IT/Software career thread: Invert binary trees for dollars.

Phelps McManus

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First, how many Airflow instances do you have? If you have thousands of DAGs spread across many instances Astro becomes more useful.

We only run around 90 DAGs, so it fits on a single instance (one web server, one scheduler - still on 2.x). I have 3 environments though, each completely isolated: prod, dev, and local. We use Azure DevOps with CI/CD pipelines so you work locally, debug and iterate as needed, then PR to dev which updates that server in less than 30s. Make sure your changes doesn’t break other DAGs (dev runs mirror of every process) and then PR to main to roll it into production. This setup has worked really well for us.

I may have reinvented the wheel, but I built my own connection/variable system that syncs each environment with Azure KeyVault. That includes rapidly standing up new local dev instances using Docker. We have over a dozen external systems we connect to and this makes rotating certificates a breeze.

Still, having third party support, presumably 24/7, sounds like a dream.
 

TJT

Mr. Poopybutthole
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We only run around 90 DAGs, so it fits on a single instance (one web server, one scheduler - still on 2.x). I have 3 environments though, each completely isolated: prod, dev, and local. We use Azure DevOps with CI/CD pipelines so you work locally, debug and iterate as needed, then PR to dev which updates that server in less than 30s. Make sure your changes doesn’t break other DAGs (dev runs mirror of every process) and then PR to main to roll it into production. This setup has worked really well for us.

I may have reinvented the wheel, but I built my own connection/variable system that syncs each environment with Azure KeyVault. That includes rapidly standing up new local dev instances using Docker. We have over a dozen external systems we connect to and this makes rotating certificates a breeze.

Still, having third party support, presumably 24/7, sounds like a dream.
Yeah a small solution like that it doesn't get you a ton of benefits but it is still superior to a setup like that. Our data platform and the use of it is growing a lot too because we got giga funding from the ME last month.

We have like 3500 DAGs total.
 

ShakyJake

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Anyone who enjoyed learning new things can relate to this.

A large part of the joy in every job I've ever enjoyed was learning something new and then becoming good at it.

Thats gone in many industries. Now you just have your assistant do the job, and skip the whole "learning and getting good at it" part. If you enjoyed that, AI has taken it away for many.

The interesting part to me is learning that was never universal - apparently a lot of people never enjoyed that part at all, and it certainly wasnt their main motivation.
You still have to get good at using the thing. At work, the split is pretty obvious. The people who’ve actually sat down and learned how to use AI get very different results from the people who still treat it like a chatbot. Same tool, but the output is night and day.

The learning hasn’t disappeared. A lot of it has just moved. Much of the old grind can be skipped now, and plenty of people never liked that part in the first place, so they’re fine with it.

Personally, I feel like AI gives me a huge advantage over a developer who isn’t using it. I’m less limited by what I already know or which tools I happen to be familiar with. I spend less time tweaking individual lines of code or digging through docs for some esoteric library that has little to do with the actual problem I’m trying to solve. That leaves me more room to take ideas further and put my judgment and creativity to work. That’s been a pretty exciting change for me.
 
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Noodleface

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Hmm, I don't necessarily think any of those are in conflict.
It will put a crazy amount of people out of work. It will keep people from learning things they needed to know before. And that probably isn't the greatest path. And it's absolutely amazing at the things its good at and still fucking terrible at the things it isn't, while arguing very convincingly and confidently that it is. However, the bucket of stuff it isn't good at is getting smaller crazy fast.
(I'm undecided about whether or not the datacenter peepee touching is appropriate...)

Pretty sure I've done more "coding" since Opus 5.5 landed than I could do in a lifetime. Fucking thing still sucks at a lot of art things though. It's made massive progress compared to a few months ago, but visuals, especially 3d are still a giant bottleneck for game-y things.
"Claude, make WoW"
"No problem, back in an hour!"
"Um, characters are supposed to wear gear, and it's supposed to move with them you know?"
"It does!"
"Um, look at this screenshot..."
"Go fuck yourself meatbag!"
(possibly paraphrased)
We are vibe coding my game. It did it entirely in 3d in 5.5 and we asked it to play test it for us. We actually watched it play the game and it made observations on what needed fixing. It's a crazy frontier.
 
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Control

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We are vibe coding my game. It did it entirely in 3d in 5.5 and we asked it to play test it for us. We actually watched it play the game and it made observations on what needed fixing. It's a crazy frontier.
It really is amazing, and also amazingly frustrating when it can knock out all this functionality no problem, and then you hit something adjacent that it just can't do. Very possibly/probably a skill issue on my part, but with whatever my skill is or isn't, it can do some amazing stuff with ease and then hit a wall. I may not understand the technical bits behind how 3d actually happens well enough to communicate it and have it tested appropriately in spots where the ai can't figure it out itself.

My last post probably undersold the 3d ability, but that's where I keep getting it stuck or at least bogged down. I can only assume that It innately understands typical coding issues from basically being trained on all the public coding knowledge in the world, but for 3d, there's little/no innate understanding of what the typical problems and solutions are, so every little thing has to be derived ground-up and managed in context.

To illustrate what I mean, here's a dumb summary of my dumb 3d adventures (2d seems to fare much better, but still a ton of issues with consistency), skip unless you're also dumb and want to have ai make a game: (and feel free to pile on the dumbness if you can also tell me something that might decrease it lol)

(I should note that not all of these steps have been retried on 5.5 yet.)
Throw some 3d stuff in a scene and have it move around? no problem. Now build the models you're moving around? Eh, ok kindof, for general llms at least. The dedicated model makers seem reasonable.
Play a premade animation or load a premade pose? No problem. Humanoid animation or pose from scratch? Eh, it can technically move the bits, but in a way that looks good/natural? No.
So the control is there but not the judgement/validation that what it's doing is in any way reasonable, so practically speaking, here's what I run into.
Ok, here's a rigged character and a model of a chair, put the model into a natural looking seated pose. It kind of works at a placeholder or super casual, low-poly level.
Ok, here's a library of poses, can you analyze and rank these for which ones might be a likely candidate for sitting in this chair? Works a little, but super scattershot.
Here's a set of rules that will help you differentiate sitting poses. Also, here's a big list of confirmed sitting poses, can you analyze them for similarities and add those to your rules list, then rerank the library. Big improvement, but still fails a lot at selection.

Now use the pose on the chair. NO NOT LIKE THAT! Can you identify the chair back since that should imply orientation? "Absolutely" Fucking liar. Ok, we've added zones to the chair that identify seating area, back, and collision. Orient the character opposite the seat back, and reject any pose that causes a bone to collide with a collision area. Helps, but still a ton of fails.
Ok, bones are hard, let's evaluate against collider capsules. Better, but still fails very often.
At this point, this seems like it should be completely mechanical/deterministic to to me. It kind of works but still fails so often and badly that I'm just confused.
Ok, but a high failure rate is no problem if the ai knows when it failed. But it does not. Ok, if you can't judge from the 3d data, take screenshots from different angles and judge them. Ok you suck at that, so pass them to a dedicated visual model for evaluation. They suck at that particular thing too. They can tell you what's there, but not if what's there is being used appropriately.

Here are mocap libraries that analyze/extract bone positions from real photos/videos. Let's try that. This one seems like it should reasonably work since there are products based on them that seem to work, but I've gotten pretty terrible results. This one is confusing, feels like I'm missing an essential piece somehow.
Ok, you can get some of the way there, but still lots of collisions. If a collision is minor nudge the bones until they stop colliding. and feet shouldn't float, so nudge the bones until they're in contact. Here are some rules/criteria. This actually kind of works, but it took an unspeakable number of iterations. and is still basically worthless if the changes need to cascade though multiple bones.
Ok it kind of works. let's try to generalize to different furniture/positions.
Episode 4 No GIF by Curb Your Enthusiasm


The latest adventure is cloth sim, which is making the above rant seem like an amazing success in comparison!