rkangel
Game design (like other creative expressions) is the same. Each new game doesn't come from a vacuum, it's a progression from everything that has come before.
> This is only true for mass production, where the set-up costs are spread across thousands of units. For small batches, the cost of automation often exceeds the cost of the batch itself. CNC machines are not magic; they require qualified and competent staff.
This isn't right.
CNC machines aren't magic and they do require skilled people to design for them and operate them.
BUT: they are an enormous advance on capability compared to 30 years ago and are absolutely not limited to mass production. 3D CNC milling is how most prototyping of metal parts is done and can be done to extraordinary precision, repeatably. It was always a low volume technology - it was Apple that started applying it in volume as part of mass manufacture.
Makes it easy to switch between models and I like it for exactly the reason that you're saying - I prepay and so can't accidentally spend my food budget.
I think not giving them your complete trust is reasonable! I'm not saying zero trust, and ZDR is fine for most things but I understand the people who don't want to stream their whole codebase out token by token.
However there are other reasons (e.g. privacy) that might make it worth running locally for some people.
Got the recommendation from these articles: https://www.xda-developers.com/qwen-3-8-27b-reverse-engineer... https://www.xda-developers.com/lenovo-thinkstation-pgx-revie...
But haven't had a chance to try it myself.
Openrouter is easy, reliable and performant (like Stripe).
If you have any descendants of the gir history split (i.e. it's not the most recent) you'll have to do some more work (a rebase) to get back to a useful history. I think you can do this in the middle of an interactive rebase which is ok, but still not as easy.
Worms Armageddon is on there, which is the one I remember from my childhood. Or am I better off with Worms WMD?
The NHS isn't perfect, but one of the things it does well because of it's structure is minimise costs holistically. It's cheaper to treat conditions early, so usually implements appropriate screening to catch things. If they don't do regular checkups like this it's because they're of minimal value.
I'm in the UK and we have our own electronics assembly but the actual PCBs are made elsewhere. Lead time on a bare board almost seems to be a direct multiple of the number of layers, however much you are willing to pay. Our ability to design and build prototypes has got faster and faster on some projects, but having the board made is the limiting immovable factor.
That gives the local voting population the ability to decide how much they're willing to put up with data centres. And a state that has excess water and electricity can have tax breaks and then that's where more data centres go.
I'm doing quite well with just a "todos" extension, and a "plan" prompt template (doesn't enforce read only tool usage, but prompts to build todos and discuss before doing anything).
I will probably try out some subagent systems soon, but I'm doing surprisingly well without them.
Diataxis was fantastic. It took a bit of effort to work out what the page titles were to cover everything we needed, but then when you were writing a page it was glorious.
It was so clear what you were saying and what "voice" you were writing in. If it's a Reference page you're all descriptive, with diagrams and bullet points. When it's a guide you're more discursive, but you know you're just imparting information not trying to teach. It made it so much easier to be coherent and clear about everything.
Track generation needs a slightly longer bit at the start that is straight, wide and has no obstacles.
The reason for this is the way the touchscreen controls work (exclusively played on phone with touchscreen). They are surprising to at least me, but possibly to a lot of people who have played mobile games. I was expecting it to be like a virtual joystick - wherever you put your finger down is the reference and then you are steering relative to that. The problem I'm having is that it's really hard to put my finger down at the start of the run and not have an immediate swerve of the ball. When you're on narrow track (or effectively narrow track due to an obstacle) like today a large proportion of the time I immediately died before I was in control of my ball.
AFTER that the controls work well and I really like them. They give more precision than a "virtual joystick" would. But I think they need explaining ("ball goes towards finger") and allowance to get in control at the start.
Communicating from buoy to an underwater sub is hard (ULF antennas are 100s of metres long) and more importantly would give away there was a vessel there somewhere.
Also that would only locate where the buoy is, not the sub and the sub probably needs more precise location than that. They want to be able to manoeuvre around underwater terrain features and things.
For receiving (very very slowly) there is VLF, as the other comments have said. Can be done underwater. Think 160 character tweets that take minutes to arrive.
One option is to release a buoy that floats to the surface, waits a while and then transmits the payload. This allows the submarine to be out of the area when the transmission happens. This gets you "don't know where the sub is" but doesn't necessarily get you "didn't know there was even a sub there".
Alternatively, the submarine can come to periscope depth - so underwater but able to raise an antenna above the surface (or maybe close to it). Then something sophisticated like direct laser communication to a satellite can happen, allowing for high data rate bidirectional comms. Assuming you aren't detected by coming up, then this SHOULD allow for completely undetectable comms.
Then also some other equipment like a magnetometer and magnetographic maps of the world to provide references to counteract the drift in any inertial navigation.