Fun fact: the Marathon spinner is actually a hand-coded shader! It has to display before the engine loads any textures or videos, so it's entirely procedurally animated and rendered by a shader I wrote for it using SDFs, procedural noise, and a pile of math for the animation :)
so basically Fugu is a router for closed source models where its task is to route per step.. so if your coding query was routed to gpt 5.5 for writing code it can switch to opus 4.8 for execution and debugging on a later step within the same task
Fugu-ultra is a more premium manager where it writes down the plan in natural language, decides what models to use for what subsections of the plan, is responsible for inter agent communication, orchestrates build-debug loops.. it also acts like a dynamic aggregator for ex: in LLM council where we used to fix one model as final synthesizer, here that is not fixed and is picked according to the domain
@RyanRButlerDev@PaulTassi I empathise with you, same was mine problem. So had to go out of my comfort zone to LGF some good people to squad with in my region. Progression has improved a bit since then for me
I am no longer entertaining the idea that Marathon should have been a different experience or that Bungie is somehow wrong about the game they made.
I refuse to wait an arbitrary amount of time to appreciate the incredible experience in front of me all so I can fit in with a crowd that wasn't going to play it anyway.
Marathon is an incredible game.
Not in retrospect. Right now.
Understanding Single Responsibility Principle Through Coupling and Cohesion
The Single Responsibility Principle is often misunderstood as simply meaning "do one thing." However, its true meaning becomes clearer when examined through the lens of two foundational design concepts: coupling and cohesion.
At its core, a responsibility is defined by the actor it serves. An actor is a stakeholder or source of change requests - the person or group whose evolving needs will demand modifications to the system. This actor-centric view shifts our focus from what code does mechanically to why it exists and who it serves.
Good architecture pursues two complementary goals. The first is low coupling, meaning responsibilities should depend minimally on one another. The second is high cohesion, meaning the elements within a single responsibility should be tightly related to serving the same actor. These aren't arbitrary aesthetic preferences; they directly determine how gracefully a system responds to change.
When we combine these ideas, SRP-aligned architecture emerges naturally. Each responsibility becomes internally cohesive - its elements unified around serving a single actor - while remaining loosely coupled to other responsibilities in the system. This separation at the conceptual level then guides structural decisions: each responsibility should map to exactly one component. When an actor's needs change, only one component requires modification.
The practical result is a system with clear boundaries and minimal ripple effects. Changes requested by one actor remain contained, leaving unrelated parts of the system undisturbed. This is the real promise of the Single Responsibility Principle - not merely organised code, but a system that evolves gracefully alongside the people it serves.
Just finished this piece of absolute art and I have no words to describe what I am feeling right now!
Best video game ever made.
Thank You @SandfallGames
https://t.co/2qfexrNCsq via @YouTube
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@LaperLarden That evil ball was once a human who helped someone important significantly and in result the masterchief in Halo 4 didn't die of the composer after the librarian did "something" to the chief.
@HisNameWasRP@Colteastwood Switching to unreal will mitigate lots of these issues as it's almost an industry standard engine to work with and very easy to find experienced developers based on it.
@HisNameWasRP@Colteastwood Actually it does! The major problem with slipspace was the learning curve for new contractors to onboard and understand the workings of the engine which ultimately led to significant delays and lackluster update cycles of Halo Infinite.