Goals: Add links that are reasonable and good explanations of how stuff works. No hype and no vendor content if possible. Practical first-hand accounts of models in prod eagerly sought.

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
This is a collection of the things I believe about software development. I have worked for years building backend and data processing systems, so read the below within that context.
Agree? Disagree? Feel free to let me know at @JanStette.
Keep it simple, stupid. You ain't gonna need it.
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UPDATE: I have baked the ideas in this file inside a Python CLI tool called pyds-cli
. Please find it here: https://github.com/ericmjl/pyds-cli
Having done a number of data projects over the years, and having seen a number of them up on GitHub, I've come to see that there's a wide range in terms of how "readable" a project is. I'd like to share some practices that I have come to adopt in my projects, which I hope will bring some organization to your projects.
Disclaimer: I'm hoping nobody takes this to be "the definitive guide" to organizing a data project; rather, I hope you, the reader, find useful tips that you can adapt to your own projects.
Disclaimer 2: What I’m writing below is primarily geared towards Python language users. Some ideas may be transferable to other languages; others may not be so. Please feel free to remix whatever you see here!
From time to time, Musk will send out an e-mail to the entire company to enforce a new policy or let them know about something that's bothering him. One of the more famous e-mails arrived in May 2010 with the subject line: Acronyms Seriously Suck:
There is a creeping tendency to use made up acronyms at SpaceX. Excessive use of made up acronyms is a significant impediment to communication and keeping communication good as we grow is incredibly important. Individually, a few acronyms here and there may not seem so bad, but if a thousand people are making these up, over time the result will be a huge glossary that we have to issue to new employees. No one can actually remember all these acronyms and people don't want to seem dumb in a meeting, so they just sit there in ignorance. This is particularly tough on new employees.
That needs to stop immediately or I will take drastic action - I have given enough warning over the years. Unless an acronym is approved by me, it should not enter the SpaceX glossary.
Disclaimer: This piece is written anonymously. The names of a few particular companies are mentioned, but as common examples only.
This is a short write-up on things that I wish I'd known and considered before joining a private company (aka startup, aka unicorn in some cases). I'm not trying to make the case that you should never join a private company, but the power imbalance between founder and employee is extreme, and that potential candidates would
FWIW: I (@rondy) am not the creator of the content shared here, which is an excerpt from Edmond Lau's book. I simply copied and pasted it from another location and saved it as a personal note, before it gained popularity on news.ycombinator.com. Unfortunately, I cannot recall the exact origin of the original source, nor was I able to find the author's name, so I am can't provide the appropriate credits.