- redrobein parentAfter effects is usually used for compositing and also supports some vfx, but isn't meant for realtime use. This would be similar to vvvv or touchdesigner, used for audio reactive visuals (VJing), interactive art exhibits, etc.
- I think it has to do more with familiarity than complexity. You could have a good understanding of features like the ones showcased in the blogpost, but it could take you a minute of staring at a line to parse it if someone uses it in a way you're unfamiliar with. Doing that for potentially hours on end would be a pain.
It's definitely something I'd write for fun/personal projects but can't imagine working with other people in. On a side note, I believe this is where go's philosophy of having a dead simple single way of doing things is effective for working with large teams.
- Interesting. Does anyone else see a band of green in their blue? My boundary is at 170. Greener than 85% of the population. This point looks like the transition between blue and green to me, to the right I can see the gradient go to blue then to green again, then back to blue. So there's a green band in the middle of my screen.
- Interesting problem to think about. The beauty of modular for me has always been that you can take voltage from literally anywhere and use it for CV. Modern modules also have an insane variety in controls and control surfaces, even for standard things like VCOs you have a ton of variety and featuresets. Saving the patch state is one thing but actually notating is crazy. Like I can't imagine someone being able to read this notation and play it accurately like someone sight reading a piano piece. You'd surely require familiarity with the setup ahead of time. As for recording it for posterity, being verbose and describing what you're doing in full works, I guess.
- I think most experienced players are already pretty optimal at crafting. There might be some rare case where it might save you a couple div at best. It's usually obvious by design how to achieve something. Of course there is a market because some part of the playerbase can't do this (which might become lower) and some part of the playerbase still sees it as time efficient to just buy it precrafted. Likely there's less incentive to craft in bulk, large bulk currency trades become more expensive, making the crafted items more expensive for the unkowing new player who doesn't use this tool. Personally, I don't think it would change the economy that much.
- The more I think about this the more I feel you went really overkill on this. The complexity is several orderers of magnitude lower than what you claim. Like try crafting stuff on the emulator and see how easily you can narrow it down to usually 2 or 3 choices at most steps. There should be really easy heuristics to invalidate most branches. I've also used the COE simulator a ton and never had to model something that's on the order of 50+ states even.
- I think the heuristic approach is not as bad as you think. Human crafters, and the current crafting techniques we have are pretty efficient. You don't need to explore the full graph of random states because the mod weights themselves are a representation of those states. As a human I can't think of any crafting item (alt and chaos spamming aside) where the probability isn't a simple to understand number. You think you can use something like modweight x currency cost (x some time modifier for acquisition and use of currency) for scoring. This is how craftofexile does it.
- I'm a long time fighting game fan and recently discovered YOMI Hustle[1] a turn based fighting game. I think it works really well for teaching fighting game mechanics, strategy etc., whilst not having to worry about the execution of the moves itself. It's pretty fun, and there's an old version free on itch with multiplayer support. I recommend trying.
- > I was trying to delete contents of a file and paste new content. It was nightmare for me to remember the 3 or 4 finger combination shortcuts with small and cap letters involved during the process.
Vim rarely uses multi key combinations like emacs or most other editors do. Copying and pasting involves some knowledge of how the copy registers work. It can feel confusing when you first try it, but you figure it out eventually...
> Please give me a genuine opinion and justification. Does it really makes someone that productive?
The best way I can explain this is that vim is language. The process of editing in vim involves speaking this language. And once you're used to it, this language itself helps you reason about and execute editing tasks faster. It's also faster because the commands are very concise, and imo pretty easy to remember because they are mnemonics for the operations they perform. Imagine a task like selecting a string in quotes and changing it to something else with a mouse. In vim that's <ci">. c(hange)i(nside)"(doublequotes). Performing this is as instant as having thought about it.
- It's pretty easy to get started. You do an easy problem with a big board. You think "maybe I can reuse some sections and cut down on the whitespace" and spend eternity optimizing it down to a neatly packed little hexagon (or quit trying). There's something really satisfying about reusing paths of code in ways you didn't initially think of.
- It depends on your workflow. I use git to sync my obsidian vault. There's plugins to automate this, but doing it manually isn't that bad either. I use mobile mostly to read notes, and occasionally I'll write down a short line or two which I can sync over and edit and organize on desktop.
- Some armchair philosophy here. I think languages are fundamentally related to how we think about, process, and express ideas. When you spend a lot of time doing something, you naturally come up with the words to express complex and abstract ideas, which lets you process information faster. These competitive programmers have the experience to realize certain syntax, patterns, common functions better helps them solve the problems they usually encounter, so they build these DSLs to serve that purpose.
- For the love of god, if anyone from the windows design team is looking at this, give us taskbar on the side with ungrouped icons and titles, and fix the autohide. It is painful to use windows on laptops without it. That's been my windows setup for over a decade and it was straight up removed from win11 whilst calling it an "upgrade".
- It's just a fork of atom so it pretty much looks like atom. Seems like all they've done is update dependencies and move to a new db, but they have some interesting changes in the works https://github.com/orgs/pulsar-edit/projects/2
- BQN is great, but I rarely get to use it for anything... useful. I hope the ecosystem and tooling around bqn will get better in the future. I would like to see something like what dyalog is to apl for bqn. A jupyter notebook style ide+repl (maybe a bqn for of RIDE), libraries for common scripting tasks, embedding (a la lua) in more languages, maybe even a way to compile to libs so you can call bqn code from other languages. I'd definitely use it more if it was open to more use cases.
- Also checkout https://github.com/LTVA1/klystrack
- While people continue to use it in reference to any game with rogue-like like features, I prefer the berlin interpretation http://www.roguebasin.com/index.php/Berlin_Interpretation