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But if legal system decides the output of LLMs belongs to the entity that trained it, and given that Copilot has the capability to generate any possible code, that means Microsoft, via Copilot, will own copyright to all possible code in the universe, which will naturally allow Microsoft to acquire ReactOS.

Your reasoning makes no sense.

It is the output that could be copyrighted, not potential future output. Otherwise anyone could allready claim copyright on everything.


Obviously, I wasn’t serious :)

That would cause huge big and small tech clashes.

Oh, thanks for the information, very interesting!


I second this approach. After setting these ones up, together with lsp-mode and company-mode (I like experience better than eglot), my configuration stayed mostly the same. I also kept adding new shortcuts for functions I needed (like symbol rename or function list), and am currently at a point when Emacs became a very efficient editor for me personally. I also moved most of these shortcuts over to yyIntelliJ editor at work where Emacs is not very practical due to lack of convenient debugger (C++, Unreal Engine).


I wanted to go down the Egypt path, but lsp-mode supports DAP whilst the now-built-in Eglot doesn’t?! :(


I’ve recently rewrote my configuration and used Bedrock as a new starting point. It’s great, thanks very much for making it!


You're welcome! I'm glad it was useful for you. :)


In game dev monorepo per product is often used, which includes game code, art assets, build system and tooling, as well as engine code that can receive project-specific patches. In Perforce, it's organised into streams, where development streams are regularly promoted to staging, then to release, etc.

The benefit is the tooling, as the article mentioned. Everything in the repo is organised consistently, so I can make ad-hoc Python tools relying on relative paths knowing that my teammates have identical folder structure.


There's a problem with f32 due to devices using two ADCs to implement it. Essentially, there's certain volume threshold when device switches DACs, and it's audible. If you record sources with varying loudness, you may see noise floor raising around loud bursts, and typical noise suppression tools won't work on files like this (there was a video or a blog post, I can't recall where I saw this). At least this is how Zoom implemented f32, don't know about Sound Devices.


I was wondering how they avoid being swamped by analog noise in the lower ranges with such a high dynamic range.

I suppose they use different gains per DAC and map that to the respective dynamic ranges of the f32 signal?


To my understanding, yes, but I'm just a hobbyist.


I almost didn’t get the reference :)


I’d like to challenge a core argument of the article:

> Only your last ~20 years of experience matters for these questions, because the basic landscape of software development changes so rapidly. [...]

… with an anecdote. I’ve recently skimmed through a “Thinking Forth” book, and, language-specific information apart, was surprised to read that the software structure they recommend resembles to what I’ve figured out over years of programming by intuition.


The basic landscape "changes" so rapidly because although we keep talking in circles, about the same things over and over, for some reason we give them new names each time we go around.


Apparently, yes. I remember reading a comment stating that with Redux, Facebook rediscovered UI optimisations of Windows 95.


Yeah he is plain wrong on that.

I started to to code 25 years ago when I was 12 years old, creating chatbots to manage RPG sessions for a IRC server. Turns out that's the most up-to-date experience I have now with the advent of LLMs.


Highly recommend a short movie “Meshes of the Afternoon” (1943). Watched it in a local cinema right after Mulholland Drive, that was quite an experience :)


You can tune data assets while the game is running in editor. Hot reload works and is a crucial part of workflow in a lot of projects. The caveat, if I understand correctly, is that it works only for UObjects. I was surprised seeing UE recompiling stuff on my pet project on Linux, without doing any extra configuration.


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