I’m not OP, but generally the term is machine learning engineer. You get a computer science degree with a focus in ML.
The jobs are fairly plentiful as lots of places are looking to hire AI people now.
I’m not OP, but generally the term is machine learning engineer. You get a computer science degree with a focus in ML.
The jobs are fairly plentiful as lots of places are looking to hire AI people now.
California it is. WARN act.
Decimal time exists, thanks to the French Revolution.
There are 100 decimal seconds in a decimal minute, 100 minutes in a decimal hour, and 10 hours in a decimal day. Each second is slightly shorter than a SI second.
Revenue, not profit.
In other words - Twitter would lose even more money. And they’d lose it to people that can take it straight from their bank accounts. 6% of it, to start with.
So $0.48 of every blue checkmark would go straight to the EU.
If you know C++ already, Unreal is a much more natural starting point than either Unity or Godot.
Unreal is what gets used in many AAA shops - it’s not a monopoly by any means but it is the most common off-the-shelf engine in the industry. Unity’s main edge is that it’s easy to learn but if you are comfortable in C++ then there’s no real benefit to Unity.
Godot uses GDScript, which is a custom scripting language that’s meant to be easy to learn. It’s FOSS so you don’t need to worry about being screwed over - but it’s a lot less mature than something like Unreal which can ship on everything you can think of.
But my advice is to make small things. Don’t hyperfocus on a dream game. Just make things that will take a weekend (maybe a week at most). Then move on to something else.
When I was getting into game dev, I made a couple simple projects then jumped into my dream game. I spent so long making that one game that I never finished.
When I got hired in the industry, they cared more about what I released than what my education or job experience was. Because that one big game was never finished, I wound up with my smaller “just getting started” games on my resume; stuff I had made but wasn’t proud of. But those games were at least finished and available to the public… and they were what got me hired, not my magnum opus overscoped unfinished indie game I never completed.
One thing I found especially dumb is this:
Jobs that require driving skills, like truck and taxi drivers, as well as jobs in the sanitation and beauty industries, are least likely to be exposed to AI, the Indeed research said.
Let’s ignore the dumb shit Tesla is doing. We already see self-driving taxis on the streets. California allows self-driving trucks already, and truck drivers are worried enough to petition California to stop it.
Both of those involve AI - just not generative AI. What kind of so-called “research” has declared 2 jobs “safe” that definitely aren’t?
This guy is always super duper clickbaity and has this holier-than-thou attitude all the time. Thank you for summing it up so I don’t give him the clicks.
I’m a little sad. My last studio was literally next to a Gold Line station here in Los Angeles. I could bike to the Gold Line and make it to work, and the Gold Line ran frequently and late.
My current job is a mile away from a Metrolink station. On the one hand - at least there’s a nearby station! On the other hand - the Metrolink trains are running the wrong direction for me, I’d need to make a connection at LA Union Station, and the latest one that goes the direction I need it to go (while still allowing me to make my connection) leaves at 5 (which is still considered core working hours for me).
The schedule is like… impressively bad. I’d use it if they ran it later, but they don’t seem to think anyone could possibly be headed in any other direction other than “towards LA” in the morning and “away from LA” at night.
Benefits matter, too.
I’m in the AAA gaming industry. EA laid me off earlier this year, and so I wound up looking for work elsewhere.
I’ve learned that really - the pay doesn’t matter if you hate your life every day. If I wanted good pay, I would learn COBOL and write software at a bank. What matters the most is the quality of the team you’re working with (primary), and what benefits your employer has (secondary).
If Meta were to call me up and say “Hey, we want you to be on a team with the greatest coworkers you’ve ever had,” then I’d at least hear them out. What is their culture? Do they believe in crunch? How do they handle sick days? Vacations?
And yes, WFH is part of that, too. But if they were willing to pay to relocate me, buy me a house near a metro station… yeah, I’d take it.
But if they were to offer me that exact same deal - except there’s no guarantees about production schedules/timelines, there’s the “bus problem” (where the project couldn’t survive someone important being hit by a bus), there’s a lot of crunch (or just bad experiences from friends who’ve worked there… Blizzard offered me a sweetheart deal and I said no because of that history)… I’m less likely to want to bite.
And everyone has different preferences. I’ve known some people who love the office. I don’t mind it myself, with the right group. But everyone has to make their own call.
Not easily, but if you become a game developer you can start to tell at a glance. Unity games have a very specific type of jank and look + feel. (So do Unreal, Source, and Godot games.)
Even if a game is highly stylized, a Unity game always “feels” like a Unity game. Kerbal Space Program, Pokemon Brilliant Diamond/Shining Pearl, Pokemon Go, Cuphead, Untitled Goose Game, Cities Skylines, Valheim, etc. It’s a combination of physics, shaders, and input latency that’s hard to put into words.
The closest I’ve come to seeing a game that breaks out of the “made in Unity” feel is Stanley Parable Ultra Deluxe, which was made in Unity but pretends to be made in Source (the original Stanley Parable was made in Source).
Unreal has explicit licensing terms that forbid them from doing this. Terms which people are going to pay very close attention to.
Not to mention that Epic gets their money from Fortnite, not necessarily the engine. They have no reason to squander their goodwill like that.
On top of that - if you want to release on a console, you need to write all the console-specific code yourself. This is quite a lot of work, especially for an indie developer.
Godot is a great start, but it’s got a long way to go before it’s a commercial-ready engine.
Does Jellyfin allow you to bring in your music libraries?
Also, does Jellyfin have Samsung TV clients, or do you need to cast from your phone? I’ve been trying to de-Google myself and I don’t want to have to keep investing in Chromecasts, and part of the reason why I’ve stuck with Plex is because their app is everywhere.
Unreal is much more entrenched than Unity is. At the AAA level, more places hire Unreal devs than Unity devs.
Unity is popular with indies because it’s dead simple (Unreal is a complex monster of an engine). But even Unreal doesn’t have a monopoly, between things like Source, Lumberyard (which is now FOSS and run by the Linux Foundation), etc. Not to mention you can always roll your own engine, which many places already have.
Depending on how much money you expect to lose, that may be the more prudent option for some.
At the very least you’d have something to work with - it’s not truly “from scratch”.
I work in the AAA industry and I’ve ported code from one engine to another - it’s not fast by any means, but at the very least you can assume the code that’s there is largely correct. The killers are materials/shaders, porting over design work, and fixing timing issues. If you have netcode that can be tricky as well.
But at the very least you can have the core of your game running again reasonably. It’s how things like Stanley Parable: Ultra Deluxe went from Source to Unity, and how Pokemon BDSP went from the proprietary Pokemon engine to Unity.
Indies and AAs can hire some extra hands to work temporarily with their existing engineers to port and they’d probably lose less money than Unity is charging.
Unreal licensing is explicitly tied to the version you use. So if you use Unreal 5.3, you are bound to the license attached to the code for Unreal 5.3.
If that license changes in Unreal 5.4 and you disagree with the new license, you don’t need to follow the terms as long as you never move from Unreal 5.3.
A bit harder to ship on console, though.
At least Unreal is source-available and you only need to use the license for the version of Unreal you use. If Epic changes their license, you don’t need to agree to it and can still ship under the older license.
Godot is a great engine but it isn’t a silver bullet. It can get there, though.
The article you link says the judge already knew how to code beforehand.
He’s been coding in BASIC for decades, actually, writing programs for the fun of it: a program to play Bridge, written as a gift for his wife; an automatic solution for the board game Mastermind, which he is immensely fond of; and most ambitiously, a sprawling multifunctional program with a graphical interface that helps him with yet another of his many hobbies, ham radio.
FWIW, CashApp Taxes (formerly Credit Karma Taxes) is free for state and federal.
Except this one’s answer is yes?
They gave examples of new high-speed rail coming online within the next few years. This year, 2028, and 2030…
The array of different disabilities is so vast - a controller which works for one player may not work for another.