That's why I primarily use booleans in return parameters, beyond that I'll try to use bitfields. My game engine's tilemap format uses a 32 bit struct, with 16 bit selecting the tile, 12 bit selecting the palette, and 4 bit used for various bitflags (horizontal and vertical mirroring, X-Y axis invert, and priority bit).
And when he loses his job to a more skilled person, even if who is also a white cishet guy, will cry about DEI, and will start a career in the same echochamber as Brian Lunduke.
It normalizes the use of genAI for even more things.
Today it's just shitposts, where quality isn't important.
Tomorrow it'll be one off projects that their creator really wanted to be out, so quality won't be important.
After tomorrow, it'll be small group efforts becoming "solo endeavours" with lower quality artwork.
After that, it'll be corporations within the creative fields that really want to lay off their workforce, even if it means lower quality work, because they can make up with the lower production costs and higher quantity.
And one day, we will wake up to a reality, where everything is AI generated slop, and we won't be the "idea guys", who write the prompts for them.
If you ask: not all other technologies were all good either. Cars made us dependent on them, forever restructuring our cities, atomizing our communities. Hell, some of the tools that made creative endeavors, such as home recording and easy to use game engines caused "the bedroom djent kid" and "fetishization of solo indie devs" problems respectively.
Not pictured: elitist chuds that are really angry about the trans and furry community, and think Linux and other open source communities were ruined by code of conducts.
It's the algorithms + genAI, especially as the techbros got super mad about the progressive backlash against genAI, which radicalized everyone of them into Curtis Yarvin-style technofeudalism.
That's why I primarily use booleans in return parameters, beyond that I'll try to use bitfields. My game engine's tilemap format uses a 32 bit struct, with 16 bit selecting the tile, 12 bit selecting the palette, and 4 bit used for various bitflags (horizontal and vertical mirroring, X-Y axis invert, and priority bit).