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Yep, he posted a similar set of tweets back in 2018:

https://www.pcgamer.com/ex-valve-employee-describes-ruthless...


keep in mind that he is literally the only one who talks about the company that way from everyone whose ever worked there (many, many have left for various reasons since).

I also can't help but not overlook that he's an UFO nut. can't trust info from someone who can warp reality in a way to see only what fits his own preconceived notions even if they fly in the face of basic facts.


> keep in mind that he is literally the only one who talks about the company that way from everyone whose ever worked there (many, many have left for various reasons since).

That's not true.

There's been lots of criticism coming at Valve's management style over the years: There are many people who _hate_ it, but also many people who love it. It really depends on the type of person you are. If you really really dislike bureaucracy Valve's a great place to be, but also don't expect them to enact any quality-of-life systems: If your coworker wants you dead, then that's something you yourself have to deal with.

This is also why you see a lot of different opinions when looking through e.g. glassdoor: Some people that do the murdering love it there and thrive, but that system only works if people are there that can be murdered. Some people I know have described the atmosphere as "prison yard style": You trade rigid bureaucracy against a "you have to know who you have to know" bureaucracy. Richard Geldreich's account lines up pretty well to what I have heard about valve's emergent self-organization system.

A couple of years ago there was a video: https://www.youtube.com/watch?v=41XgkLKYuic that summarized the working environment.


> There's been lots of criticism coming at Valve's management style over the years: There are many people who _hate_ it, but also many people who love it.

Looking at it as a consumer, Valve didn't get anything released for many years, which imo would point at there in fact being a problem. Not necessarily what this guy is claming, but there did seem to be issues.

They have shipped HL:A and Steam Deck now, so maybe they've solved it or are solving it.


The measure of success for a corporation isn't number of products released, it's revenue/profit. Valve has higher revenue per employee than any other gaming company.

They have first mover advantage on a platform that's true, but even when competitors significantly undercut them they can't take any notable percentage of Steam market share. Epic is literally giving away free content every month and can't compete.


“I also can't help but not overlook that he's an UFO nut.”

Well, that’s your personal opinion but I’m not sure how his thoughts on UFOs discredits his view of the work culture at Valve. One can have metaphysical and spiritual beliefs and be an extraordinary scientist as well for example.

Many have left Valve but usually people in the relatively constrained game dev industry tend to be conservative in voicing their opinions if only for their future careers prospects.


> One can have metaphysical and spiritual beliefs and be an extraordinary scientist as well

The race is not always to the swift, nor the battle to the strong... but that's how you bet.


Or, because he's a UFO nut he's willing to call out things that seem crazy when it's socially unacceptable to do so


> he is literally the only one who talks about the company that way from everyone whose ever worked there

false. wrong, wrong, wrong.

he's the only one you know about, is all. he's not even the only one that has spoken publicly about it.


Can you provide substance to your claim that other Valve employees have talked about a sabotaging culture due to bonuses?


I've heard/read such reports about valve from various other people, including friends I trust saying so privately. He is an outlier in how vehement his criticism is but is hardly the only one that throws that criticism at Valve (keep in mind workers face massive disincentives to do so publicly).


Well I have several friends who have worked there and no one has had anything positive to say about the culture.


Nah, many people spoke out about ruthless insider politic cliques and how they were at a mercy of invisible forces with "totally democratic" decisions about their work being made for them.


Unlike the OP's file, there's a rather substantial test suite and massive corpus of TypeScript code to work with, so at the very least, you'd have some grumpy people knocking on your door if you did something that negatively impacted the greater ecosystem.

Some documentation from Orta Therox on the checker:

https://github.com/microsoft/TypeScript-Compiler-Notes/blob/...


Ilya Grigorik's Video Speed Controller?

https://github.com/igrigorik/videospeed


There's more detail in the iPhone battery information page.

Testing conducted by Apple in August 2021 using preproduction iPhone 13 mini, iPhone 13, iPhone 13 Pro, and iPhone 13 Pro Max units and software, subscribed to LTE and 5G carrier networks. Video playback consisted of a repeated 2-hour 23-minute movie purchased from the iTunes Store, tested with stereo audio output. Video playback (streamed) consisted of a repeated 3-hour 1-minute HDR movie purchased from the iTunes Store, tested with stereo audio output. All settings were default except: Bluetooth was paired with headphones; Wi-Fi was associated with a network; the Wi-Fi feature Ask to Join Networks, Auto-Brightness, and True Tone were turned off.

https://www.apple.com/iphone/battery.html#:~:text=Video%20Pl...



Even before that change, I don't see any code that automatically reconstructs construct quads from pairs of triangles. But maybe I'm missing something?


(I've been working on OpenGL platform translation for years)

Reconstructing quads from pairs of triangles is just about doable in a one-liner. The harder part in my opinion is applying texture mapping to the resulting triangle, but it's not unreasonably difficult.

    // this depends on your winding
    triangles = [1, 2, 4, 2, 3, 4]
    quads = []
    for i in xrange(len(triangles), 6):
        t = triangles[i:i+6]
        quads += [t[0], t[1], t[4], t[2]]
The only things I think are interesting here are their heuristics on shaders to apply color maps, and the fact they shipped a game with it.


No, you're right, there's no quad reconstruction. I imagine you could have just used quads in both the WebGL and Canvas renderers to achieve a similar effect.


Wouldn't it be more likely for the reverse to hold true? The razor-and-blades business model doesn't exactly apply here given the low level of technical sophistication required to print the calibration stickers. Constructing inkjet cartridges and machining modern razor blades are far more complex feats of engineering.

As the paper describes, the stickers can be applied "in any pattern so long as some tape is visible from every position that the device will move to". Thus, there is no need to align the stickers in a special pattern beforehand.

Anyone should be able to print similar calibration stickers on their own dime.


Direct link to the GDC 2010 slides (.pptx):

http://unrealtechnology.com/Downloads/Slides/GDC2010_Golding...


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