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sbergot
searching PlanetScale…
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31.
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by
sbergot
3y ago
I am also not from the industry but here are some godot downsides from what I understand: - script performances are worst than unreal or unity - no asset market place - 3d features are not up to par with other engines (level of details, sha
32.
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by
sbergot
3y ago
I believe it works the same. The large files are not immediately pruned.
33.
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by
sbergot
3y ago
For your information you can use the reflog command to find the previous head commit and restore your branch. It takes 10 minutes and then you learn to disable force pushing on the main branch.
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by
sbergot
3y ago
In the original stories the bad guys are punished in a cruel and horrible way. Like forced to dance with red-hot iron shoes.
35.
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by
sbergot
3y ago
There is a similar haskell project: https://hackage.haskell.org/package/hamlet
36.
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by
sbergot
3y ago
Unity is more widely used for mobile games.
37.
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by
sbergot
3y ago
It is really easy to protect you main branch. Github will actually warn you if don't have any protection policy on it.
38.
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by
sbergot
3y ago
Correct thank you.
39.
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by
sbergot
3y ago
They have been introduced in git 2.23 released in august 2019.
40.
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by
sbergot
3y ago
protip: If you want to switch branch you can now use "git switch [-c] foo". If you want to restore files you can do "git restore .". Basically you can stop using checkout. *edit*: fixed switch branch creation parameter.
41.
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by
sbergot
3y ago
We can only speculate one the difficulty of the fixes. I am not an expert but I believe culling and LoD are two big things for engines. Not being able to use existing implementations is really unfortunate. I guess the "tricks" are
42.
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by
sbergot
3y ago
The only way to know is to go to the page and inspect it using devtools. No Ide will be able to infer which rule is going to apply to any given element. But the problem is that you need to make sure that a given css change is going to affec
43.
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by
sbergot
3y ago
The author is advocating for rules like "body > header" in separate css files.
44.
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by
sbergot
3y ago
A lot of applications have a long lifetime. They are not shipped only once. If I want to add a new feature, say allow users to perform a new operation in an existing screen, I will have to update a few components for this. You want to prese
45.
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by
sbergot
3y ago
The author uses css targets like *body > header*. Search and replace won't be enough to tell you which components are affected by a given rule.
46.
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by
sbergot
3y ago
tailwind doesn't need to know anything about your components.
47.
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by
sbergot
3y ago
The issue of this direction is if you need to update the markup, you will need to update the css, which is hard and risky because of css global scoping.
48.
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by
sbergot
3y ago
It is still coupled because the css will need to know the html structure in order to work. If you update the html, you probably need to update the css.
49.
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by
sbergot
3y ago
This section is what I am talking about. You compare two methods of writing components and then declare that the tailwind version is tightly coupled but the semantic version is loosely coupled. In programming lingo this means tailwind is ba
50.
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by
sbergot
3y ago
No this article is flawed. It fails to recognize the fact that css and html are always coupled in one direction or another. With tailwind the css is fixed and the html is designed around it. With semantic the html is first created and the
51.
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by
sbergot
3y ago
I have created this one for cairn: https://abacus-cairn-beta.wandering-mushroom.com/ but it is mapless. For smaller rpgs I really believe sparating maps and character sheet is the way to go.
52.
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by
sbergot
3y ago
As someone playing non-dnd games, I have to recognize that the market share for DnD 5e is so big that it make sense to target that even with DnD beyond. It's like wondering if you are making a gaming platform whether you should target
53.
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by
sbergot
3y ago
One possible reason could be that haskell has specifications (latest version is haskell 2010) and multiple implementations. So GHC cannot change the default language like this.
54.
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by
sbergot
3y ago
The Language Server Protocol is a newish thing that allowed some languages to gain more tooling for cheaper. I have a ton of respect for MS for doing this. They didn't need to do it that way. Tooling is still a ton of work and the prot
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by
sbergot
3y ago
In my mind ghc extensions are one of the biggest barrier to entry for learning haskell. Tutorials typically mention them a bit at the end but they have a huge impact on the language and are used by most libraries.
56.
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by
sbergot
3y ago
js and accessibility are not exclusives.
57.
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by
sbergot
3y ago
It does seem reasonable as an incentive for successful studios to switch to pro. However the issue is not purely with the price only. The issue is the fact that the wording is unclear. Also a price per install seems like a bad target overal
58.
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by
sbergot
3y ago
You could argue that "modern" versions of old tools with a bus factor of 1 are harder to trust.
59.
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by
sbergot
3y ago
It is a common claim made by TDD proponent. The reasoning is that it gives you a better perspective of the external facing apis you are developing because you are forced to use them when writing the tests.
60.
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by
sbergot
3y ago
What you need to do is to multiply all costs by ten. That way even if you underestimate one week you are not threatened by this insane metric.
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