You are very welcome. The other resource I found excellent was Khan Academy which is free (donation supported) and has videos and supporting resources covering a very wide range on mathematical topics. I would recommend the “precalculus” playlist which is just a general grab bag of topics covering algebra, basic vectors and matrices and a few other things.
For online Poker, one of the current database tools runs in to this issue - PokerTracker 4 (PT4).
These tracker databases are usually used to generate a HUD - numerical readouts surrounding each player shown on the table. PT allows for custom HUDs to be saved/exported/shared, and there is a cottage industry building and selling such HUDS. These HUDs can often bundle hundreds of custom stats - basically a subset of SQL queries, a simple example would be "times_raised / opportunities_to_raise WHERE position= 'button'", that sort of thing.
For performance reasons these custom stats are cached, which obviously makes some sense. However, each cached stat creates a new column in the custom_cache table of PT4's current database, a PostgreSQL 9.0 backend. If you play mostly Heads-Up SNG or the 3-handed Spins, it's actually quite easy to go over the (IIRC) 4096 column limit there by purchasing and importing one too many fancy HU HUD packages!
This completely borks PT4, it can no longer open - and players can no longer make money! In my previous work, I've supported many a player and fixed this "too many columns" error numerous times (by deleting enough custom HUDs from their account until the PT4 can start up correctly once more). Funny to see this pop up elsewhere!
> Isn't RUMINT on the Intel problem that, even though it's nominally a chip problem, it may occur primarily due to motherboards not following guidance?
That was merely Intel's first attempt at deflection / damage control. Kernel of truth to it, of course.
An interesting project, from what I can tell it's a JavaScript version of AutoHotkey's window interaction features? (also it works on Linux and Mac!) Very cool!
Yes, that is indeed incredible - but I'd love to have the ability to upload an inventory of the synths in my room, and have the AI use any (or all!) of them for reproducing that sample.
I guess we're pretty close to that .. keep an ear out!
Can't remember who said it, I think probably Rami Ismall? But I can't find the source. Something like: "If there is another person, company or entity that while not actually working on the game, can significantly change the course of that work - that is not an indie game".
Basically, indies should be in control of their own destiny. This seems like a very reasonable definition to me.
In a lot of cases the relationship is not that. Instead, the publisher takes a healthy cut of the revenue for doing all the things that isn’t directly developing the game: marketing, testing, release, sales, etc.
Oftentimes the publisher can act as an advisor or matchmaker for finding the right people to solve problems. But this is meaningfully different from taking control of the game’s development.
We have multiple well known, well respected indie PUBLISHER'S now, like tinyBUILD and MicroProse (new) and even Humble Games, at least until Amazon milks the final few drops of value out of the Humble brand.
I kind of like this, however I do think that if EA funds a subsidiary or even just a team of developers making a game, that game shouldn't count as "indie" even if they promise to be 100% hands off.
Just accepting money from a major player in the video game industry is going to "change the course of that work". I prefer my indie developers to be, you know, independent.
One thing is a giant corporation „promising“ something - the other thing is reality where the promises of corporations are exactly worth nothing and you can bet on them breaking it as soon as it’s convenient.