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jungler
searching PlanetScale…
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15 ms
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91.
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by
jungler
8y ago
The distinction I tend to make when talking about any kind of art fidelity type of thing(whether it's roguelikes or pixel art or lowpoly styles) is that you might not have art, but you still have assets. The procedural world generator:
92.
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by
jungler
8y ago
Of course, the original Rogue game had an elegant design solution: Rooms are fully visible when you enter them. Passages have a simple distance fog. Some rooms are marked "dark" and also use distance fog. And you can only shoot i
93.
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by
jungler
8y ago
Well, if I had observed all of it, I would be implicated, wouldn't I? Most of the material comes second-hand. It's not hard to open up a biography of a powerful figure and dissect it.
94.
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by
jungler
8y ago
Yes, you can do something. 1. Basic principles: Do a bit of philosophy. Figure out some things that would be more sustainable, more accessable, more energy efficient. Software has a sizable impact on many processes, though public discussion
95.
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by
jungler
8y ago
My observation is that elites tend towards keeping around multiple forms of mutual blackmail in their pockets so that they stay in a cease-fire arrangement: e.g. all the conspiracy/cult stories where everyone is made an equal participa
96.
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by
jungler
8y ago
I had an experience recently where Twitter failed me on every level and so have been staying off of it: 1. Someone I don't normally interact with was algorithmically pushed into the timeline. 2. The topic was a sensitive, negative topi
97.
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by
jungler
8y ago
With creative works you are necessarily adapting and building on previous work. What first principles as a goal does is allow you the possibility of making new mistakes...and while that's good in a research sense, for most practical de
98.
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by
jungler
8y ago
It's just a general clear communication principle that can take many forms. If you have filler content for the sake of padding out the work, it isn't communicating anything, and the audience will know it. Take that thought in the
99.
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by
jungler
8y ago
I don't think it's the lack of trying that is doing you in, so much as it is a linear approach to entrepreneurship like what they will teach in business 101 classes: you are going through the motions without having the underpinnin
100.
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by
jungler
8y ago
There's a page on C2 Wiki that I'm reminded of: "alternating hard and soft layers" as a pattern. And I think this pattern tends to develop throughout large, long-lived systems. Shakeups like transitioning from native app
101.
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by
jungler
8y ago
I think there's more to this than just the vector story. Since we're entering a high-DPI world now, the pressure for anti-aliasing and high quality scaling has dropped significantly, a substantial phase shift from the old rules
102.
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by
jungler
8y ago
I've tried Whitney's style and got some good takeaways from it. I don't need that level of density, but it made me realize that when the code is already doing something very abstracted from business logic, there is no sense i
103.
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by
jungler
8y ago
With respect to programming languages, most software, and most creative works, all states of the lifecycle seem to be bad at some level: 1. It's just an idea/it's just a prototype. 2. It works but it doesn't support ever
104.
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by
jungler
8y ago
From the POV of folks working around massive server farms, all the servers are disposable, so having one binary is convenient, and the short lifespans mean they avoid the downsides. The concern has more relevance to client applications, but
105.
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by
jungler
8y ago
Jon is also known for being hugely opinionated with only his direct personal experience backing him up. His basic thought on ECS is that it's "obvious". And if you have worked on an involved game a few times and tried to exam
106.
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by
jungler
8y ago
The two projects have different ambitions, really. Kit is a "compiles to C" that adds on some nifty semantics. There are many similar efforts in that vein, and they benefit by reusing the leverage of the existing infrastructure an