudio.com/blogs/2018/07/12/introducing-l...

It should be way more well known among print debug crowd.

Re: The Grug Brained Developer (2022)

#593

Earlier quoted context omitted.

In the early 2000’s I whipped up a tool to convert log statements into visual swim lanes like the Chrome profiler does. That thing was a godsend for reasoning about complex parallelism.

Would you be willing to share this tool?

Oh that's long lost to the trashbin of history. As I recall it was a combination of:

- Log4j + MDC's so we could get a timestamp and thread ID easily

- some python scripting

I can't remember if it was PDF or SVG, but I do remember having to choose something that would allow for huge graphs and lots of scrolling!

These days there's better options on github, but nice to see I was on a decent path.

Re: The Grug Brained Developer (2022)

#594

Earlier quoted context omitted.

Find me a bank that will give me a 150k collateralized loan and after 2 years I will give you the best AAA game you've ever played. You choose all the features. Vulkan/PC only. If you respond back with further features and constraints, I will explain in great detail how to implement them.

Imagine being this delusional, sheesh.

My offer still stands!

Re: The Grug Brained Developer (2022)

#595

Earlier quoted context omitted.

You don't need developers with 20 years of experience in a specific language. Any decent engineer must be able to work with other languages and tools. What you're looking for is someone with experience building systems in your area of expertise. And even then, experience is often a poor substitute for competence.

> You don't need developers with 20 years of experience in a specific language. You may in trivia quiz languages that have more features than anyone can learn in a lifetime

I assume you're referring to C++ with all of its... features.

And yeah, its a mess. Even when you think you have a good understanding of at least one part of the language, you'll stumble across some small section of cppreference that makes you question your entire career.

Re: The Grug Brained Developer (2022)

#596

Earlier quoted context omitted.

AAA games are not even close to being write-able by one person, what are you talking about. You couldn't even write AAA games from 20 years ago.

Depends what you mean by "writable". Triangle-based (software) 3D rendering engines aren't difficult but most people used COTS like Unity or actual 3D hw APIs at least, but it's all the shit that goes around them, the assets, physics, and game logic that sucks. Back in college, we had to write a constructive geometry object renderer that used GLUT simply as a 2D canvas for a scanline-oriented triangle->trapezoid engi…

None of the so called "shit" that you mentioned needs to be any more difficult than the 3d things you mentioned. You even seem to say that creating a believable scene is harder than creating say a scalable ragdoll physics engine, but I entirely disagree-- content is incredibly easy to come by, load in, and modify these days entirely for free. The longest amount of time would be spent reimplementing complex systems, say for bone animations or efficient texture atlasing (if performance requirements demand it), rather than trying to find believable content or writing a camera system. And let's please not say anything like OOP or ECS ;)

Re: The Grug Brained Developer (2022)

#598

Earlier quoted context omitted.

My offer still stands!

So you’re aware it’s delusional? That’s something I suppose

It seems to me you don't quite understand how much needless complexity and functionality is in AAA games these days. Watch how I remove the complexity:

1) We only support Linux. 2) We only support Vulkan (or OpenGL, but I prefer Vulkan) 3) Singleplayer only. 4) Engine features: RGBA Diffuse, specular, shadow, normal/bump, emission maps for materials only. A simple triangle rasterizer with forward rendering. Support for audio, dae animations/rigs/geometry. Physics collisions through an octree and capsule and basic linear algebra. Basic first person/third person cameras. 4) As much content as possible from copyleft/free sources. Mixamo, Cgtrader, poliigon, textures.com etc. A programmer's job is to use whats out there. But, given an extra 6 months, I could also model and texture everything myself as well. I'll do all level design. 5) Dialogue written by me, voice acting through AI or vocaloid. 6) I would estimate the final code to be around 50,000 lines for everything. I can give you a breakdown if you want. All code is in C99, minspec is a ryzen 5600g, which is like $150 max these days.

Something I've missed? I've described a classic first person adventure shooter like Halo for you there. Simply let me know if I should do something else.

Re: The Grug Brained Developer (2022)

#599
post #403

Earlier quoted context omitted.

I swear I'm not making this up; a guy at my current client needed to join two CSV files. A one off thing for some business request. He wrote a REST api in Java, where you get the merged csv after POSTing your inputs. I must scream but I'm in a vacuum. Everyone is fine with this. (Also it takes a few seconds to process a 500 line test file and runs for ten minutes on the real 20k line input.)

Was it joining on some columns or just concatenating the files? I'm going to laugh pretty hard if it could just be done with: cat file1.csv file2.csv > combined.csv

There are also a lot of command line options for joining by column like csvkit

Re: The Grug Brained Developer (2022)

#600

Earlier quoted context omitted.

I swear I'm not making this up; a guy at my current client needed to join two CSV files. A one off thing for some business request. He wrote a REST api in Java, where you get the merged csv after POSTing your inputs. I must scream but I'm in a vacuum. Everyone is fine with this. (Also it takes a few seconds to process a 500 line test file and runs for ten minutes on the real 20k line input.)

I mean, it would be faster to just import them into an in-memory sqlite database, run a `union all` query and then dump it to a csv... That's still probably the wrong way to do it, but 10 minutes for a 20k line file? That seems like poor engineering in the most basic sense.

csvkit and duckdb would also be good options. Any llm will spit out a one-liner for any type of join you can describe.
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