

I mean, Nestlé killed hundreds of thousands in impoverished countries. I think the Oracle service APIs can’t be that bad, though I’m sure they would be if it made Larry Ellison $50.


I mean, Nestlé killed hundreds of thousands in impoverished countries. I think the Oracle service APIs can’t be that bad, though I’m sure they would be if it made Larry Ellison $50.
Ideally you’d use the docker executor with a dind service instead of docker commands in the shell. You’ll have better isolation (e.g. no conflicts from open port forwards) and better forward-compatibility (the pipeline won’t break every time a major upgrade is applied to the runner because the docker - especially compose - CLI is unstable).
For gitlab this is only correct with a shell executor which is to be avoided in the general case in favor of a docker or k8s executor for isolation&repeatability.
Those you can actually run locally with gitlab-runner, but then you won’t have all your gitlab instance’s CI variables so it’s a PITA if you need a CI token which you probably do if you actually make decent use of gitlab’s features.
In most cases I just end up committing my changes to avoid the headache. :!git commit --amend --no-edit && git push -f goes pretty dang fast and 60 % of the time third time’s the charm.


They were always going to receive at least some critical acclaim. This is a AA game from a well-known and respected publisher (Kepler Interactive), so it couldn’t have gone entirely under the radar. They had a decent enough marketing budget and initially were included in the Microsoft Gamepass specifically to secure the studio’s financial future in an uncertain market. The game was objectively good so with all that help, by release day there was no way that the game was going to be a complete dud à la Concord, and I recall Broche saying in interviews that profitability was essentially expected even though the stratospheric success was not.
Also they did get “unlucky” because the Oblivion remaster not-so-coincidentally shadow-dropped a couple days before E33’s release. It’s not much of a stretch to say that Microsoft knew the game was good and (mostly unsuccessfully) tried to drown it out.
If E33 was going to truly flop, it would have been earlier in the development process IMO. They could have relinquished voting shares to investors and been forced to “ubisoftify” the game into bland nothingness. Key creatives could have left. Going all-in on UE5 might have been a technical quagmire. But when the game went Gold, there was very little that could have impeded an at least modest amount of success.
Where the industry is truly unforgiving is single A games. There’s too much to keep track and it’s entirely possible for the “media” (journalists, youtubers, streamers, etc.) to miss a very good game. Single A doesn’t pack enough of a punch to force enough eyeballs on trailers to get a critical mass of fan following, and in that context I fully agree that even a perfect game can still be a complete flop.


E33 did not just get lucky. They used a completely different formula.
~10M€ development cycle with 30 full-time devs + outsourcing is one order of magnitude smaller than what the big studios consider to be the “standard”. AA vs AAA.
30-40 hours of main story and no open world keeps the development resources focused and gameplay/story loops tight in a way that can’t be achieved in an “expansive” open world without unfathomable resource expenditure. But modern games from major studios literally cannot get greenlit if “open world” is not in the feature list because execs see it as “standard”.
Smaller budget also means that they did not pour 50 %+ of their capital into marketing, which allows mores resources to be put into the game and lowers the barrier to profitability. That’s an understated issue; AAA games can’t afford to fail, which is why they all end up bland design-by-committee.
Those parts above were not risks Sandfall took, they were actually basic risk mitigation for an indie studio that big studios aren’t doing based on the overstatement that bigger = more chances for “THE hit game” = better.
Where E33 took some risks was with the strong creative vision and willingness to ignore genre trends and focus group feedback (going turn-based and not lowering the difficulty to “baby’s first video game”). But for the cost of 1 Concord a big studio could afford to make 10 E33s at which point it’s really not a matter of “luck” for at least one to be (very) good. E33 would have been profitable with 1 million units sold, it did not even have to be that good.
The industry has absolutely noticed that E33 wiped the floor with their sorry asses, and I predict that in ~5 years we’ll see many more AAs popping up.


Whole industry has been saying that for a while. It’s unsustainable and to a large extend large studios have fallen to the sunk cost fallacy since they are often on 5-10 years development cycles (!), with very rigid schedules (since they rotate development teams).
Now the big studios are going bankrupt/getting sold to MBS while Expedition 33 is doing tricks on their grave (at least relatively, in absolute numbers their sales numbers aren’t high with normies who only play CoD and FIFA).
It’s dumber than that. Capitalism does not demand endless growth from any one company. The overall economy grows, sure, but that may come from other economic sectors. Exxon and Chevron haven’t seen significant growth for a couple decades, because the oil market hasn’t seen significant growth. That does not make them communist. They can just exist at an equilibrium.
Big Tech has a peculiar economic model centered around high fixed costs (R&D) and low marginal costs (digital distribution), which has made a handful of companies unbelievably cash-flush as they reaped insane scale effects. And they simply don’t know what to do with so much cash.
Capitalism is supposed to answer that with a reduction in income from competitive pressure. If something is so profitable to do, someone else will do it cheaper. However, such competition does not exist because neoliberal governments have abdicated their mandate to foster competition through trust-busting and forced interoperability.
That’s not to say capitalism is good or anything. But even within capitalism, what happened with Big Tech was avoidable.
Either way US Big Tech is not capitalist anymore. It’s an autocratic oligarchy with capitalist characteristics.


I don’t disagree with the point being made but I think the author is underselling the value of opentelemetry tracing here.
OTEL tracing is not mere plumbing. The SDKs are opinionated and do provide very useful context out of the box (related spans/requests, thrown exceptions, built-in support for common libraries). The data model is easy to use and contextful by default.
It’s more useful if the application developer properly sets attributes as demonstrated, but even a half-assed tracing implementation is still an incredibly valuable addition to logging for production use.


Akshully both are dubs, but the script and mocap sessions were done in English. On top of that the French dub was outsourced and the game director and lead writer weren’t in the studio like for the English dub, and it shows IMO. Some French lines clearly don’t have the same level of direction as the “canonical” dub.
However I will say it’s still a better dub than most French dubs. I’d argue the bar is on the floor but the francophone dubbing lobby would draw and quarter me for holding such heretic opinions.


It does have a lot of replay value because the gameplay loop is tight, and the foreshadowing work is so outstandingly tight that every in-game conversation has a second layer of meaning once you know the story twists.
Also they added a photo mode and I kinda wanna do a NG+ just for that.


That’s one area where you can see it is indie despite the large development cost.
They were published by Kepler Interactive and for some markets Bandai Namco. Neither of which have Ubisoft or EA’s marketing budget which normally makes up something like half of the development budget of a game.
They did have some marketing. I know a lot of French streamers were paid to play the game on launch. But yeah not “in your face for 6 months in front of every YouTube video and inside every happy meal box” like a new assassin’s creed or something.


The category is misnamed. It should be best single A game from an independent studio.
Technically Sandfall is an independant studio. A very well privately funded independant studio founded by industry veterans supported by a great publisher. But no-one is arguing that other games published by Kepler Interactive aren’t independant. And with 30-ish full-time employees Sandfall’s scale is that of an SME, not an Ubisoft/EA/Sony.
The award doesn’t feel right because this middleweight AA category was completely abdandoned the previous decade (which legacy studios are now paying a heavy price for), and “indie” came to mean “single A” because if the material conditions of being an independant company.
At the same time though technological advancements enabled small teams to take on larger and larger projects. “Indie” does not mean what it used to, and Clair Obscur is trailblazing this AA renewal. Award shows simply need to adapt and start restricting entry based on team size or something.


My guess is the same thing as “critics say [x]”. The journalist has an obvious opinion but isn’t allowed by their head of redaction to put it in, so to maintain the illusion of NeutTraLITy™©® they find a strawman to hold that opinion for them.
I guess now they don’t even need to find a tweet with 3 likes to present a convenient quote from “critics” or “the public” or “internet commenters” or “sources”, they can just ask ChatGPT to generate it for them. Either way any redaction where that kind of shit flies is not doing serious journalism.


Altman secretly secured 40 % of the world’s DRAM manufacturing capacity last month. Supposedly Samsung and HK Hynix weren’t aware they were both signing up for it.
That alone would be enough to call collusion if it wasn’t an obvious play to strangle his competition by literally choking them out of hardware.
https://www.mooreslawisdead.com/post/sam-altman-s-dirty-dram-deal


The punishment must fit the crime. Minimum sentence in Canada for a DUI is apparently 1000 rupees and 12 months driving prohibition. That punishment makes sense for the crime of negligently operating heavy machinery that can and does kill thousands every year. Not for operating light low-power electric vehicles where killing a third-party is only a remote (though real) possibility. That minimum sentence being applied equally is not just when the danger posed to society is so unequal. I would also expect a truck driver to have a higher minimum sentence for the same reasons.
On top of the justice concerns, if the punishment is the same for everyone, a drunk college dickhead who would have ridden a bicycle home (still a reprehensible crime mind you) might decide to drive their car instead if they feel like they’re less likely to get caught and it would be punished the same anyway. Especially as cases like this get media attention.
That’s the pitfall with blind and strict rules, if I know I’ll be getting expelled from school for getting punched by a bully, then I’m incentivized to cave their face in before the grown-ups get here.
So happy to see the game is not dead.
Combat and movement look fun and satisfying, graphics look amazing. So many moody areas, from gritty snowscape to colorful caves. Mojang could learn a thing or five from this trailer.
I do hope there will be more breadth of gameplay especially on the creative side so those promising exploration mechanics do not feel stale after a few hours of running around and blasting skeletons. That’s one thing mojang does get right, if anything they have too much breadth and not enough depth.
Not sure about the ease of movement when scaling multiple blocks. Figuring it how to get from point A to point B with the limited movement options is a core part of most Minecraft gameplay loops, especially when caving and/or fighting. Seems they made up for it with good fighting mechanics, but they will have to make up for it in the other gameplay loops as well.
Either way I wish them the best and hope they light a fucking fire underneath mojang’s ass.
EDIT:
This is the original legacy engine from the 2018 trailer, running on a four-year-old build as we push Hytale forward again.
Now hold the fuck up. What do you mean this is the 2018 engine? What the fuck have they been doing the past 7 years? Did they rewrite a whole new engine for no good reason? It looks fucking beautiful and seems to run great! I’m sure they had their reasons, and I don’t think we can draw accurate conclusions by speculating, but the insider perspective on the development cycle must be absolutely wild.
EDIT2: Okay their blog post explains quite a bit more. Seems to paint a picture that Riot wanted the engine to be cross-platform (makes sense for consoles) and they could not make it work with a full rewrite away from their otherwise functional Java/C# engine. Kind of a crazy play on Riot’s part to make Java/C# devs and former minecraft modders write a modern game engine from scratch in C++ if that’s the case. Probably a tough lesson to learn for everyone involved. If only they could learn from an incredibly popular voxel-based building/aventure game that went through the exact same engine rewrite away from a GC VM language and faced similar struggles.
As a PC player, great news that they’re sticking to .NET and Java. It will make modding much easier.


Game preservation. The fact that Sony is scrambling to DMCA videos of this preservation effort is proof that it is not just a forgettable turd, it’s a historical landmark.
Much like ET for the Atari 2600, Concord is and will remain a case study for the downfall of the big game studios in the 2020s.


if its controlling expression is not a constant expression
Pretty big caveat. If I’m reading this right true definitely qualifies as a constant expression and the loop in the meme would therefore not be optimized away.


Strongly disagreed. A lot of removable storage benefits very strongly from async writes. The performance benefits are night-and-day and worth the hassle of explicitly unmounting.
I think a better compromise would be to mount non-journaled + removable storage (e.g. vfat USB keys) as sync.
Drawings are one conversation I won’t get into.
GenAI is vastly different though. Those are known to sometimes regurgitate people or things from their dataset, (mostly) unaltered. Like how you can get Copilot to spit out valid secrets that people accidentally committed by typing
NPM_KEY=. You can’t have any guarantee that if you ask it to generate a picture of a person, that person does not actually exist.