marginalia_nu
I really have to rack my mind to find think of anything that I feel has been memorable the last decade, and even then half of them are AA titles (and many Japanese, dunno if it's the gambare ethos or what's up with that, maybe I'm a closet weeb). Nioh 2. KCD2. Expedition 33. Yakuza: Like A Dragon but not the sequel. The Elden Ring DLC. Prey 2017. Doom 2016 and Eternal. I guess Stalker 2 has been getting pretty good too.
For good indie games I can drop dozens of names without stopping to think. There's Hollow Knight and Silksong, Hedon, The Drifter, Lunacid, Cruelty Squad, Voin, Paradise Killer, Blue Prince, Fallen Aces, Not For Broadcast, Heaven's Vault, Chants of Sennaar, Dead Cells, Blasphemous, Immortality, Axiom Verge, The Blind Prophet, Cross Code, Cultist Simulator, Astalon, Dread Delusion, The Witness, The Signifier, ... I can keep going.
I think it kinda depends on the stage of the development. If you have an application already, flame graph whack-a-mole is the normal starting point. This is the correct way to go about it because of Amdahl's law. Random optimization is extremely unlikely to pay off in a way that leads to measurable application wide performance improvements; no matter how big improvements you find for a function that's 0.1% of the run time, you'll never see more than a 0.1% improvement of the run time.
Bottoms up optimization is what you reach for if you have a known hot spot (from a profiler flame graph), or you're deliberating design choices when building something from scratch (where you can be reasonably sure performance will matter).
Of course all of this is exponentially harder for database-adjacent work since you have os and hardware level caches, possibly a buffer pool of your own, and in production you usually operate in fickle semi-resident states that are extremely hard to replicate in a benchmark scenario. So you end up with a lot of benchmarks (cold cache, hot cache, cgroup memory constraints) hoping that sort of fixes it.
One of the lost joys of the past is reading a print magazine that has no idea who you are and discovering articles not written for your demographic, but that regardless expose you to new perspectives and ideas, maybe you find a new hobby or band or whatever, and enrich your life forever. That stuff just isn't happening anymore.
[1] Sorbo's portrayal of Dylan Hunt is basically just taking his Hercules role and putting him on a space ship and I have no doubt it would look the same on the bridge of the enterprise.
The literally only way they could imaginably fuck up what they had was if they squandered the goodwill and trust of their users.
I just don't understand why they'd want to trade all that away for a chasing the same nebulous "something something AI" business plan as literally every other company in the tech industry right now. The odds they'll be competitive in such an endeavor and see a fraction of the success they had again is minuscule.
Even still, there are gradations of using AI. Yen seems to have been on a crusade to get everyone to vibe code the entire thing. Not a lot of high performing software engineers signing off on such practices either.
That's enough momentum to coast on for a very long time, especially since their whole deal is that they're owned by a nonprofit and don't even have shareholders to pressure them.
They really had to nothing and they'd won, the only way to lose in a situation like that is... exactly this. Andy could have probably just sat on his ass for 20 years like Gabe Newell and probably been able to buy a similar yacht at the end of it.
Only thing that might save their face is kicking Andy and following up with Japanese levels of corporate apologizing.
Why would you spend dollars on tokens today if you expect the same tokens will get you something vastly superior in a few months, or that they'll do the same job for nickels on the dollar? Do you just hate having money or what is the problem?
Godot feels very much held back by how much stuff you need to do in 3rd party apps with flakey or nonexistent integration. Software developers often get shit for the learning curve of IDEs, but nothing has the "damn girl, you live like this?" energy as open source gamedev tooling. Even something pretty basic like doing texture painting in Blender? Jesus H. Christ. Makes The GIMP seem more polished than anything Apple put out at the peak of its polished days.
> [...] when people thought the Earth was flat, they were wrong. When people thought the Earth was spherical, they were wrong. But if you think that thinking the Earth is spherical is just as wrong as thinking the Earth is flat, then your view is wronger than both of them put together.
Seems like we're needlessly reintroducing limitations from the paper medium that don't exist in digital media for weird aesthetic reasons?
Performance depends a lot on how you write the code. Inefficient Java code is often quite slow, but you can get surprisingly close to C++ speeds with Java in many cases, but that involves a lot of byzantine rules of how to write code so that it e.g. omits bounds checks. More realistically if you don't pay any attention you're probably running at like a 25-50% speed penalty.
Java has a leg up on statically compiled languages in that it does automatic PGO based on real run-time data which helps bridge the gap to a surprising degree. GC is also a lot more resistant to memory fragmentation from repeated small allocations than malloc, which can help as well, not just from its generational approach but also e.g. TLAB space.
It's a bit held back by not having decent access to SIMD intrinsics. Maybe will resolve itself when the Vector API gets finished baking eventually.
For some reason when we started sending women out to work, the work they had been doing at home stopped being counted as work. But of course it is work, it still needs to be done. As a result, the modern 50h weeks can be anything between 60-80h weeks depending on your comfort with living in squalor, and the presence of children, it's just we for some reason only count the part you get paid for.
[1] https://en.wikipedia.org/wiki/Great_Depression
[2] https://en.wikipedia.org/wiki/World_War_II
[3] https://en.wikipedia.org/wiki/Cold_War_(1953%E2%80%931962)