I learned a lot myself, but lately I just can't make it on stable regime because you don't get much positive feedback you you're learning something yourself. There's no grades, no exams and all of your motivation is internal. In that case you need to work on a motivation and goals. Why would you learn something that doesn't pays off then?
I'm looking for an active (open-source) robotics projects with rust / python. I maintain robotics presence in rust-land with some of simulation-based crates (bevy_mujoco, bevy_urdf), and now looking for a projects that either solves real-world problems or a have steady interest.
well, maybe adopt an outlook that things you think are real aren't, and just maybe it will work just as fine if you completely ignore them. going forward ignoring ai that are smarter than autocomplete may be just the way to go
Gamedev is sweatshop for a single person because it requires not only the programming but also art, game design, music and all should work together. The key thing here is keeping high resource and motivation. In gamedev the can evaporate easily and they can appear suddenly. Don't expect any feedback in early years. It takes time.
A generative visual novel where you play roguelike poker (balatoro-inspired by simpler) to buy narrative and character cards that fed to LLM to create a story.
Nvidia robotic tools were somewhat convoluted last time I checked them couple years ago. I've seen people train robotic control systems with their sim, but for me it seems that the correct way is to set them as reference designs and reimplement in open source setting with constant community interest. Nvidia hardware and software reminds me military-grade stuff in their engineering approach, which may be sound for robotics. World models and simulators still in the state that doesn't require multibillion dollars to make progress in open setting.
Robotics has less people involved in and less hype at least in open source GitHub projects. The good part that there is still lot of low hanging fruit to harvest even without touching real hardware. Namely simulators, models (most don't need multimillion dollar rigs) and infrastructure / robotic os projects such as ros.
I'm just 35 so I'm preparing. I've been doing 2-3 game jams per year for last 3 years and developing small plugins for engine I use. I can't transition into gamedev just yet, but it seems that landing a position at gamedev studio will be a logical continuation of career. I'm at the point where I can plan an indie game that could be worth of steam page, but a decent quality game would take at least a year.
Indie gamedev. It will feel like early day startups again. And gamedev is so special that every one in a while you switch to a new project, and that again feels fresh. But gamedev is demanding.
a) confessing that earth is flat after landing.
b) confessing that they landed of different version of Earth they originally departed from
c) suggesting that whole time they were in simulation and spacex is fancy alien vr tech
d) a new kind of virus affecting gravity particle / waves borked physics in thir legs and they can't walk normally