There's a lot of FOSS projects that have something written by him in their dependency chain.
xkcd-font
Fonts derived from the handwriting of Randall Munroe, the xkcd webcomic author.
I'm tired of this kind of argument from anti-AI folks.
"Why not pick up a pencil instead?"
What if illustration was never "art"? What if it was always just a rote mechanical skill and the art itself was what the person was trying to communicate?
Maybe the technical aspects don't matter. Maybe it's the message we're conveying, our taste, our curation, our unique lens?
Can you prove that it'll take same amount of time for someone with
> My photoshop skills are near zero
to replicate the same level of quality as the generated image? From the looks of it, LLM managed to generate pixel perfect (or at least similar) font and probably took a fraction of a minute for the author to generate.
2] select any handwriting font
3] replace the text
no one will know the font was changed, no skills required.
AI is going to utterly cripple people intellectually and motivationally.
If you can't even do the above ten second process, you may want to make more of an effort before you find yourself utterly fucked and starving.
You're underestimating the effect typography has.
>you may want to make more of an effort
You seriously saying someone should put effort in editing a comic they didn't even cared on editing until they saw someone's comment? And somehow you equate the not putting effort to editing such comic to being fucked and starving?
AI hate sometimes makes people really lose their mind. Doing pointless random shit like this is a legit AI good application. Something that needs no creativity nor intellect to do. Just time. (And, most certainly, more than 10s.)
1] drag a box around the text and press Delete 2] type some new text in there in a similar handwriting font
The implication is that we're all too stupid and everything is too hard to do even tasks so simple that they take double-digit seconds to accomplish for people with rudimentary computer skill.
We can do things. Saving 5 seconds is going to hurt worse than it helps in the long run... like asking GPT what 2+2 is because you can't figure it out.
Looks line it has already started. See a therapist, please, you have an obsession.
This does not sound like intellectual curiosity. Closer to polarized discourse that imho is making us less human.
People are more aware of typography than you may realize.
...maybe you do!
In which case, this makes real sense: "[almost] nobody will care."
I wouldn't, but I sure would note the font change.
Basically it's opening the tab and typing your thought vs speed running paint.
@sandermvanvliet what was the process and how long do you estimate it took you?
Personally it would take me awhile to find the template, the exact font and get the positioning just right.
I could make a crude one fast, and I've seen many crude versions of this meme. But matching the font is a bit more work, maybe there's a generator for it, but that's not paint nor do I know where it exists.
There are complicated workflows in Paint, this is not one of them.
It's not comic sans though, you've already failed.
the point is to make a quality meme fast. the guy he replied to appreciated it.
any fan of xkcd knows the original.
Longer explanation in the comments of TFA, but short version is that it was mostly "vibe-coded" using Gemini3 Pro instead of having to read the ISO9660 spec, which was also impressive to me.
I'm wondering if there's a modern similar project that would allow writing Javascript Canvas games (WebGPU / WebGL) and publishing on Switch/2, PS5, and Xbox.
From my understanding, they explicitly disallow JITs so you can't just wrap your JS game with Electron / Node Webkit and use V8. I'm not sure if anyone has tried publishing a game using a V8-jitless electron fork - the sdks for consoles are under NDA so there's not really much written about it publicly & most games using Unreal or Unity don't deal with these things themselves.
PC, Mac, and even mobile are surprisingly easier here because you can just run the JS via electron or in a webview on mobile.
Here is a detailed blog post about the topic : https://www.radicalfishgames.com/?p=6892
They used Kha in order to port only the console versions, the desktop versions remained JS from my understanding: https://github.com/Kode/Kha which is built on top of Haxe. This works, but it also means not having a single codebase anymore which would be one of the benefits of a JS based system.
There are other options here - something like using an AOT JS compiler like Porffor, but from my understanding it's never been tested (and would probably be missing a lot of support to get it working - like shimming canvas & providing a WebGPU context that the compiled JS could execute against).
Though I guess you could burn it to a disk anyway purely for the sake of authenticity.
* CD: 3.6MB/s
* DVD: 5-8MB/s
* USB: 0.8-1.1MB/s
So the disk would almost definitely be the better option.
[1]: https://github.com/ivandortulov/godot-ps2 [2]: https://itch.io/t/3658957/compiling-godot-for-the-playstatio... [3]: https://github.com/technicaljicama/godot-psp [4]: https://www.gamebrew.org/wiki/3D-Luck_PSP
Unity has at least one experimental option that does exactly this.
The reason you see @dang link past submissions is so we can read previous interesting discussion, not to shame submissions that got no traction.