jedbrooke
Joined 2 years ago
Joined 2 years ago
Games still came on disk so there wasn’t the madness of endless buggy updates (disks had one opportunity to be bug free so quality was at a higher standard) and internet connectivity was not guaranteed, so there was no way for micro transactions.
However, internet connectivity was available, so things like optional online play were still possible, as well as some basic user generated content.
It’s a bit like when a human brain remembers facts, if you sat down and computed the hash values of the thing you were trying to remember, and traced out a DB lookup in your mind, it’d be a lot slower than just “oh yeah I remember that”.
I’m not sure if lossless h.264 is I only or not, but if it uses inter-frame compression then it’s difficult to randomly access arbitrary frames. For any arbitrary frame you’d have to find the nearest key frame, then interpolate from there based on the inter-frame compression metadata.
LLMs are really weird sometimes. I had some issues using a coding harness where the agent was failing to use the correct tool call syntax (I was using some rando free model on OpenRouter). I sent a message “look closelier at the tool call format” then all the tool calls for the rest of the session succeeded.
Of course for anything of consequence I’d go and actually read the sources (but for plenty of every day stuff it’s fine). On the free plan btw
[1]: https://github.com/anadim/AdderBoard [2]: hn discussion https://news.ycombinator.com/item?id=47170030&utm_source=per...
https://news.ycombinator.com/item?id=47441499&utm_source=per...
And then the maintainer could easily filter out and ignore all the PRs that were tagged such.