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This is a very strange mindset. Even if you want to treat everything as sort of billable hours this doesn't really make sense because the average boss's boss's isn't paid anywhere near 144x. If a SWE spends 100 hours to save their boss's boss one hour, they're wasting a ton of money.

Anthropic had to settle with authors because they literally pirated books! Their behavior regarding distillation is genuinely beyond parody.

Except it's not just a tool.

It's when a woodworker, musician or painter completely outsources their work and just marks what's wrong, sending those parts back. Yes, the final art piece might be the same, but the artist definitely uses less of their "soul".


Shared memory of the past meant reserving a part of the memory for the GPU, which could then not be used or accessed by the CPU. If the CPU wanted to access something, it had to copy it from the GPU's section of the memory to its own. Unified memory means both just fully share the same memory.

If that was the real reason, why wouldn't they just make it so that if you don't correctly use caching you use up more of your limit?


The quill and ink at least communicates that it's about writing. The new one is so abstract that when I first looked at it I had no idea what I was even looking at, it certainly doesn't communicate "this is like word" to me. Without comparison to the previous icon, how many people do you think would understand that the bottom line is intended to be a stroke drawn by the pen?


I think you might be post-hoc rationalizing an emotional feeling, as clearly this meme is emotionally triggering to everyones nostalgia/pessimism nerve (hence why it went viral).

I'm 100% positive more people would guess the far left icon is a text editor compared to the far right icon. Not that I like the left icon aesthetically. Both are pretty weak icons.


Leftmost is probably a pen, rightmost is definitely a pen and specifically a fountain pen. I've never seen these icons before, and I'm trying to be the fairest I can, and I think rightmost wins at evoking "text editor". But the one exactly in the center wins by a mile. Pen on lined paper, hard to do better.


Same thought. The one on the left just conveys "notes" to me. Middle actually seems to be about a more "well put together" document. A fountain pen by itself doesn't necessarily mean documents to me, but signing them.

As you, never seen these icons in my entire life.


Pages is a word processor. Not a text editor.

The far left icon's color gradient and Apple Pencil shape made me think it was for drawing.


Neither extreme looks like a real word processor. The left looks like maybe an icon for notes. The right looks like it’s for a drawing program.


It's a page layout / word processing program. I see the icon and I think "maybe text editor, maybe drawing program".

#4 or #5 are best at conveying what it is for and for being distinct from other icons.


The key thing is that you teach multiplication tables in a structured, incremental manner. Yes, it's just rote memorization, but the structure makes it way easier. You don't just dump all tables on the student at once and start quizzing them until they get it.

Imo not being able to select a subset of intervals to train heavily limits how useful this is.


How is the raw Gemini 3 CoT accessed? Isn't it hidden?


There are tricks on the API to get access to the raw Gemini 3 CoT, it's extremely easy compared to getting CoT of GPT-5 (very, very hard).


What are you referring to? I see the 'reasoning' in OpenRouter for GPT-5.2, I was under the impression that is the CoT.


Yes, that's exactly what I'm referring to. When you're using the direct Gemini API (AI Studio/Vertex), with specific tricks you can get the raw reasoning/CoT output of the model, not the summary.


in antigravity gemini sometimes inserts its CoT directly into code comments lol


They're not making money on inference alone because they blow ungodly amounts on R&D. Otherwise it'd be a very profitable business.


Private equity will swoop in, bankrupt the company to shirk the debt of training / R&D, and hold on to the models in a restructuring. +Enshittification to squeeze maximum profit. This is why they're referred to as vulture capitalists.


> These games are the starting point, but the bulk of the game is new puzzles combining mechanics from different games together

Seems like the puzzles are novel, but the mechanics are not?


With Blow the devil is simultaneously in the details and at the meta level.

For example in the Witness, which I consider one of the best puzzle games ever made, you get a fairly simple core mechanic, but the game builds upon it in very interesting ways. It feels like a journey of learning and always challenges you in some novel way at each step. There are also several revelations along the way, where you discover new layers on top of the core puzzles.

I would expect that this new game will feature similarly careful design.


To each their own. I found the Witness to be excruciatingly monotonous, forced and, ultimately, boring.


I enjoyed the Witness for a while but I bounced off it pretty hard in the Mountain. It wasn’t until I watched a let’s play on YouTube that I learned there was a film room, a hidden cave complex under the mountain, a time trial, and other optional secrets. I can absolutely understand a certain type of gamer liking this but for me Talos Principle (both 1 and 2) is peak puzzle genre.

That said I’ll probably buy this game if it comes out next year.


What did you think of the puzzles?


I found them quite boring since they are all repetitions on the same theme - just drawing lines on a square. It could have been a mobile game. The world doesn't feel connected to the puzzles, and the exploration aspect of it could have been a completely separate game. It feels like two games glued together, which is IMO not a good design.

It's also not a game that's very demanding from a technical performance perspective, and really has very limited numbers of active entities / animations, so why should I care about his opinions on game architecture or anything else?


> I found them quite boring since they are all repetitions on the same theme - just drawing lines on a square.

And programming is just pressing buttons on a keyboard.


> It could have been a mobile game.

I tried to play it on iOS and found the controls clunky. Interacting with some of the puzzles was difficult with my thumbs in the way.


Monotonous. More of the same. I mean, I can appreciate the creativity behind squeezing every drop from the concept, but I saw no fun in solving them.


I like puzzle games (Baba is You is fantastic) but I also didn't get far into The Witness. Braid was fantastic though.

I think 3D FPS is generally a terrible interface to puzzles. This is 2D though so maybe it will be better.


The basic mechanics look like very standard type of puzzle mechanics (e.g. Sokoban) that have been in many games over decades.


He hired a level designer who also wrote a Sokoban game. (Can’t remember the name, but it was free and web-based, IIRC.) That game had some really great, unique ideas in it, and I’d be shocked if the new Blow game was bog standard.


It was Jack Lance, who wrote Enigmash. Tragically, he died in 2023 at the age of 25. Jack Lance superlatively creative. I cannot find the words to express how much the world lost. I do not know of a finer puzzle designer.

https://jacklance.github.io/games.html


Oh, man. Yes, that’s the one. I had no idea he’d died. :/


interactions between the various mechanics in the games likely yield countless surprises, and let you build something considerably more elaborate than thesum of its parts..


The Puzzle Boy / Kwirk series of games is Sokoban-based, but has 3 different mechanics on top of that: turnstiles, pits (that can be filled by blocks), and blocks larger than 1x1. One of the things I love about it is that, each mechanic is interesting on its own, and each combination of mechanics results in levels with very different feels. Lots of puzzles with a bunch of mechanics try to throw tons of them into each level, and each level ends up feeling very samey. But judicious use of combinations can lead to a lot of interesting variety.


(I'm a fan of Kwirk. I had it as a kid on Gameboy, and thought it would have aged badly, but no it's still good!)


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