I was going to do an origin character as a solo play-through and a custom character for a group play-through with my mates, but now I might do it the other way around… which means hours in the character creator! Ha.
I was going to do an origin character as a solo play-through and a custom character for a group play-through with my mates, but now I might do it the other way around… which means hours in the character creator! Ha.
“Out of the frying pan, into the fire”
From a personal perspective, I absolutely agree - I only check my email when I’m specifically expecting something, which is rarely. But at work emails are still incredibly important.
Are there any protocols/services designed specifically for one time codes? Receipts? I think something that’s dedicated to those kinds of tasks would be great from an ease-of-use perspective - no more messing about waiting for delivery, searching through hordes of emails, checking spam folder, etc.
Another problem we have is the rise of oauth - the core idea is great, but the reality is that it ties a lot of people to these Big Tech services.
I think after Dawn of War III, caution is the key! But yes, this is certainly one to watch!
In the original XCOM my brother and I didn’t realise you needed to collect and research everything. We thought it was like a horde-survival game, however it could infact be completed. Learning this years after starting to play was one of my best gaming experiences - I came back to my parents for the weekend just to blow my brother’s mind!
The issues with LLM’s for coding are numerous - they don’t produce good results in my experience, there’s plenty of articles on their flaws.
But… they do highlight something very important that I think we as developers have been guilty of for decades… a large chunk of what we do is busy work; the model definitions, the api to wrap the model, the endpoint to expose the model, the client to connect to the endpoint, the ui that links to the client, the server-side validation, the client-side validation, etc. On and on… so much of it is just busy work. No wonder LLM’s can offer up solutions to these things so easily - we’ve all been re-inventing the wheel over and over and over again.
Busy work is the worst and it played a big part in why I took a decade-long break from professional software development. But now I’m back running my own business and I’m spending significant time reducing busy work - for profit but also for my own personal enjoyment of doing the work.
I have two primary high-level goals:
When you look at projects with these in mind, you realise that so many “fundamentals” of software development are terrible and inherently lead to busy work.
I’ll give a simple example… let’s say I have the following definition for a model of a simple blog:
User:
id: int generate primary-key
name: string
Post:
id: int generate primary-key
user_id: int foreign-key(User.id)
title: string
body: string
Seems fairly straight-forward, we’ve all done this before - it can be in SQL, prisma, etc. But there’s some fundamental flaws right here:
Now this is just a really simple, almost superficial example - but even then it highlights these problems.
So I’m working on a “pattern” to help solve these kinds of problems, but with a reference implementation in TypeScript. Let’s look at the same example above in my reference implementation:
export const user = new Entity({
name: "User",
fields: [
new NameField(),
],
});
export const post = new Entity({
name: "Post",
fields: [
new NameField("title", { maxLength: 100 }),
new TextField("body"),
],
});
export const userPosts = new ContentCreator({
name: "UserPosts",
author: user,
content: post,
});
export const blogSchema = new Schema({
relationships: [
userPosts,
],
});
So there’s several things to note:
There is another layer beyond this, which is where you define an Application which then lets you specify code generation components that to do all the busy work for you, settings like the ID scheme you want to use, etc.
It’s early days, I’m still refining things, and there is a ton of work yet to do - but I am now using it in anger on commercial projects and it’s saving me time - generating types/interfaces/classes, database definitions, api’s, end points, ui components, etc.
But it’s less about this specific implementation and more about the core idea - can we maximise reuse and minimise what we need to define for a given solution?
There’s so many things that come off the back of it - so much config that isn’t reusable (e.g. docker compose files), so many things that can be automatically determined based on data (e.g. database optimisations), so many things that can be abstracted (e.g. deployment/scaling strategies).
So much busy work that needs to be eliminated, allowing us to give LLM’s a run for their money!
Definitely give Ruthless a go, I love it… reminds me of early game ARPG’s on higher difficulties. Positioning really matters, you have to adapt based on what you get. It seems to have been the proving ground for PoE2’s new tempo.