Gaming is a special case imo, and more affected by the additional power drawn for the GPU.
For CPU bound apps, there's still a night and day difference between new apple silicon vs the previous generation of x64 processors.
I've used a laptop to DJ shows for several years, always requiring AC power for anything longer than an hour. With my m1 macbook, I've DJ'd 6+ hours with no power adapter, also powering hardware over USB. It's literally a 4x improvement over my previous i5 setup.
Most of the games I play are CPU heavy incidentally, eu4 etc. I will say the biggest difference is the computer does not get very hot and the fans only spool up to 2500 rpm or so (out of their max of 6000rpm), but eu4 on full tilt will still drain the battery like it has a leak in about 2 hours or so. It isn't a very intensive game but it is one that has a speed setting where the max setting is basically "as fast as the cpu can compute." It does run noticeably faster at the max speed setting on this cpu (single core game, as expected going from 2.5ghz to 4.05ghz per core) but I don't think the battery life differences are significant. Especially considering the health of this battery compared to my 2012 intel computer (which I eventually replaced the battery for).
Outside of that the computer is good for probably 6 or 8 hours of my usual use case (ssh to remote server, a couple browser tabs, mac mail client open). I think the screen is a big power suck and I tend to find that autobrightness is putting it on max brightness setting even in an indoor room (like right now in fact). When I replaced the battery on the intel mac I was good for about 5 hours but I had to put the screen brightness on a minimal setting.
I remember saying "as soon as I can get 1GB for under $100, I'll switch from optical media..", and then the day that finally happened. That seemed like a bargain at the time.
I use the session view for vocal recording. Recording multiple takes to new clips in session view, then copied into the arranger, it lets me comp several takes without messing up the final arrangement, and is great for project organisation.
> Back in 2015 I was suspicious of abstractions and big on tests and version control. Code seemed awash in bad abstractions, while tests and versions seemed like the key advances of the 2000s.
> In effect I stopped thinking about version control. Giving up tests and versions, I ended up with a much better program.
> Version control kept me attached to the past. Both were counter-productive. It took a major reorientation to let go of them.
Best guess, a reflexive need to keep diffs as small as possible. Personally I think this is a completely wrong mindset, having version control is what allows you to go wild because you can always use the version from before a crazy refactor - and if it goes wrong you can even keep it around on a branch for reference later on with a second attempt.
Your quotes seem to reinforce parent's assertion he's not talking about version control in the form of tooling but some kind of versioning in the code itself: "...while tests and versions..."
He specifically mentions version control and avoiding merge conflicts, so I'm pretty sure it's stuff like git that he's finding himself cautious about.
This is about a desktop text editor built with LUA on a C++-based native framework for writing 2D games: https://git.sr.ht/~akkartik/lines2.love
Very unlikely to have versioned API endpoints involved.
I've always thought of RPGs as narrative focused games with character progression based on improving stats and equipment. I think both A Link to the Past and Chrono Trigger would fit that description. ALttP may not have the same depth of character traits, but there's still a progression unlocking extra health hearts and stronger swords iirc.
For the other games you mentioned, I would say they have RPG elements (ie. increasing player stats in Mario Tennis), but the narrative isn't really the focus of game in the same way as with a traditional RPG.
> I've just had GPT-4o write me a full-featured 2048 clone in ~6 hours of casual chat, in between of work, making dinner, and playing with kids; it cost me some $4 in OpenAI bills, and I didn't write a single line of code.
If I said I built a 2048 clone by following this tutorial, noone would be impressed. I just don't see how reading a similar tutorial via a chat interface is some groundbreaking advancement.
The difference is that with a chat interface you can ask it questions, you can brainstorm with it, you can drill down into specific concepts and you can do it any language/framework, without waiting for a tutorial to be written for it. And it would help you do the "homework" at the end.
For the tutorial you linked to, there's a lot of prior knowledge assumed, which the author alludes to in the summary, which a chat interface would help with:
This time I decided to focus on the essence of the topic rather than building basic React and CSS, so I skipped those basic parts. I believe it makes this article easier to digest.
Speaking of Stephen King, The Mist is another great example. The film adaptation completely changed the ending, and people almost unanimously agree for the better.