I have an idea for an online business, but know nothing about web development

I need honest advice. I'm not entirely new to coding, I can code in python and cpp but only limited basically to algorithms and data structures, just a few math related projects with minimal UI, either straight up in the terminal or pygame lol.

I have no idea what to do or where to start, do I just vibe code it and go insane trying? I will need a database to track user progress (it's a learning site), a way for the user to log in... what is even the first thing to set up, the database? Would you advise to "learn as I go" or to go through a whole web dev course? I actually tried that twice on youtube but it's soo slow it feels like, (at least at the start) and it didn't seem to touch on a login method, a way to set up and process payment. It felt like I was going to waste time so I stopped.

I would not like to go through a whole course but I will if you guys deem it the best course of action and maybe you know the perfect one for my situation.

reddit.com
u/newflour — 8 days ago

Gemini started saying this at the start of each message, followed by a normal reply

u/newflour — 9 days ago
▲ 8 r/GoogleGeminiAI+1 crossposts

I took Gemini through the political compass test

It refused at first saying it doesn't have personal values or opinions, so I told it to answer as logically as possible. You can see the results in the picture, and here is the full chat for context: https://gemini.google.com/share/5cebd94abf09 . Is this what you would have expected?

u/newflour — 16 days ago
▲ 175 r/desmos

bouncing stick

https://www.desmos.com/calculator/wcsvyxvvbj
it's very crude, here's what all the lines are for (these comments are written in desmos as well):

  1. the function that acts as the pavement

4-6. position of the center of the stick

  1. angle of rotation

  2. half the length of the stick

  3. the graph of the stick

  4. regression to find the point of contact

  5. tells you if there is actual contact

18 - 19. components of normal vector perpendicular to the pavement

now the physics, don't ask me why it's like this I just found it online

22 - 23. vector from the point of contact to the center

25 - 27. speed of the center and angular speed

29 - 31. to calculate the speed of the point of contact relative to the pavement

  1. apparently that's the "force" (or impulse) that the pavement gives the stick

35-37. buffer variables, b is active buffer frames so that it doesn't glitch out each contact

39-46. update actions. the number at the end of line uvy is gravity. the 3 in line ub is how many buffer frames after each contact

last lines are just to center the graph on the stick

known bugs:

sometimes if the stick is rotating slowly and it hits a part of the graph where the slope doesn't change much then it phases through the pavement basically whole and glitches out, reducing the gravity and the height it's dropped at should make this less frequent

if it has to make different collisions within less frames than the buffer frames it can glitch out, reducing the buffer frames should make this less frequent

u/newflour — 26 days ago