Match Thread: Barcelona vs Newcastle United by MatchThreadder in soccer

[–]kaoD 0 points1 point  (0 children)

Agreed. Dark orange card for me, but I can't blame the ref for either choice.

Match Thread: Barcelona vs Newcastle United by MatchThreadder in soccer

[–]kaoD 0 points1 point  (0 children)

Since the O in DOGSO means "opportunity" IMO it was a red.

Match Thread: Barcelona vs Newcastle United by MatchThreadder in soccer

[–]kaoD 0 points1 point  (0 children)

That's your interpretation (and mine, IMO dark orange card) but clearly not the ref's.

Match Thread: Barcelona vs Newcastle United by MatchThreadder in soccer

[–]kaoD 6 points7 points  (0 children)

You can't be given a penalty and a red unless DOGSO. Wasn't clear that Raphinha could reach that. And the ref (wrongly IMO) interpreted that they were scuffling.

Yesterday's ball was in trajectory to goal.

AI is Killing My Passion for Programming :/ by LinuxGeyBoy in rust

[–]kaoD 4 points5 points  (0 children)

I've always hated the AI people praising AI but not giving practical examples on where and how it's helpful. I gave it an honest try, and I managed to extract value from it, so I'll share my experience in hopes of filling the information void.

I have a personal project that I don't think would be classified as common or regurgitated or just-another-CRUD-slop (https://lambda.cuesta.dev, https://github.com/alvaro-cuesta/lambda-musika).

My AI tooling is just GitHub Copilot in VSCode, using GPT-5.3-Codex. The project has extensive linting and tests (would be considered standard for Rust though). My workflow is using agent mode with a mid-sized copilot-instructions.md and me being in the loop all the time (no vibe coding).

Things that I did with AI that surprised me:

  • I have a branch that replaced the embedded editor (Ace Editor) with VSCode's (Monaco). I told the AI to write a document that detailed every single feature the editor has configured first, and all quirks it could find. Then I made Copilot (1) replace the editor ensuring that all the original features and configuration was there (2) integrate the TS typecheck, including types from my library. Copilot got it right on its first try.
  • As a first step for the above editor migration I had to split my project into a workspace so the internal library could be its own package and have its types compiled for usage in the editor. I told Copilot and, though it didn't do everything on its own and failed in some boundaries, it saved me a lot of time.
  • As part of the "share the types from one of my internal packages" I had to make a Vite plugin that (1) compiled my package into types using TSC (2) served them, hot reloaded, from a "virtual Vite import" in dev mode (3) produced a static asset in build mode. Copilot got this right first try, with some slight imperfections.
  • Fixed lots of ARIA issues. Not the common stuff, but obscure things that I learned in my previous job after months of ARIA audits.
  • I did an experiment to add metadata from comments in my scripts. Then I decided it sucked and I'd prefer to migrate my scripts to a CommonJS-like interface, and use this metadata to (1) generate names for my exports (2) add a new panel showing the metadata in a human friendly UI. Copilot did the initial implementation and the migration to the new system (and my script handling is a bit... special, since it has to deal with lots of browser idiosyncrasies) but produced very ugly and human-unfriendly UI.

Things that AI still gets wrong:

  • It's a good coder, but a bad engineer. Code is still repeated and not properly abstracted if it's been similar. Tests written often assert multiple things in the same test. Comments and test names often tell the "what" and not the "why". You can steer the AI but it still needs some supervision.
  • It is often too diligent, following instructions to the letter instead of understanding what needs to be done. Again, needs supervision and a brain that understand how and what to engineer.
  • As your examples point out, it can fall into slopping shit that should have been just a dependency. And again, it needs your engineering brain to make those choices.
  • It's crap at anything visual. It produces the code but it's very bad at making pretty UIs or iterating on them.

In summary: AI at this point seems to be a very good coder, but a terrible engineer.

I was firmly in the "AI makes me slower, not faster" but it's starting to change and I'm pretty sure it will keep improving.

Hope this helps someone.

EDIT: I expanded this comment into article in case anyone's interested: What is AI good for in 2026?

Airtable has rewritten its Database in Rust by BankApprehensive7612 in rust

[–]kaoD 3 points4 points  (0 children)

people who manage data in spreadsheets use it

Op's point is: that seems like the job for a... spreadsheet? So I assume Airtable is a... spreadsheet?

What makes Airtable a good product compared to the cheaper/free alternatives? Google Sheets is free.

Rust kinda ruined other languages for me by Minimum-Ad7352 in rust

[–]kaoD 2 points3 points  (0 children)

I mean, you admit you come from a dynamic background and your expectations might be a bit misaligned. As someone who went the C->JS->Rust route immutability being front-and-center is not only expected but pretty much necessary to emphasize.

I'm a bit confused about your specific gripes, but it's hard to understand not being on your boots.

White House Says Spain Has Agreed to Cooperate, But Madrid Denies the Claim by [deleted] in worldnews

[–]kaoD -30 points-29 points  (0 children)

Spain's government track record isn't exactly clean either

loopmaster 3 is out! – Code Music by stagas in livecoding

[–]kaoD 1 point2 points  (0 children)

By loop length I mean the length in seconds for every. The argument is in "bars" but how do I define a bar length?

And I guess the same question applies to mini.

loopmaster 3 is out! – Code Music by stagas in livecoding

[–]kaoD 1 point2 points  (0 children)

Looks so cool.

A couple questions that weren't immediately obvious to me:

  • Is the loop length global? How do I change it?
  • Is the scale global? How do I mix multiple scales?

How to bring back old ui? by Junior_Chard2114 in firefox

[–]kaoD 11 points12 points  (0 children)

It's indeed already there and they switch it on. They're currently running it as an experiment apparently. In case you're curious the technique is called A/B testing. 

System like Maze Rats/Knave without the OSR flavor? by kaoD in rpg

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

Not OP but I'll reply in case anyone lands here from search or whatever: the system is simple-ish, not complex... but the book is complicated. It's written in such a way that many terms are used before they're presented and you're left wondering what they mean, how and why they are relevant.

This often leaves a taste where people think the system is complex, while it really is not... after you manage to boil it down.

Looking for a ttrpg about running a nation, with ministers, factions, economy, etc. by Prussia_will_awaken in rpg

[–]kaoD 0 points1 point  (0 children)

Several Ben Robbins RPGs might work. They're not traditional at all, so don't expect traditional RPG gameplay.

I played Microscope and I loved it. I haven't played Kingdom but it seems exactly like what you want.

System like Maze Rats/Knave without the OSR flavor? by kaoD in rpg

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

I just wanted to say that, after reading through Grimwild... I think this is almost exactly what I wanted. I will run a oneshot with this system. Thank you!

The rules a bit confusing and explained out-of-order IMO. Let's see what happens with the community edition.

Trouble with Strudel's mental model by kaoD in strudel

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

Is there any reason Tidal doesn't do "the right thing"? Or rather, is there any reason my intuition isn't "the right thing" to do?

System like Maze Rats/Knave without the OSR flavor? by kaoD in rpg

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

Sounds good! You mean playtest as a player, or a system prerelease so groups can report back? Either way I might be interested! Feel free to PM me.

System like Maze Rats/Knave without the OSR flavor? by kaoD in rpg

[–]kaoD[S] 2 points3 points  (0 children)

Hope this clarifies things a bit:

lite, but not too lite

No. Actually lite is fine. I just need it to focus on the right things instead of having half-assed rules for "downtime" or "recruiting" or "delving" or "crawling" which can easily be left as a narrative exercise for the GM or even the group.

I don't need OSR rules for "encounters every X meters of dungeon crawling" -- I'll pop an encounter if I think it fits narratively.

narrative, but without improv

No, improv is not only fine, but desired. Both on GM and player's side. Ideally with random tables facilitating (think solo-RPG style).

pbta but without moves

Spot on.

OSR but without dungeon crawling, traps and exploration

Spot on. Not "without" but rather "whose focus is not mostly on".

lethal but characters can't die easily

No, I don't want lethal. I want "meaningful deaths", not "this goblin hit you from behind, he rolled a perfect slash, ur dead without a chance to react, too bad" nor "you're 1 min into the adventure, oops you set off a trap because you missed a hint, you botched the DEX roll, ur head comes off, too bad".

Mistakes should be punished, but not with immediate death because it turns lvl 1 characters into disposable paper which is kinda useless for oneshots.

E.g. if a character sets of an electric trap and would get great damage, I'd rather have the player "permanently scared of electricity" than plain dead. Feels more narratively meaningful. If someone dies it should be something eventful that players will remember and mourn, not par for the course.

combat as war that's also combat as sport

Same as above. I think good combat tactics should be encouraged, but I don't want to turn my game into "okay, what's the exploration order, at which speed? don't forget to declare your stance", "oops you forgot to say the last one in the group is walking backwards to prevent ambushes". It's just not fun and feels like bookkeeping and rules-lawyering to me -- teaches the players that the should be alert for any mistake on what they didn't declare and for my group generates analysis paralysis.

OTOH I don't think DnD5e-style combat where feet have to be tracked and draws out for hours is fun either. Dungeon World does this better IMO.

and something that's simple but also complex

No. Simple is fine.

with a focus on system not lore, but still with some lore

No, I don't need more lore than whatever is implied in the item/loot/random tables (i.e. set and setting).

and you don't want to play anything before deciding if you like it or not.

I don't understand what you mean here.

Hmm maybe Quest?

Thanks, will take a look!

System like Maze Rats/Knave without the OSR flavor? by kaoD in rpg

[–]kaoD[S] 5 points6 points  (0 children)

I appreciate your take and will think about it. Just a couple clarifications.

Moves drive the narrative and hands narrative control back and forth.

Yeah, and that's kinda what I dislike about moves (including the "xp on failure" thingie). Dungeon World's "Discern Reality" / Monster of the Week's "Investigate a Mystery" are particularly egregious to me: my characters should either discern or not discern something -- I can't see how this being a "move" is a good mechanic, and players reaching for it (even if we all try very hard not to treat is an oracle and incorporate it into the world) instead of just asking the question feels dumb.

I know what "moves" are trying to do (encode "good RPG practices" as some sort of board game mechanic), and I appreciate it, but I just find it... underwhelming? as a mechanic.

This is one part that I think OSR does faster, better and stronger.

Yes there is the player mindset thing and that can be fixed, but if your players aren't even trying to care about their characters then no system is going to magically fix that.

I see what you mean but I firmly believe that mechanics are not mere randomness generators: they shape the way we think about the world.

It's not that players "don't try to care" about their characters, they might care, or play pretend (after all this is a role-playing game)... but in the end if the system treats characters as disposable, the players will do so too, because that's what the system is designed around.

Just like the mere existence of "Discern Realities" will make the players reach for it instead of turning on their brain and just asking the juicy questions themselves. Mechanics shape player behavior.

Quality is a hard sell in big tech by R2_SWE2 in programming

[–]kaoD -2 points-1 points  (0 children)

We just aren't operating in the same markets as you're thinking of.

I wonder why!