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statico
searching PlanetScale…
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21 ms
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151.
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by
statico
14y ago
That's pretty much it. See above comments regarding context.
152.
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by
statico
14y ago
:!sh will work, but it puts you in an entirely new context (environment and CWD). :sh is just plain awful and doesn't emulate anything correctly. I recommended ^Z/fg/bg because it's the fastest, easiest way to get to a good, functional shel
153.
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by
statico
14y ago
I didn't mean for them to come across as mutually exclusive. The ^Z/fg approach is great for keeping context: Go to a directory, run something, edit something, suspend editing to run something else, resume editing, finish back at the comman
154.
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by
statico
14y ago
Oh, cool! I'll give it a try, thanks!
155.
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by
statico
14y ago
tmux is fantastic, especially for remote development. However, you can't change a single pane's font size, nor is it easy to select an entire line of text using the mouse (with vertical panes). Thus I suggest iTerm2 for local development if
156.
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by
statico
14y ago
Indeed. iTerm2 has replaced tmux for me for local development.
157.
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statico
14y ago
How large is "moderately sized" ?
158.
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statico
14y ago
Good suggestion. In the article, I failed to point out that the advantage of NERDTree is its hierarchal folder view. When a project's directory structure become gigantic it's useful to see the directory structure as you edit.
159.
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by
statico
14y ago
Thanks for the CSS script link!
160.
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Vim After 11 Years
(statico.github.com)
405 points
by
statico
14y ago
|
239 comments
161.
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by
statico
14y ago
You mean, something about the absolute, bleeding-edge version of Firefox causes it not to work? ;) Kidding aside, I'll take a look. What OS?
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statico
14y ago
I've chatted with Ivan. He's very talented :)
163.
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statico
14y ago
Adam, our artist, was usually blocked on us, the guys implementing feature code. I believe it he spent around 130 hours from concept to completion.
164.
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statico
14y ago
Yep. Some of the code assumes the FB global is present, which I thought we had factored out, but apparently didn't.
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statico
14y ago
Are you behind a firewall or proxy?
166.
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statico
14y ago
Suboptimal, not unsolvable. There are a handful of ways we can — and, after today's feedback, will — improve the experience.
167.
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statico
14y ago
Yep, the 'snapbacks' you're referring to are a product of the hinting and lag compensation. Right now the "tick lag" which controls this is 200ms — we could raise it to make gameplay smoother but then the snapbacks would be even more egregi
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statico
14y ago
You can mouseover the tiny lag meter in your info square while playing to see ping stats. Your connection might be fine, but you might be matched with someone on a less-than-optimal connection.
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statico
14y ago
Arrow keys should work for you, too.
170.
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statico
14y ago
That's been on my plate for a week, but I simply didn't get around to it. Stay tuned!
171.
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statico
14y ago
There's no need to send state if every client runs the same simulation. All you need to do is send every client a frame's worth of input and the frame's number. The gafferongames.com article you posted explains more about it :)
172.
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statico
14y ago
Whoops! Fixing that broken link now. Thanks!
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statico
14y ago
All good links, thanks! We are in fact using client-side prediction and lag compensation. It's extremely difficult to make a perfectly-playable action game with 500ms ping — you'd be kicked off a Quake server with that kind of lag :) Powder
174.
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statico
14y ago
Thanks for the report! On it...
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statico
14y ago
Thanks for the kind words and helpful feedback everyone! We appreciate it! If you're still having trouble with Chrome or Firefox, please reply below with your browser and version, and possibly with a gist/pastebin of any console errors. Mar
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statico
14y ago
TCP. If you mouseover the tiny, hard-to-see lag meter in your colored square while playing a game you'll be able to see some stats about your connection.
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statico
14y ago
If the game doesn't load in Chrome, try using an incognito window since you're probably a Ghostery user. (Sorry, I swear I had fixed that...)
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Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
(powderkeg.artillery.com)
153 points
by
statico
14y ago
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71 comments
179.
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Artillery aims to make web browsers into game consoles
(venturebeat.com)
2 points
by
statico
14y ago
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0 comments
180.
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by
statico
14y ago
Palo Alto, CA -- Senior Engineer at Artillery -- Full time, H1Bs welcome Envision a world where all gaming moves into the browser... One where anybody on earth can access every game, from any device, at any time. We've set out to change th
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