Not worth it on a work device and not very lucrative either.
if it were an x86 machine with a gpu you could set up a a vm with gpu-passthrough and rent it out as a remote docker context for CUDA jobs on vast.ai or render but otherwise no.
And? Did the article or anyone here argue otherwise? It literally has "work" in the name, so I am struggling to think how more explicit it needs to get.
It's contextual based on where you are and who your around. That's how social constructs work.
'passing' as another gender is just learning and performing that role.
Your definition of a gender is just the stereotypes you've amassed over time based in interactions with people who share similar traits (physical or otherwise)
Surgey isn't a hard requirement. Especially if you were lucky enough to get on blockers before the wrong puberty hit.
>'passing' as another gender is just learning and performing that role.
What role would that be in an egalitarian society? And if it's different in every society, how can you be 'born' as a woman, which is a social construct?
@l3uwin your comment is [dead] so I can't respond (I didn't flag you) but when I said "how can you be 'born' as a woman, which is a social construct?" I was refering to people who claim to be born as the opposite gender, such as a male saying they were really born as a woman. If gender is a social construct, this claim makes no sense.
Been using unity since 4.0 and it's problem is it wants you to treat the engine as the operating system and enforces that with walled-gardens and a deluge of bad programming and systems-design advice that leads to some of the most unscalable spaghetti imaginable.
I used Unity for years, starting in the 2.x days when their moving off Mac was big news. I agree with Unity having a lot of issues, but disagree with this being one of them: Unity doesn't really encourage anything that ECS doesn't encourage.
ECS is a very ergonomic abstraction for games: that's the only reason it's even put up with over data oriented models like DOTS which are much more performant
To me the spaghetti code thing is in part because games are just a really hard architecture problem if you're not used to it. It's like trying to build the design, frontend and backend of a CRUD app while also feeling out the business plan as you go along. Before you know it, you have the bones of a few wrong turns sticking out of the foundation, there's huge amounts of coupling between everything, and you essentially can't change any side of the puzzle without breaking a ton of stuff.
Realistically I think Unity is often picked up by people who could make spaghetti code in any engine. And for the same reason I still contend that the asset store should never have allowed primarily code assets.
You need a certain level of engineering rigor to not end up with a brittle buggy mess to slog through by the time something as open ended as a game. The asset store is full of just awful code written by people who don't know better, picked up by people who don't know better, resulting in a gnashing of teeth for everyone involved.
> ECS is a very ergonomic abstraction for games: that's the only reason it's even put up with over data oriented models like DOTS which are much more performant
I'm a bit unsure what you're saying here. By my reckoning, building objects in Unity out of MonoBehaviour components is simply not ECS, and as far as I can tell, Unity ECS and DOTS go hand-in-hand. I haven't used DOTS, though. I have used ECS but not with Unity.
The reason Unity isn't ECS is because it's missing the "S" in ECS. Unity has entities and components, but you're left on your own if you want to create a system.
Agreed that there's a ton of bad code out there, in video tutorials and on the asset store. I avoid using code assets or copy/pasting code, but I'm mostly running into the next issue you mentioned--that it's a hard architecture problem to begin with.
Even if you want to reduce it to "Entity-Component" the point is that the architecture they provide via Monobehaviors is ergonomic
It creates a very workable mental model for assembling complex game entities without relying on inheritance, and it provides reasonable tools to orchestrate them without introducing hard dependencies
data oriented tech stack, uses the burst compiler and jobs system for massively-parallel workloads (maybe it's changed though since I was last using it)
> The asset store is full of just awful code written by people who don't know better, picked up by people who don't know better, resulting in a gnashing of teeth for everyone involved.
if it were an x86 machine with a gpu you could set up a a vm with gpu-passthrough and rent it out as a remote docker context for CUDA jobs on vast.ai or render but otherwise no.