Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
-
If you’d told me when I started my career that the halting problem would be complicated by a piece of software deciding it doesn’t feel like stopping, I might’ve picked a different career.
-
Real life has intervened, so I’m slowing down my pace a bit.
-
The last few posts have been heavy on the structural elements of what I’m doing and how I’m working to make LLMs work for me effectively without micromanagement, and seeing how far I can push things before that begins to come off the rails.
-
Quality requires visibility.
-
(Image credit: Hang Xu) Three issues emerged that warranted some manual intervention this week.
-
The original Hordes of Orcs games were pretty simple things.
-
Three posts in, this series has been almost entirely about process — the factory, the sub-agents, the invisible work that keeps a codebase from strangling itself.
-
A lot of engineering is invisible work.
-
A week ago I wrote about the software factory I’ve been running for Hordes of Orcs 3.
-
In 2007, the first – and hardest – hurdle to shipping my first game was getting orcs to spawn on one side of a board and pathfind around obstacles to the other side.
-
My familys recipe for monkey bread, which varies from the traditional by being a biscuit not a dessert.
-
As of today, Hordes of Orcs 2 will no longer be available for purchase.