software engineers with mechanical keyboards and desk foot pedals getting ready to burn $1200 in tokens after the PM asks to change the color of a button from indigo to magenta
During the filming of The Lord of the Rings, someone asked why the night scenes were being lit. "It's supposed to be dark," they said. "Where is all this light coming from?"
The cinematographer replied, "The same place the music in that scene comes from."
Knowing how to write assembly is a skill you should learn, and these guys have a great resource for you!
I've debugged 10,000 lines of assembly for every line I've ever written... but writing assembly from scratch is a core computer science skill, I believe: even if you never use it.
Will you use it to write new code? Maybe not. But when you get dropped into a call stack without source code, at least you won't have to ask your Dad for help!
And the next thing you should do after learning to write ASM is to get a crisp understanding of what your C code actually compiles to. Like a switch() statement is often a jump table, but if you've never debugged one...
99% of the reason people think AI coding sucks is their lack of knowledge about how LLMs work. this guy explains how abusing the context window with crap results in AI confusion. in other words, skill issue.
> This guy says startup is gonna eliminate all crime
> I ask him if it's a totalitarian startup or "catch the same damn 300 criminals in each city" startup
> He laughs, says "it's a good startup, sir"
> Look in the skies above me
> It's totalitarian
a senior engineer at google just dropped a 400-page free book on docs for review: agentic design patterns.
the table of contents looks like everything you need to know about agents + code:
> advanced prompt techniques
> multi-agent patterns
> tool use and MCP
> you name it
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition.
This will align Unreal with Y-Up, right handed standards of USD and glTF.
Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions.
The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not).
Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors.
The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
Most people I know who became successful had a main job going and then they made one or many side projects
Then one took off and when that side project made more money than the main job and was stable (like 6 months) they quit the main job
I've only once seen anyone succeed on savings with limited runway and that was @AndreyAzimov but he's the most hardcore guy I know and Ukrainian, so a different breed
You're probably not like him so don't quit your main job
You won't "have more time", the fact you think "I don't have enoug time" is just procrastination for you not shipping, time is just about setting priorities, there's always a few minutes spread over the day you can ship
No excuses!