#software teams
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davidelalocomotive · 6 days ago
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Scrum Doesn’t Work Without This One Thing
You can follow every Scrum rule.Run every ceremony.Refine every ticket. And still watch it all fall apart. Because there’s one thing Scrum can’t work without.And most teams skip it. I was interviewing for a job where things were many things were a bit… broken. They were honest about it. The team looked worn down. They admitted that they wanted to change things. I made an offhand…
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lostconsultants · 1 month ago
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From Value Streams to Team Streams: Designing for Flow
Designing for flow is the cornerstone of modern digital delivery—but many organizations are still stuck optimizing for output instead of outcomes. Features are delivered, tickets are closed, yet customer impact remains unclear. Why? Because the way work flows through teams is just as important as what gets done. To unlock real performance, we must rethink how value flows—through people, teams,…
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louistonehill · 2 years ago
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A new tool lets artists add invisible changes to the pixels in their art before they upload it online so that if it’s scraped into an AI training set, it can cause the resulting model to break in chaotic and unpredictable ways. 
The tool, called Nightshade, is intended as a way to fight back against AI companies that use artists’ work to train their models without the creator’s permission. Using it to “poison” this training data could damage future iterations of image-generating AI models, such as DALL-E, Midjourney, and Stable Diffusion, by rendering some of their outputs useless—dogs become cats, cars become cows, and so forth. MIT Technology Review got an exclusive preview of the research, which has been submitted for peer review at computer security conference Usenix.   
AI companies such as OpenAI, Meta, Google, and Stability AI are facing a slew of lawsuits from artists who claim that their copyrighted material and personal information was scraped without consent or compensation. Ben Zhao, a professor at the University of Chicago, who led the team that created Nightshade, says the hope is that it will help tip the power balance back from AI companies towards artists, by creating a powerful deterrent against disrespecting artists’ copyright and intellectual property. Meta, Google, Stability AI, and OpenAI did not respond to MIT Technology Review’s request for comment on how they might respond. 
Zhao’s team also developed Glaze, a tool that allows artists to “mask” their own personal style to prevent it from being scraped by AI companies. It works in a similar way to Nightshade: by changing the pixels of images in subtle ways that are invisible to the human eye but manipulate machine-learning models to interpret the image as something different from what it actually shows. 
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revsyntech · 1 year ago
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Revsyntech: Result-Oriented Dedicated Software Teams
Scale your software projects effortlessly with our dedicated software development team. Get reliable, custom software solutions for your unique needs. Save time and money by hiring Revsyntech-dedicated software teams.
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kokotwounite · 7 months ago
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krampus punish bad guys with his rod, so stay on the bad list ok
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aeolianblues · 26 days ago
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I don't like that the dev community picks on people who are most fluent in Python, when the ChatGPT-using "vibe coders" are right there. At least Python babies are coding. Bully the non-coders instead.
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mvfm-25 · 1 year ago
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" Pipe dreams : VALVe turns vaporware tangible and student project into showstealer! "
Computer Gaming World n267 - October, 2006.
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yourlocalabomination · 1 year ago
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Is this stupid? Yes. Do I need people to see it? Also yes.
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sirfowlman · 7 months ago
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Issue 7 of the TF2 comic has been released!!!
MEET THE FINALE
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It only took.... 7 YEARS!?
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1stprototype · 6 months ago
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Demons: "Man, 2025 fucking sucks!"
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promiscuousasexual · 6 months ago
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5 Second Rule the prompt for marc was "3 Words You Use to Flirt"
wdym by that alex🤨
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davidelalocomotive · 2 months ago
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Scrum by Induction: Why Nobody Reads the Rules
Scrum gets a bad rap. Ask most developers and you’ll get eye-rolls, sighs,and maybe a flashback to a 40-minute “stand-up” that wasn’t standing. But here’s the thing:Scrum isn’t broken.The way we do Scrum is. This post is part dunk, part explainer.It’s about the cargo-cult chaos we’ve built around Scrum—and what it was actually meant to be. When I started doing Scrum, I didn’t know what it was…
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bengieengie · 22 days ago
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Box Television — Team Fortress 2
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Made in 2021
One of my earliest attempts at creating textures for a fully custom model. I looked around at some retro television designs from around the 60s and 70s for inspiration, and I came up with this.
Honestly pretty happy with this. Only reason why I never uploaded it is because I just didn't put in the effort of porting it from Blender to Source Filmmaker. It isn't because it was difficult, but because it's tedious.
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1funeral2many · 1 year ago
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askagamedev · 10 months ago
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Under what umbrella does a camera for a 3D game tend to fall? That is, is it more of a game design concern, art direction concern, or engineering?
It's primarily a feature handled by game design and engineering. The designers figure out how the camera needs to behave for the intended player experience and then the engineers figure out how to translate those behavior rules into code.
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Let's say that we're working on the camera functionality for in-game cinematics for a narrative-heavy AAA game like the Witcher or Dragon Age. The cinematic designers need a solid toolbox to build cinematics with, a set of tools that they will use to create most of the cinematics of the game. That toolbox might include things like:
Look at X (cut)
Look at X (pan)
Zoom in/out
Move to point Y
Ease In/Out (acceleration control)
Camera Shake
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As a designer, I would expect that I would be able to activate one or more of these tools at specific time stamps (e.g. at frame 32, pan to Desmal while moving to point A and zooming in) while I script my cinematic. As an engineer, it would be my responsibility to take the description of each of these tools and create them in code. I would then integrate them into the in-game cinematic editor so that the cinematic designers can use them to create the in-game cinematics.
Similar discussions and work take place for things like what the camera should do while the player is in combat, what the camera should do while the player is exploring, and so on.
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ariadne-mouse · 2 years ago
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Imogen would be the worst micromanager in the office
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