Gamedev is sweatshop for a single person because it requires not only the programming but also art, game design, music and all should work together. The key thing here is keeping high resource and motivation. In gamedev the can evaporate easily and they can appear suddenly. Don't expect any feedback in early years. It takes time.
Since game development takes a lot of time, wouldn’t it be good to get feedback along the way? If I do it all by myself, I might lose my direction. Of course, apart from that, I still need to work hard on it for a long time
A generative visual novel where you play roguelike poker (balatoro-inspired by simpler) to buy narrative and character cards that fed to LLM to create a story.
Nvidia robotic tools were somewhat convoluted last time I checked them couple years ago. I've seen people train robotic control systems with their sim, but for me it seems that the correct way is to set them as reference designs and reimplement in open source setting with constant community interest. Nvidia hardware and software reminds me military-grade stuff in their engineering approach, which may be sound for robotics. World models and simulators still in the state that doesn't require multibillion dollars to make progress in open setting.
It's interesting to hear you've had similar experience.
I used Isaac Sim for research work a few years ago (https://github.com/qcr/benchbot) and, although its capabilities were head and shoulders above the rest, its usability was amazingly convoluted. Even simple things became week-long dives into undocumented blind digging.
Part of why I'm so interested in the experiences of people actually using these tools for something productive.
Robotics has less people involved in and less hype at least in open source GitHub projects. The good part that there is still lot of low hanging fruit to harvest even without touching real hardware. Namely simulators, models (most don't need multimillion dollar rigs) and infrastructure / robotic os projects such as ros.