#job parser
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propellum · 10 months ago
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Job Parsing Solution, ensuring high accuracy and adaptability. Our models comprehend job description contexts, continually improving parsing accuracy through machine learning.
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bladeweave · 1 year ago
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a little detail i like about Wyll's point & click dialogues is that all the ones where refers to himself as the Blade or hero happen at neutral or negative approval of the target character. its like if he has a positive or romantic relationship with them they've helped him realize that there's value in being just wyll and that he's very much appreciated as well :)
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whore-ratio · 2 months ago
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been a long time since I posted anything about coding, probably because I haven't been doing much of anything for a while since I had a really bad experience at my job which burned me out so bad I had to switch industries.
but I just implemented an amazing feature for my library, untwine, which is a parser generator macro enabling extremely easy parsing of any format (and it's even capable of doing context-sensitive parsing!).
look at how a boolean parser would be defined before:
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this isn't so bad, but it's duplicating the string equality check, so it will check if the string is equal to "true" twice - once when it parses the pattern, and once when converting the data in the code block.
this approach also doesn't scale. in the case where you're matching weekdays, you end up needing a match statement inside your code block:
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this gave me the ick for a long time because you have to repeat yourself and you have an ugly unreachable case which will trigger if you ever forget to add a case to the match statement after adding it to the pattern (which is very easy to do).
so now I've implemented a parser type which looks and acts like a match statement, allowing you to express things like that much more elegantly:
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it's also extremely handy for command parsing, allowing me to express branching parsing paths that evaluate to the same type very cleanly. you can capture the values of the patterns you parse, which is perfect for grabbing arguments:
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for all my 2 (± 1) followers who understand and care about parsing, you can see the full project up at https://crates.io/crates/untwine
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valeriehalla · 7 months ago
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mwah mwah mwah mwah mwah I just found your VN and it's so cute and arresting and so full of nonbinary longing I'm absolutely in love already and it's kinda inspiring me to do the scary job of opening up a word doc and try writing some of my own stuff for the first time ever
also wrt aster i love love love love love the idea of being freed from agab. just... can't remember. who cares. no longer having to measure up to a gender metric or constantly minimizing your male shoulders or female hips and worrying about your ratios or presentation - and just relax and enjoy it instead of treating it like a constant chore of maintaining a dozen spinning plates to avoid being "found out". freed from presentation pressure. mwah.
also also as a fellow web developer I'd love to hear more about your stack for ssg - gatsby? svelte? vite? 93 nested imported html docs? one really really big div? I ask because while I don't know if I'll ever have the chops for music production, reading and discovering that inline music player absolutely tickled me, both narratively and as a developer, what a delight, so so so good
My “stack” ... hmmm. “Stack” .................
So, for the main website I just used “Lektor”, which I picked out of a hat on the basis that it was python-based and could do the one thing I cared about (HTML templating). But the CURSE/KISS/CUTE reader is coded from scratch. It is a single-page app, and it loads and displays story content by grabbing the HTML from a JSON file I call the “story file”. The JSON in turn is created by a parser that I wrote in python that parses a specially-formatted markdown file which I also confusingly call the “story file”. The script format for this latter file is slightly custom but is mostly just “normal markdown but I repurposed code ticks as a macro format”:
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The music player is pretty rudimentary and just offloads all the complicated business to howler.js.
It’s a funny patchworked leaning tower of python but it gets it done and gets it done entirely client-side and that means I don’t have to dip even one of my toes into the haunted pool of server-side web development =w=
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allthe-everything · 1 year ago
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to all my babes out there trying to get a job, got some tips for y'all. i'm updating my resume and realised that what i do might help some people, and not everyone knows about ATS parsing. gonna be long, will add a tldr at the end
so, first things, instead of MS office, i use libreOffice as my document creator/word processor. stop giving microsoft your money - libreOffice is free and open source, and it's amazing. go get it. saves you money too and god knows we need that. but, i'm sure you can do this in publisher too, i just don't know all the buttons
onto techniques: instead of creating my resume in libreOffice's equivalent of word, i use the equivalent of microsoft's publisher - the thing meant for you to make cards and flyers and whatnot. essentially you just pick a size document, and get to throw things (pictures, text boxes, charts, whatever) onto the page where you want them. since it's geared more towards artsy things, it's a lot more flexible with formatting than word (moving images in word? just don't).
essentially, every snippet of information i put on my resume is one text box. each job with its description, each project i've worked on, etc gets its own text box. this is great in a couple ways: it means that if you want to change the formatting of your resume, you can just move around text boxes instead of fucking around with copy/paste all day. the second thing is that when a machine tries to read your resume, internally it'll read that pdf and see blocks of related information that's more precise than giant paragraphs you'd get in word. make your section titles their own text boxes (like experience, education, skills, etc) so they don't get lumped in with the real info.
i'm not gonna talk about "resume words" or "clean formatting" bc tbh i'm bad at that and i think recruiters are dumb sometimes for wanting "no templates, but only format it this one particular way". but get all your info there, arrange it how you see fit, and THEN. then we get sneaky.
in libreOffice, you can name and add descriptions to text boxes. "what!" i hear you say. "that's so weird why would anyone do that!". and i say "well, if a human is reading your resume, it doesn't matter what the text box thinks it is. but it's a machine reading your resume! you want to speak the machine's language." the name is less important than the description, in my opinion, but you can name the boxes too. what you're gonna do is select a text box, click on "format" at the top bar, then "description". and you're gonna add in the alt text box what this text box is. if it's a list of skills, write "skills". if it's education, write "education". this info won't show up visually to a human reading the doc, but it helps machines categorise the data, just a little bit better. in the description part of this, you can also try adding the key words from the job description so the machine sees them but a human really can't find it unless they really look. this isn't something i've been able to test thoroughly, though, so take it with a grain of salt.
i'm still working out all the kinks myself, and picking apart what the ATS does in terms of parsing your resume, but when i started doing this my resume was better parsed whenever i applied to jobs. which, bonus, less retyping your resume into the bullshit job app.
tldr; fuck microsoft, use libre office instead. use libre office's drawings app or ms office's publisher app for ease of use. in libre office, click text box, go to format -> description and add a description of what the text box contains. test and retest your resume in an ATS parser online to make sure the machine reads your resume correctly.
i wish this wasn't how things are, but since we're here might as well figure out hacks. if anyone else has info to add, please please do. it's rough out here.
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layover-linux-official · 8 months ago
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Write One to Throw Away?
If you're in the software industry for long enough, you'll hear this advice eventually. There's an infamous Catch-22 to writing code:
You don't deeply understand the problem (or its solution space) until you've written a solution.
The first solution you write will have none of that hindsight to help you.
So it naturally shakes out that you have to write it at least one time before you can write it well, unless you're stricken with exceptional luck. And the minimum number of attempts you will need is two: one to throw away, and a second attempt to keep.
It's just math. It's just logic. Write one to throw away. It's got the world's easiest proof. You'd have to be some kind of idiot to argue with it!
Okay, hear me out...
As you work on bigger and older projects, you will continuously be confronted with a real-world reality: that requirements are an input that never stops changing. You can make the right tool for the job today, but the job will change tomorrow. Is your pride and joy still the right tool?
If you're like most developers, your first stage of grief will be denial. Surely, if we just anticipate all the futures that could possibly happen, we can write code that's ready to be extended in any possible direction later! We're basically wizards, after all - this feels like it should work.
So you try it. You briefly feel safe in the corrosive sandstorm of time. Your code feels future proof, right up until the future arrives with a demand you didn't anticipate, which is actually so much harder to write thanks to your premature abstractions. Welcome to the anger stage. The YAGNI acronym (you ain't gonna need it) finally registers in your brain for what it is - a bitter pill, hard-won but true.
But we're wizards! We bargain with our interpreters and parsers and borrow checkers. Surely we can make our software immortal with the right burnt offerings. We can use TDD! Oops, now our tests are their own giant maintenance burden locking us into inflexible implementation decisions. Static analysis and refactoring tooling! Huh, well that made life support easier, but couldn't fix fundamental problems of approach, architecture and design (many of which only came into existence when the requirements changed).
As the sun rises and sets on entire ISAs, the cold gloom eventually sets in. There is no such thing as immortal software. Even the software that appears immortal is usually a vortex of continuous human labor and editing. The Linux kernel is constantly dying by pieces and being reborn in equal or greater measure - it feels great to get a patch merged, but your name might not be in the git blame at all in 2 years time.
I want to talk about what happens when your head suddenly jumps up in astonished clarity and you finally accept and embrace that fact: holy shit, there is no immortal software!
Silicon is sand
... and we're in the mandala business, baby.
I advocate that you write every copy to be thrown away. Every single one. I'm not kidding.
Maybe it'll be good enough (read adequacy, not perfection) that you never end up needing to replace your code in practice. Maybe you'll replace it every couple years as your traffic scales. But the only sure thing in life is that your code will have an expiration date, and every choice you make in acknowledgement of that mortality will make your life better.
People are often hesitant to throw out working code because it represents years of accumulated knowledge in real-world use. You'd have to be a fool to waste that knowledge, right? Okay. Do your comments actually instruct the reader about these lessons? Does secondary documentation explain why decisions were made, not just what those decisions were? Are you linking to an issue tracker (that's still accessible to your team)? If you're not answering yes to these type of questions, you have no knowledge in your code. It is a black hole that consumed and irreparably transformed knowledge for ten years. It is one of the worst liabilities you could possibly have. Don't be proud of that ship! You'll have nowhere to go when it sinks, and you'll go down with it.
When you write code with the future rewriter - not merely maintainer - in mind, you'll find it doesn't need to be replaced as often. That sounds ironic, and it is, but it's also true. Your code will be educational enough for onboarding new people (who would rewrite what they don't understand anyways). It will document its own assumptions (so you can tell when you need a full rewrite, or just something partial that feels more like a modification). It will provide a more useful guiding light for component size than any "do one thing well" handwave. And when the day finally comes, when a rewrite is truly necessary, you'll have all the knowledge you need to do it. In the meantime, you've given yourself permission to shit out something sloppy that might never need replacing, but will teach you a lot about the problem domain.
This is independent of things like test suite methodology, but it does provide a useful seive for thinking about which tests you do and don't want. The right tests will improve your mobility! The wrong tests will set your feet in cement. "Does this make a rewrite easier?" is a very good, very concrete heuristic for telling the two apart.
Sorry for long-posting, btw. I used this space to work through some hazy ideas and sharpen them for myself, particularly because I'm looking at getting into language design and implementation in the near future. Maybe at some future date, I'll rewrite it shorter and clearer.
TL,DR:
Every LOC you write will probably eventually be disposed or replaced. Optimize for that, and achieve Zen.
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ohsayit · 1 year ago
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Fishing out voiced lines (part 1)
So, I have been trying to datamine for the cut Absolute Zevlor. I can't seem to get the parser to work so I have only been looking at the dialogues from 1.0 onwards.
Couldn't find anything other than the one line on the top of one of the files that says he reveals himself a traitor in a conversation but with no actual dialogue being shown. At the moment, I am going through this video from 3 years ago, so pre release I believe. I am trying to fish out bits that sticks out to me that may possibly be part of the cut Absolute Zevlor lines, and also cheery pick some lines for my own liking. They will possibly will feed into the unknown HC of Absolute Zevlor of mine : )
I'd ask who you are, but I've heard of the Blade of Frontiers. I've heard he was a hero though, not a thug.
I have no idea what you mean, my friend.
Allegiance is a murky thing, particularly for a drow.
This is it. I pray I haven't led them all to ruin.
Who in the Nine Hells do you think you are?
(Speak with the dead) Finish..the plan...
(SWD) Go...where...they belong...
Just how much did that damn goblin tell you?
I..I didn't expect to meet a True Soul here.
I know how to pick my allegiances toom, and the Absolute has already won this war.
Ready, at last. Gods, how I've waited for this day.
That was close. Far far too close.
She was not yours to kill. We Might have bought save passage with her.
And you name me the traitor? Gods above, you are working with them!
It's good to know about your story at true.
Looking for information about her tribe. The same fellow who attacked at the gate.
And the Absolute wants them, badly. I will have my reward. I am sure they will be taken care of.
No matter this idiot overheard me. The others will never believe their reluctant leader Zevlor follows the absolute.
You, however, don't factor into it at all.
And so are you. If you ever interfere in my business again, that I promise you.
Shh. Not in mixed company, my friend.
To that point, there is something I'd like to speak with you about, but not in mixed company.
If you stop shouting, they might not find us!
Tilly, there will be time to explain, but we cannot let ourselves be divided now.
Do you have any idea what you have done? What you have ruined?
(SWD) I would have...sacrificed...them all! For the Absolute...
If these sheep can buy me a place among the wolves, then I will use them as I will.
What did you just say?
Ah, a new deity the goblins have taken to. I hoped the prisoner might be more forthcoming about their plan if she thought me had sympathise her.
Tell me what you know.
These people are mine. She can't have them.
I don't know what waits and I don't care. They chose to put their lives in my hands. Why thank you.
Around here? That sounds...dangerous. There is only so far you can push people.
You will soon find out how wrong you are...
You throw away everything I worked for. Why?!
(SWD) I heard tells...whispers...a new power...could raise up those who had been cast out...
Unskilled in the liar who convinces only himself
But they flocked to me when Elturel rejected us. When they needed a sword arm.
You..! Where did you get that mark?
What do you know about the Absolute?!
This one is interesting. It says he is not a Rider. I thought about if he was lying about it, but it doesn't make any sense. It's interesting to see there was an alt background for him. Though I am still die hard fan for Rider Zevlor. Delicious old man.
"I am Zevlor, by the by. Former school teacher, presently, well, something of a defacto leader to beleaguered people"
And he also have some voice lines that belongs to Aradin? lol
We've got a contract to track down some relic. And he wanted in on the job. Eyes lit up when he heard about it.
Well, this is going to make a part 2 to it when I am in the mood to carry on with my English listening test I guess :P I am half an hour in for 1hr 25mi ish audio recordings. Though I feel like a chuck of them are repetitive as I've already listened to.
Sorry I have to put the tag headcanon with this one. I don't have another tag for character analysis (my more written up gibberish) and these sort of bits of information and what not.
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katy-133 · 10 months ago
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Feedback for the Noiramore Academy Demo
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(Played: Oct 11th 2024.)
I wanted to give feedback and my thoughts on the demo for Noiramore Academy.
Housekeeping and context: I'm a video game developer with 9 years of experience in mainly visual novels and narrative-heavy games. I'll write out my notes in bullet points, going from narrative-related thoughts, to more technical thoughts at the bottom.
Opening cutscene: The long opening before starting the demo was risky (the rule of thumb is to drop the player into the game as quickly as possible), but I think it worked here because it gives you enough needed information in the beginning without overexplaining (we learn who the main character is, that she's a known delinquent, and that she's curious and resourceful, in an boarding school-style academy).
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(Image: Kickstarter trailer)
Premise: This looks and feels like a game that uses the "boarding school mystery" format I read a lot of as a kid, mixed with the "wizard school" genre (The Terror of St Trinian's, Worst Witch, and Golden and Gray spring to mind). Detective games are my jam, so I was happily surprised to be recommended the trailer to this game on YouTube.
Lore: I like that the lore regarding the war was given an infodump scene using shadow puppets. Infodumps run the risk of being too overwhelming or taking up too much screen time over play time, but I understood what was going on. And then more details of lore would be breadcrumed around the room as I explored it (which I like in fiction in general since I get to piece things together slowly).
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(Image: Kickstarter trailer)
Starting puzzle: It's a good starting puzzle that's just tricky enough to get your brain going and makes you feel smart for solving it. The "how many windows" part was the more confusing of the puzzle, as I wasn't sure if I was meant to include the stain glass windows along the other wall, and if so, whether they counted as 3 or 6 windows.
Animation: The animation for the characters feels bespoke; I was happily impressed by how much personality and detail was put into conversations between different characters. Judith's animation is different from Gina's animation, as so on.
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(Gif: Steam page)
Inventory screen: I love the transition the the inventory screen (moving the camera to face Judith), it's so stylish!
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(Image: Kickstarter trailer)
Voice acting: I really liked the voice acting quality. The actors sounded like their characters, the acting was very good and has personality, and the audio was good on a technical level as well (volume levels for the characters felt the same, like they were all recorded in the same place, there wasn't background noise polluting the audio, and there were no audio peaking issues when characters spoke louder). A very good job!
Camera motion blur: I urge you to add the option for players to turn this off as soon as possible. If you plan on including motion blur for turning the camera at all, I recommend having it off by default, instead of players starting the game with it on. Some players find camera blur nauseous to look at, while others find it distracts from the graphics (as you are obscuring the view of the background by blurring it).
Controls: The controls for the sewing and war map puzzles for some reason are odd. The mouse sensitivity becomes very very high, making the cursor incredibly difficult to control. It got to the point where I couldn't progress past the war map puzzle of the demo because trying to place the pieces on just the right squares felt impossible. For both the sewing and war map puzzles, I also tried using just the keyboard to nudge the cursor to the right spot, but even then, these nudges would move too far in the direction I pressed. The page number puzzle was easier to control, but a clearer option to input the number by typing it in a text parser would be more convenient than clicking and dragging to the right number. Control is very important to the overall gamefeel, as it helps the player feel like they are in the world of the game the more in-sync their button presses are to what is happening on-screen.
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(Image: Kickstarter trailer)
Textbox: The textbox design is very good in my opinion. It follows many of the design principles of visual novels. The textbox is semi-transparent not solid (so it doesn't obscure screen space of the background), the text uses a readable font typeface, the text is light over a dark background (for dark mode style reading), and text appears instantly instead of being typed out (instant is good for fast readers). To take it further, I would suggest adding Dyslexic-friendly font options in the Options menu (such as the typeface OpenDyslexic).
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(Image: Kickstarter trailer)
Main menu input: This is a nitpick, but the Press Any Key to Start screen will only transition to the menu if the player presses Enter or Space.
Audio cutoff issue: I noticed that once in a while, the audio for a line of dialogue would get cut off before it reached the second-half of the line and continue with the next bit of dialogue (two lines with Gina and one line with Deacon).
Object Clipping issue: I noticed in conversations with Deacon that his left arm would clip through his notebook as he gestured. It was noticeable because he was talking about his paper, and the camera has the notebook in the centre of the shot, so the eye is drawn to it.
Wall Collision Bug: The wall with the chalkboards in the starting room doesn't appear to have collision. I walked through it into the Unity stage:
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Overall, I'm very excited to see the final version of the game's release!
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yurikaxiv · 1 year ago
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Finished leveling dancer but since I pretty much only leveled it with Trusts, it was PAINFULLY SLOW. Dancer DPS heavily depends on your party and dancer partner and it doesn't help that my dancer partners are all programmed to do less than me on purpose. 🤤 I think Dancer is way too pigeonholed into relying on "high DPS partners" especially in a game where they act like "parser bad".
I wish they had just turned Dancer into a regular DPS like bard or something where they have some support skills, but can still put out their own DPS. They can keep the partner gimmick but maybe lower the % the partner gets instead. It just sucks playing this job outside of those scenarios which is such a shame because I love the animations and all the AF outfits.
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stovepiperat · 2 years ago
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IF recs for a friend!!
(all of these should be playable in browser on desktop we can get into interpreters and stuff later lol. also all these are ifdb links which is a great site in general with tags and user lists for finding more stuff!)
Lime Ergot by Caleb Wilson (as Rust Blight)
intensely terrorpilled you'll see what i mean... poetic, short, very lightly puzzly, a personal fav
Violet by Jeremy Freese
ok my personal pref is puzzly and this one is def on the harder (and longer!) end but tbh even spending just 10 min not getting anywhere on the puzzles is such a charming experience & expands the mind abt the possibilities of parser npcs and iirc it has a pretty good hinting system
Galatea by Emily Short
ohohoho SPEAKING of "rly impressively expansive parser character study of one npc" here is Thee entry in that category. emily short is one of the giants of cyoa/IF in general and she's done both twine and trad parser stuff AS WELL AS some rly cool other tabletop stuff aaaand writing for loml fallen london so like. if u like this there is mooore (she also did bronze which is specifically designed for beginners but personally i found it a little fiddly! may 100% have been a han skill issue though idk haha)
Eat Me by Chandler Groover and speaking of shorter terrorcore personal favorites by big name IF authors and delightful IF trope "explore the castle"
The Dreamhold by Andrew Plotkin
plotkin is another IF big name and this was designed as an intro IF, i do just really like it because i love wizards though.
my father's long, long legs by michael lutz
economical and delicious twine creepypasta that does a nice job of showing off the system's features anyone??
With Those We Love Alive by Porpentine and Brenda Neotenomie
long and kind of intentionally monotonous but intensely lovely, high-concept, shows off a lot of fun things you can do with twine like cycling links. porpentine is also a v influential twine writer with lots of cool stuff!! (not germane to This but i do like foldscape)
ok that's probably way more than necessary for now... i love you interactive fiction :3 will update when i get around to my Now That's What I Call Wordplay: Good Fuck I Love Word Puzzle IF list
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kawaoneechan · 1 year ago
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Yesterday I replaced the RapidJSON in Project Special K with the SimpleJSON I already had in another C++ toy project, after discovering a somewhat simpler variation on JSON patch formats (RFC 7396 JSON Merge Patch opposed to 6902 JSON Patch) but found that the way RapidJSON worked made it next to impossible for me to implement.
I got walled by adding/replacing into arrays and 7396 doesn't support such an operation to begin with so that would simplify the job as well as the patch files.
Now, RFC 8396 does not require 6901 JSON Pointer, unlike 6902, support for which came free with RapidJSON. But why did I use RapidJSON in the first place? Because glTF importing requires JSON and lazy-gltf2 uses RapidJSON specifically.
I could use assimp instead I guess but that seems way overkill?
So I spent last night adapting everything to use SimpleJSON, added RFC 7396 support (though "remove if value is null" is missing right now) and got back to the point where I left off before.
Now I have some choices to consider.
Rework lazy-gltf2 to use SimpleJSON instead of RapidJSON. May find out there's no pointer support and lazy-gltf2 requires it.
Use assimp, end up with an external dependency that carries its own JSON parser but is also way too much for what I need.
Stop using C++, go back to C#, and find out that all the glTF importers available out there are all meant for VS2019 or later and won't compile on 2015, and/or use Newtonsoft JSON while I have a perfectly good library of my implementation right here with passable pointer and patch support.
Stop using C++, go back to C#, write my own glTF importer bound to my own JSON library.
Give the fuck up.
Sometimes I hate my special interests.
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patrickbrianmooney · 11 months ago
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IFComp 2024: Josh Hetzel's "A Warm Reception"
This is a review of a game entered into IFComp 2024, the thirtieth annual interactive fiction competition. This year, there are 67 games in the Comp, all free to play. There’s some good stuff in there this year! Anyone is welcome to play and vote on the entries during the Comp period, and you need vote on only five games by the middle of October for your votes to count toward the games’ overall scores!
As is my wont when writing IFComp reviews, I shamelessly steal Jacqueline Ashwell’s rubric for scoring, because, well, it’s thoughtful and fair.
This review, like all of my reviews, is potentially spoilery. You may want to avoid reading it until after you’ve played the game. That’s up to you.
This was an engaging, rather light-hearted game, mostly based around exploration and assembling a backstory. There's a decently worked-out pretext for the action—you're a reporter for a magazine called Feudalism Monthly, arriving late to a royal wedding you're supposed to report on, and you need to find out what happened—and there's a relatively believable disaster scenario that needs to be reconstructed. There are a series of documents to be located and read, and a map to be explored, and some light puzzles to solve.
All of which is to say that I think that the nucleus of a good game is here. On the other hand, I don't think it's implemented in a fully satisfying way; there are a few things I think would have had to happen for me to enjoy this game more.
One of them would simply be not to have quite such a thin implementation. There are plenty of opportunities to add richness of the type that only parser IF can really offer, and many of these are passed up. This includes objects that are mentioned in room descriptions but that aren't implemented:
Castle Entrance You see the entrance to the castle in the east, and it has been thrown open, with no one inside. The entryway is covered in soot and burn marks. Whatever caused this doesn't seem to be nearby anymore. At your feet is a small booklet with the heading "Instruction Booklet"
If you would like instructions, type "examine booklet"
>x soot You can't see any such thing.
>x burn marks You can't see any such thing.
There's a fair amount of this throughout the game, which is disappointing. There are also scenery nouns that are mentioned in room descriptions that are implemented, but are aliased to each other in a rather cavalier way: a bed that's not mentioned, a bedspread that is, and the bedspread being treated as a synonym of the bed, for instance.
More broadly, I feel like the writing in general could have used more attention: it's not just the occasional punctuation or other grammar error, but also the fact that the writing just didn't feel like it was a priority a lot of the time. It's very to-the-point and let's-get-this-room-description-out-of-the-way about world construction. This is a shame, because when it's good, it's rather funny; it's just that it feels like it was written in a hurry without taking the opportunity to polish it. Thinking about games that are, broadly speaking, similar in setting and that do do a very good job of setting and writing makes me want to compare it to Buster Hudson's The Wizard Sniffer, also a lighthearted take on the castle-and-dragon genre, but one where the writing is much more polished and, overall, more funny; or to Emily Short's Savoir-Faire, which was also set in the 17th century but in which the setting is much more carefully and richly developed.
It's not just the writing; I feel like the premise itself needs a bit more attention, that it needs to be developed in more detail and to have its basic assumptions grounded a little more. To let just one example stand for others: having the game set in 1644 and having the PC be a reporter for a magazine called Feudalism Monthly seems an odd choice: 1644 is not obviously still at the height of feudalism in most of Europe; at the same time, the profession of journalist and the notion of a monthly magazine are anachronisms; neither would be likely to have much social currency at the time when the game is set. There are ways that this could be carried off successfully; perhaps if there were an obvious genre satire, á là Terry Pratchett's Discworld series or Jim Butcher's Dresden Files (or, again, The Wizard Sniffer, for that matter), in which genre tropes are regularly being directly subverted and the genre itself is a big part of the focus of the game's attention, it would be more successful. But without this, it feels thoughtless, as if the basic premise weren't thought out fully.
Again, there's plenty to like here: the lighthearted exploration game works well; the puzzles aren't too difficult; the writing is sometimes rather good; it's nice to see a work of medieval narrative that valorizes queer relationships. I just wish that more work had been done to carve out and polish the good ideas in this game.
(I also drew a map of the game’s geography as I played.)
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trashpandarx · 2 years ago
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Devlog #2 10-29-23
This devlog is a little late, I was working on transitioning from the most rudimentary mechanics of my game to a proof of concept stage where I’m trying to use the industry standards that I’m aware of from my little professional experience.
Anyway I spent most of this week trying to slowly make my initial mechanics scalable, that means accounting for things I didn’t originally plan for or did plan for, but can’t come into reality until later on. I also changed the structure of my JSON file I’m using about 3 times and that consequently ended up causing me to rewrite parts of my JSON parser a few times as I’ve currently gotten to the point where I’m setting up a rough sample play area.
At the moment I have my marbles instantiating from a prefab randomly across the basic plane i have setup, I still need to add a self-destruct conditional to the prefab game object so that they stop wasting processing power if they leave the play area.
I also am starting to apply custom properties based on my marble-attributes json file to the marbles once instantiated. I went for a property I already did a really simple version of, the material’s color. It seemed like a good choice because its an extremely visible change and easy to identify if one of the marbles didn’t change as expected.
I’m excited to keep going, even though I know I’ve turned this from a demo producible in a month to a small behemoth that will EASILY take months to get from where I am to a demo state. But one step at a time, I need to finish programming and designing this Proof of Concept (PoC). Its daunting and I want to do this in part because I think it would be a fun game, but in larger part because I need something in my professional software portfolio to show that I’m not inept and that I could handle another Entry/Junior SWE role since I got burned for just existing with my last job 😞.
To wrap this all up, my game is coming along slowly but fairly stably for now (knock on wood). I can do it! Who cares if I’m an entry level software engineer, if no one wants to hire me I’LL MAKE MY OWN EXPERIENCE AND PROVE MYSELF!
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autumnbrambleagain · 5 months ago
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I keep coming back to this video. This is exactly the experience. This is the experience of seeing a fake reality and seeing the offlayer bleed through of proper understanding but that understanding failing as it tries to render through the parser of the local deosil
all the moments where it tries to resolve locations as portals, as ways OUT, as ESCAPES,
a portal elsewhere <3 i can't go home...
(*) im ready to leave!
this is what it feels like every day and Ours did such a good job of ignoring the layer bleedthrough for so long but now--
and to stress it's not a visual halluciation like the other post says it's a filtering of information that could be rendered like this if you had to depict it but it bypasses interpretation and mainlines into understanding and resolution automatically--
but after ignoring it for so long it's metaphorically almost all red lines now
do you understand that
all i see anymore are the red lines
ic an't see the world anymore
it's just the HUD it's just the popups it's just the bleed information
it's all i can see and i navigate by the tiniest glances of it and the information's implications and soon i worry that won't even be enough to navigate by
what happens when all i see is red
what happens when all i can see anymore is the red?
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jeremy-ken-anderson · 6 days ago
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Tier Lists for FFXIV Jobs
I feel like a lot of the folks using parsers and getting actual data about which jobs are "optimal" and which ones "suck" ought to a) relax and quit using parsers but, failing that, b) learn more about statistics and MMOs. Because my understanding of the "weak" jobs is that they're often within 2% difference from the "strong" jobs; that the range of the variance between jobs looks as big as it does essentially because we're Really Zoomed In on the graph and looking at like a 5-10% damage range total.
While it's great to have high standards for your games in general and you shouldn't give up on having high standards for your game just because some other game did it worse...we should understand that when it comes to job balance FFXIV stands at the peak of all MMOs. This has been achieved in part through the controversial 2-minute meta, but by the numbers it's true: You can't find another game with different jobs where the output of those jobs within similar roles is as close as this. Think through the list. Where are you finding closer damage output?
WoW? Guild Wars 2? Runescape? Neverwinter? Warframe are you joking? EVE Online? Albion Online? City of Heroes? FFXI?
None of them even come close. Every other game the meta for what job is viable is huge, because the top job is an order of magnitude more powerful or more. During parts of WoW's history a bear druid could solo-clear a dungeon meant for a party while a frost death knight couldn't even keep aggro. A fire/rad hero in CoH could solo-farm dozens of bosses at a time in level +4 zones while many MANY builds were barely functional vs regular mobs in level -1.
It's good to have standards and ask for better. But recognize, at some point, that you're asking Serena Williams to play better tennis.
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aditi2987 · 8 days ago
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The Benefits of Resume Parsing in Modern HRMS Solutions
Recruiters today don’t have the luxury of time to manually sift through hundreds — or thousands — of resumes. The traditional approach of reading, shortlisting, and updating candidate profiles manually is no longer sustainable in fast-paced hiring environments. This is where resume parsing technology in modern HRMS platforms proves indispensable.
Resume parsing uses AI to extract, structure, and organize information from resumes automatically. It transforms unstructured text into usable data, dramatically improving the speed, accuracy, and efficiency of recruitment workflows. Smart HRMS platforms like uKnowva HRMS integrate resume parsing to help recruiters focus on decisions, not data entry.
What Is Resume Parsing?
Resume parsing is the automated process of reading a resume file (PDF, DOC, etc.) and converting its contents — such as name, contact details, skills, work history, and education — into structured fields within a recruitment system.
Instead of reading each resume line by line, the parser identifies key sections and data points using natural language processing (NLP) and machine learning algorithms.
Why Resume Parsing Is a Game-Changer for Recruiters
✅ 1. Speeds Up Screening
Manual screening takes minutes per resume. Resume parsing brings that down to seconds, allowing recruiters to screen dozens of profiles in the time it once took to process just one.
🔹 With uKnowva HRMS: Resumes are parsed instantly as they are uploaded, and candidate profiles are auto-populated with relevant details.
✅ 2. Improves Candidate Matching
Once resumes are parsed, their structured data can be matched against job requirements, automatically scoring and ranking candidates based on fit.
🔹 uKnowva’s Matching Engine: Uses parsed resume data to evaluate alignment with job descriptions, required skills, and experience levels.
✅ 3. Reduces Manual Errors
Manual data entry often leads to typos, misclassification, and missing information. Resume parsing reduces human error and ensures consistency across all candidate profiles.
🔹 uKnowva Automation: Fields such as years of experience, degrees, and previous job roles are extracted accurately, reducing recruiter workload.
✅ 4. Enables Advanced Filters and Analytics
Structured resume data means recruiters can apply advanced filters, like finding all candidates with Java + AWS experience or those with over five years in a specific industry.
🔹 In uKnowva HRMS: Parsed data powers search, segmentation, and reporting features to help recruiters make informed decisions quickly.
✅ 5. Enhances Candidate Experience
A faster and more accurate screening process means candidates don’t get stuck waiting. Automated parsing reduces drop-offs and improves response time.
🔹 Use Case: Candidates receive faster acknowledgments and progress updates, thanks to automation throughout the pipeline.
What Resume Parsing Extracts
Most modern resume parsers can accurately extract:
Full Name & Contact Info
Work Experience (roles, companies, dates)
Educational Background
Certifications and Awards
Skills and Technologies
Languages
Social Media Links or Portfolios
This structured data becomes the foundation for scoring, filtering, and progressing candidates faster.
Real-World Impact
A healthcare firm using uKnowva HRMS saw a 70% reduction in resume screening time after integrating resume parsing. They also improved time-to-hire by 35% and significantly enhanced the quality of shortlisted candidates, thanks to structured resume data feeding into intelligent matching workflows.
Best Practices for Resume Parsing in HRMS
Use standard file formats — PDFs and DOCX files work best
Review parsed data periodically — Ensure the system is trained to handle new roles or industry terms
Tag skills and keywords — For better searchability and matching
Integrate parsing with job boards — So candidate resumes flow in and parsed automatically
Train recruiters — To trust, refine, and make the most of parsing output
How uKnowva HRMS Powers Resume Parsing
uKnowva integrates AI-driven resume parsing that works in real time:
Automatically creates detailed candidate profiles
Supports bulk resume uploads
Enables smart search and filter capabilities
Integrates with job portals and email sourcing
Connects parsed resumes directly to job requisitions
The result is a streamlined, scalable recruitment process that puts data-backed hiring at your fingertips.
Final Thoughts
In a competitive hiring landscape, resume parsing gives recruiters a much-needed edge — turning volume into clarity, and speed into strategy. When combined with a modern HRMS platform, it transforms recruitment from reactive to proactive.
uKnowva HRMS equips hiring teams with smart parsing capabilities that free up time, reduce errors, and improve hiring quality — without the complexity of manual intervention.
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