> Through a friend of a friend, I found out that Anthropic had an open position in the team implementing the secret, unreleased feature of Claude Desktop using enigo. I wrote a cover letter and sent out my application.
It's quite likely (and not necessarily bad) that they didn't really read the application. Most obviously, if they already chose someone but didn't close the deal yet, it's common for listings to still be up, but no-one will look at new applications unless their choice falls through.
> The digital services tax (Digital Service Tax) is applied at a rate of 3% on revenues deriving from the provision of services on a digital interface for targeted advertising to users of that interface, for the provision of a multilateral digital interface that allows users to connect and interact with each other, also for the purpose of facilitating the direct supply of goods or services for the transmission of data collected from users and generated by the use of a digital interface.
> In practice, taxation applies to digital advertising on websites and social networks, access to digital platforms, fees received by the operators of such platforms, and also the transmission of data “collected” from users. Revenue is taxable if the user of the digital service is located within the territory of the State. For online advertising services, the user is considered to be located in the territory of the State if the advertisement appears on their device when it is used in the territory of the State. The location of the device in Italian territory is determined on the basis of its IP address.
> Businesses that generate revenue in Italy from the above-mentioned digital services and that, during the calendar year preceding the one in which the tax liability arises, generate a total revenue of not less than €750 million anywhere in the world, either individually or as a group, are subject to the digital tax.
It seems for me a fair tax for corporations that take advantages of data collected to provide a service that someone pays (advertisements).
Well, there were Momenta and PenPoint --- the latter in particular focused on Notebooks which felt quite different, and Apple's Newton was even more so.
Oberon looks/feels strikingly different (and is _tiny_) and can be easily tried out via quite low-level emulation (and just wants some drivers to be fully native say on a Raspberry Pi)
The real secret of an effective captcha-like system is to identify/collect lots of data, identify suspicious patterns, validate them (checking what kind of data exposes a bot-like system) and then use this for serving dynamic challenges based on a couple of information.
Example: if the system identifies the user as a bot, it tries to give a less performant solution in terms of PoW.
Maybe somebody could explain me why your comment is in different contrast of grey?
I think somebody might have flagged your comment, but it is a real fact.
This is one of the reasons why people say cloudflare owns the majority of internet but I think I am okay with that since cloudflare is pretty chill. And they provide the best services but still it just shows that the internet isn't that decentralized.
But google captcha is literally tracking you IIRC, I would personally prefer hcaptcha if you want centralized solution or anubis if you want to self host (I Prefer anubis I guess)
OT: how does anyone buy their cloud? Is it only available as a public alpha/beta with remote control? I might have a client interested into this, but needs to have some guarantees that their data remains on-premise.
> Is it only available as a public alpha/beta with remote control? I might have a client interested into this, but needs to have some guarantees that their data remains on-premise.
You are purchasing hardware. You put it on-premise. Our software gives you a cloud-like deployment model, but it's not going anywhere other than your rack.
Happy to answer any other questions, even if they're off-topic :)
Ah nice, I thought for a second it was more vertical with its own hardware (which has its pro and cons, maybe it's in your plans..). Would that work as a SAAS? Or price per hardware device/machines I can create?
> Would that work as a SAAS? Or price per hardware device/machines I can create?
I'm not 100% sure what you're asking. You could use this to build your own SAAS business if you'd like, but you can't rent the hardware from us, or run your software on hardware we own, if that's what you mean.
Ah now I understand what you meant with "You are purchasing hardware", I missed completely that point. "You are purchasing hardware from us" :) yeah, then it's what I originally understood. Good :) so I guess one time payment, I get the hardware, I set up with your software into your hardware that I purchased and then I should be good.
We sell support too, but yes, fundamentally it's a one-time payment: we don't have software licensing fees, for example (and the vast majority of it is open source). You're purchasing physical hardware.
> I set up with your software into your hardware that I purchased and then I should be good.
You don't even need to set it up! Heck, the rack comes pre-cabled. You roll it into the data center, hook it up to power and internet, turn it on, and get going.
I was wondering: does anybody know if there are any good resources for writing a good text adventure? Any nice tips and tricks? Mainly related to the content. I guess it overlaps with "writing a good novel", but I bet there're some specific advices that can be applied to the text adventure.
I wanted to write my text adventure, but I'd offer reader to have multiple options, especially for those who are not really practical with english (includes myself ^-^).
Aaron Reed's 50 Years of Text Games[1][2] is a fantastic journey into the history and the possibilities of text-based games. I got the physical book and was surprised to find it as engaging as a novel. Each chapter takes one year between 1971 and 2020 and picks a game from that year to discuss in depth. While it might not help with the writing per se, you might good ideas there (several of the games discussed are in the "Adventure" lineage).
This comment got me to purchase this book and bump it to the head of my reading queue. I'm about halfway through it and it's really, really good. I definitely think it can help with writing/design, by showing the breadth of possibilities and how the art has evolved.
For the technical side of things, use ink script. There's an editor, plugins and it's a mature project.
For the creative side I would recommend trying out all kinds of things. Should your player be able to get stuck/into a dead end? Will players play once or many times. Can you "win" your game or is it more of a narrative? How do you want the player to feel!
For some more specific ideas, think about how your game branches. Branching and decisions in games are far trickier than they might appear. Too subtle and the player misses the choice entirely. Too in your face and they become boring ("kill the baby" vs "save the baby", gee I wonder which one takes me down the evil path)
Also, merely asking a question or giving a choice can influence the player. If you ask "who is the killer?" and give a list of suspects, one of them must have done it, even if the player never considered it. The question also assumes the player knows there was a murder and gives that away if they hadn't worked it out yet.
Yeah, I like things like Ink a great deal. It's really easy to overcomplicate narrative design if you're not careful, but Ink (and so forth) do a good job of keeping things simple and staying out of your way.
I've spent the last three years building a game engine specifically to do this, and currently finishing the final draft for the game story I've created to go alongside it.
Happy to share anything you'd find helpful. The big takeaway for me has been, you're going to want to graph out the impact of choices before you write the story. If you know the flow of decisions, then that gives a much clearer structure than trying to write the story first and then create branches off it. I think the reason is that it sets a much tighter scope for the writing doing it that way, whereas if you write the story and then find ways to branch it, the scope for that is functionally infinite.
Indeed: https://marcusb.org/hacks/quixotic.html try not to block LLM bot traffic and start injecting spurious content for ""improving"" their data. Markov chain at its finest!