Agreed. And if more high income professionals pursued this path, it would tip the balance of power in the workforce away from employers. That's a win for all except those at the top.
Keep in mind that for me it was before the FAANG companies became the new evil tech overlords, and to some extent even before the Great Financial Crisis of 2008. Back then it was much easier for naive young college students or new grads to buy into that narrative of using our talents to make the world a better place through professional careers.
This article has a narrow definition of passive income, limiting it to these low-barrier-to-entry schemes. Other parts of the FIRE world have emphasized being a landlord or flipping houses, for example.
I personally made it happen by working a FAANG SWE job for 13 years, not getting sidetracked by the startup cult, saving and investing 70% of my after tax income, etc. And no I didn't get into crypto, but I still managed to make it with conventional investments.
In fact, I chose to pursue a career in the tech industry in order to pursue financial independence in the first place. Because I knew back then (circa 2005) all the tech Kool aid was BS. That "don't be evil" was just a facade. And time has proven me right and my haters wrong, those who thought it was unethical for me to place wealth building ahead of career building.
It's been four years since I've been out of a job. Now I'm creating more passion oriented content. I'm never bored.
Shouldn't this be great news that the government is banned from using Anthropic?
I don't know why suddenly the narrative here turns to spinning this as "Trump is evil" when this is actually keeping the AI company out of the government's reach.
I am a Silicon Valley native, graduated from Stanford, worked at Google for a decade. Never felt like I belonged there socially or in terms of viewpoints.
I left to complete the journey to financial independence without the burden of California state income tax. I got no benefit from being around a bunch of one dimensional software engineers with zero creativity in their lives outside of tech, no sense of independence or adventure.
> I sometimes get an urge to work on the myriad of game ideas I've written down over the years. And every time I remind myself that what I really like is the "idea" of making a game, not the actual process. Because the actual process is a draining, thankless and often rage inducing process. The actual building of a game is 95% of the time spent on stupid little details like making a door work properly.
Yeah, I agree. I actually started out learning programming as a pre-teen by making my own games. It can be a lot of fun at times, but a lot of frustration too, and I can see how the latter eclipses the former as as you scale into a more complex game and with a bigger team.
I noticed that most if not all of these questions are applicable to doors in even simple 2D games.
Whereas the physics engine and real-world realism aspects are what the video talks about.
If the problem is that doors are inherently difficult to design, the counterpoint is that these questions have already been answered in multiple ways over the past 30+ years of video game history. It's easier today than ever to answer these questions by drawing on previous games.