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Joined 1 year ago
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Cake day: July 17th, 2023

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  • Work related project was a library for curves representation (polynomial, bezier, and a lot of other types) in C++. I liked working on it for several reasons. First one is that I could finally start something from scratch after years of working on legacy code. No dependency on strange old library from the team, only mainstream libraries.

    But mostly it was because I learned a lot on this project. I had to mix template programming, heavy use of polymorphism, python bindings of the c++ and serialization together. I had experience in all of this stuff already, but mixing everything together bring a lot of new troubles and you have to understand how it works more in deep to be able to solve them.

    I’m not making “famous” open source package with thousands of download and used everywhere, but seeing this package still in use in several other projects (and not only in my initial team) even after I left the initial team feels good. One day someone from my new company recommended to use “my” library as dependency to solve one of our problem, without knowing that I was the author, saying that it was a good well written lib. That’s a nice ego boost!


  • I didn’t know about whisk being bought. I’m using it quite a lot, but i’m nearly never check the “communities” or “discover” pages.

    The only recent change I didn’t like was to add specific sections “breakfast, lunch, dinner” in the meal planner because it add 3 more clicks to correctly put a recipe where you want …

    I’m curious what change make you think it’s going downhill ? So far It’s still the best option I found for recipe + meal planner + groceries list app.




  • To me the time requirement looks fine. There is examples of super skilled people on YouTube who can pick good locks in less time than a round in pf, but they obviously are legendary.

    My issue is the chance to break picks. That part seems unrealistic (even for a fantasy world) and it just add something to keep track of in a “video game” style.

    My other issue is that from a gameplay perspective, if there is no ongoing fight and we are not in encounter mode, I don’t see at all the point to make so many rolls and require several successes. I would be more inclined to a system with a lower DC and where the difference between your roll and a dc determine the time you spend to open it. I am kind of homebrewing it this way in my campaign, but I was not very consistent with my ruling for this … I should think about it and write it somewhere.

    In the end, if your players agree to a little homebrew, it’s up to the GM to tweak the rules to fit the story. Are they trying to pick a lock while being chased with enemies dozen of meters behind ? Then it’s important to clearly define how many rounds are needed and I would make a check per rounds. Otherwise, if they are calmly trying to open something without stress and with all the tools required, just make one check and determine the time spend (if it’s relevant) from the result.

    Are they in a dire situation with only one precious pick and without possibility to find more ? Then it’s important to follow the rules to break it, otherwise just handwave it.


  • To me the time requirement looks fine. There is examples of super skilled people on YouTube who can pick good locks in less time than a round in pf, but they obviously are legendary.

    My issue is the chance to break locks. That part seems unrealistic (even for a fantasy world) and it just add something to keep track of in a “video game” style.

    My other issue is that from a gameplay perspective, if there is no ongoing fight and we are not in encounter mode, I don’t see at all the point to make so many rolls and require several successes. I would be more inclined to a system with a lower DC and where the difference between your roll and a dc determine the time you spend to open it. I am kind of homebrewing it this way in my campaign, but I was not very consistent with my ruling for this … I should think about it and write it somewhere.