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Bo Burnham


I suppose he is modern, but he's distinctly a millennial star. I don't think gen z/a cares aboht him.


dev vs validation team


I think with guitar it is easy to enter flow state because it is easy to avoid playing the "wrong" notes. Probably similar to these other hobbies. Perhaps they just happen to have a tactile component, although it is nice to do something a little different from time to time. It seems computer games probably provide a similar form of satisfaction.


Can you put them all on one page and zoom in/out? Might be interesting to see some patterns in the sequence. Maybe allow filters for different factors or number ranges or different groupings.


Was this in SV?


No, I’m not based in Silicon Valley. I’ve always believed location matters less these days—especially in software.

As for networking, I’ve always catered to businesses—and in my experience, most of them face similar challenges regardless of geography. Odds are, the problems a company faces in my neck of the woods are the same ones you’ll find in yours.

This is a bootstrapped, client-first effort—no buzz, no funding, just trying to solve one real problem at a time. It’s also my first time working directly with individual subscribers, unlike my other projects which were built for businesses and their internal teams or clients. I’m still learning as I go and looking forward to sharing more with the HN community.


Could this be used to train an LLM? It seems the hidden states could be used to learn how to store history.


Distributed systems are hard. I like the idea of "semantic locality." I think it can be achieved to some degree via abstraction. The code that runs across many machines does a lot of stuff but only a small fraction of that is actually involved in coordination. If you can abstract away those details you should end up with a much simpler protocol that can be modeled in a succinct way. Then you can verify your protocol much more easily. Formal methods have used tools such as spin (promela) or guarded commands (murphi) for modeling these kinds of systems. I'm sure you could do something similar with the lean theorem prover. The tricky part is mapping back and forth between your abstract system and the real one. Perhaps LLMs could help here.

I work on hardware and concurrency is a constant problem even at that low level. We use model checking tools which can help.


I wonder if this can generalize to mandelbulb?


In practice, the Mandelbulb is usually only computed to a few iterations (e.g. 20) in order to maintain smooth surfaces and prevent a lot of surfaces from dissolving into ~disconnected "froth".

So deep zooms and deep iterations aren't really done for it.

Also, it's generally rendered using signed distance functions which is a little bit more complicated. I haven't looked at the equations though to figure out if perturbation theory is easy to apply -- I'm guessing it would be, as the general principle would seem to apply.


Step one should be having an edtech ecosystem that doesn't allow students to use the web. There are just too many distractions online. I think noone has really invested the kind of capital required to do a good job with this. Most of the software my kids have to use for school is pretty bad.


This sounds sensible.

Until you consider that almost all children in N.A. that are learning rely on Kahn academy & YouTubers to make up for the fact that their school’s can’t figure out how to replicate a great learning experience that is available for free.


It's a lot harder to make a single player game have depth and complexity than it is for a multi player game, since you don't have human opponents.


Single player is a different kind of experience, and no less valuable. You might as well say

> It's a lot harder to make a book have depth and complexity than it is for going to a party, since you don't have human conversation partners.

It depends on the book and the party. Similarly, maybe there is more depth and complexity to Dwarf Fortress than there is to Rocket League. (Not to pick on RL in particular, it is just the first thing that came to mind.)


I'd say Breath of the Wild and Tears of the Kingdom had a lot of depth. There was a ton of stuff to do. I have 340 hours into Tears of the Kingdom and hit 100% on the map, but there are still things I haven't done and stuff to explore and try. I find they also have a high replay value, since they are so open and there are nearly infinite ways to solve the various puzzles, traverse the world, or engage in the various battles... or don't. I once started up a new BotW game to see how far I could get without actually fighting anything.


I’d say it’s the opposite. But you are probably talking about depth of combat skill, while I’m talking about depth of writing and story.


I think it's highly dependent on the type of game. Games that involve planning and strategy like Slay the Spire or Factorio have enormous depth despite being single player. But I think that it's hard to make the actual execution of mechanics as fun or deep against computer opponents.


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