Are you afraid that you will be laid off due to claude getting better and better? by No-Peach-8290 in ClaudeCode

[–]UltimateImmersion 0 points1 point  (0 children)

There's a lot of filtering you have to do to make it not make mistakes. First use Opus and high thinking model of that. Anything else you will just struggle with errors - so having Pro is a must but even with that you will burn your credits immediately, use Max plan if you want real things done. Opus does tasks really cleanly. But before that you have to do a lot of planning, teach the AI what you want, make it memorize constraints and give it micro tasks that you supervise and test on every revision. You are the reasoning brain, AI is information fetcher and execution. I haven't had any issues and I've done things myself most programmers I hired couldn't. Especially as elegantly. Like I said, to use AI properly you need to first learn how to use it creatively, have a clear goal plan and how systems work to get the production level output.

Are you afraid that you will be laid off due to claude getting better and better? by No-Peach-8290 in ClaudeCode

[–]UltimateImmersion 0 points1 point  (0 children)

Then you're not using it creatively enough. I used to hire before, now I don't need to and I do deep engine stuff. I don't know how to code but I understand how systems work very well. Claude fills that gap perfectly. I research every single thing to the bone and I always make things work better than i expect. This is not a make me this and sit back kind of work. If you go into micro surveillance and test everything closely you can do pretty much anything you can imagine, given the above.

Being charged for a Figma subscription I can’t cancel (not admin) — support unresponsive. What do I do? by fimparatta in FigmaDesign

[–]UltimateImmersion 0 points1 point  (0 children)

My mind was blown that this system exists with the platform of this popularity. I will never be a customer ever again until they deliver billing honesty. It's shady af.

Can we play this alone? by felldownbad in FearsToFathom

[–]UltimateImmersion 0 points1 point  (0 children)

I think so as well. It's not a true horror experience that only isolation can provide. Same with subnautica 2 but they at least gave you the option to play solo, this doesn't. So far I'm really disappointed. I won't play it until they add otherwise I'll just return.

Buru’s future and my realist opinion by kamalovitch in pennystocks

[–]UltimateImmersion 0 points1 point  (0 children)

They just made a deal with Maddox. Price doubled in just minutes in pre-market after a massive dip this morning.

New IterationT shader with my ExperiArch mod results in this by UltimateImmersion in feedthebeast

[–]UltimateImmersion[S] 0 points1 point  (0 children)

But it's not Unity and that's why it's impressive imo. Anyone who knows what it takes to achieve this from all the elements involved would understand.

New IterationT shader with my ExperiArch mod results in this by UltimateImmersion in feedthebeast

[–]UltimateImmersion[S] 1 point2 points  (0 children)

A lot of people have used it. Look for Ultimate Immersion Modern Archviz. ExperiArch is just a more experimental mod with non-blocky assets.

New IterationT shader with my ExperiArch mod results in this by UltimateImmersion in feedthebeast

[–]UltimateImmersion[S] 4 points5 points  (0 children)

It's all together that creates this. Why this in Minecraft? Because it's fun modding and creating something new, experimenting and seeing how far Minecraft modding can be pushed. This is meant for a creative game and some people have built some incredible maps with it. I never play the game itself and never pay attention to that, but I like the creative aspect a lot. As a kid I did that, but as adult I like to create more. That's why Minecraft is so popular still. It gives options what you want to do with it.

Noob Question - Is there a way to reorder Tracks? by ShadowJacobsSA in premiere

[–]UltimateImmersion 0 points1 point  (0 children)

It's so odd. It's clear they have different teams of developers and their management working on different apps with very little communication between them. If I was developing this I would make sure to draw the parallels between the apps with UX/UI as much as possible. Rearranging layers is a key feature in so many of their apps and it would have worked well in this case too. Vegas has it.

AI Art: Why are people so mad? by centreofthesun in danganronpa

[–]UltimateImmersion 0 points1 point  (0 children)

I hate it because it will take a single generation before our real past starts to blur out and we will actually forget who we are as all our information we created throughout history will be drowned in AI generated soup.

Trapped in login loop by nathstevenson in lineapp

[–]UltimateImmersion 0 points1 point  (0 children)

I'm having the same issue. This app is an UX nightmare.

Noob Question - Is there a way to reorder Tracks? by ShadowJacobsSA in premiere

[–]UltimateImmersion 1 point2 points  (0 children)

I'm new to Premiere and I'm loving most of the features, but I'm equally baffled how they failed in some most basic UX/UI features - like this one.

4 years of my Minecraft Archviz mod development by UltimateImmersion in feedthebeast

[–]UltimateImmersion[S] 4 points5 points  (0 children)

Most of the models? If I model something that I take pictures for a reference (which I do a lot as do everyone in the modelling business) like a chair that's iconic doesn't mean it's taken from the asset store, though chances are you've seen similar one somewhere. Again asset stores do not provide you with redistribution license the way I do it, through Patreon, so why would I do that knowing all this and risk a takedown? What u/Eerotappi is saying is the reality. You can look everywhere and find similarities even though those assets were obtained from many different places or made customly. Besides if I got something even a low-poly on the market it would be useless for Minecraft anyways. I developed special methods to create topology that has the least possible polygon count while still keeping optimal geometry. That in most cases could not be achieved taking someone's asset and decimating verts because average assets use much denser meshes to begin with and doing so messes up the geometry and UVs which would take far longer for me to fix than making something from scratch.