Does it though? Somehow Nolan made the mediterranean climate and Aegean sea look like washed out coast of Scotland or something. What's with the Hollywood's attack on color lately?
442 karma · joined May 7, 2013
Does it though? Somehow Nolan made the mediterranean climate and Aegean sea look like washed out coast of Scotland or something. What's with the Hollywood's attack on color lately?
In the meantime, I have this impelemented in TypeScript in case anyone else will find it useful: https://github.com/ShieldBattery/node-interval-tree
I actually had to implement this myself for a project, literally few days ago.
I had almost 0 knowledge of how audio files work or how the Web Audio API works. The implementation is very barebones, not very flexible, and has no error handling. But hey, if someone will find it useful regardless, here is how I did it: https://gist.github.com/2Pacalypse-/241c37adfff127bd5c66f3e2...
Which brings me to my next point, which is that the community aspect of StarCraft is a huge part of why it remained popular for so long. As previously mentioned, there were hackers and programmers developing awesome tools that helped the scene, but also there were map makers which were essential in keeping the game balanced. One little known fact about StarCraft is that the last balance patch released by Blizzard was in 2001, at the early beginnings of the pro scene. After that, the game was kept fresh and balanced by community map makers.
Combine that with people who created websites where you could follow news about Korean pro scene (TeamLiquid has its roots here), talk with other people about StarCraft, and other people who organized tournaments and did everything else; and you get a formula which almost ensures the longetivity of the game. I wouldn't be surprised if there are people playing and following this game in 20 years time. I know I'll be one of them.
[0] - https://github.com/TheEngineeringBay/Awesome-Broodwar-Resour...
It's a project that few of us started almost a decade ago to ensure the longevity of this game. We don't try to emulate Battle.net at all, but instead we take only the gameplay itself and reimplement everything else ourselves.
It's a work in progress, so please let us know what you'd like to see in there that's currently missing if you do check it out.
No, but more seriously, I've found that familiarity with the codebase is more important than having it be perfectly engineered. Once you're really familiar with the codebase, you know where dragons be, and you can make changes more easily. And God (PM) forbid, if you ever find yourself with some extra free time you might even reduce the size of dragons over time.
This brings me to my final point. Any codebase that I really enjoyed working with was the one that was constantly evolving. I don't mean rewriting everything from scratch every few months, but as long as I have permission (and time) to refactor the things that have been bothering me for months as patterns emerge, I'm a happy bee.
But yeah, to your point, thinking that there was never "nothing", and that there always was "something" is equally mindblowing.
Edit: just as I wrote that, a word popped into my head which has almost the same "c" sound: Pizza. The "zz" sound, if you can call it that, is closer to the "c" letter phonetically than "ts". So Rimac would be pronounced something like Reemazz.
- I like it
More seriously, I've been listening a lot to the mainstream pop songs on the radio during my car commute, and I don't know which carefully crafted formulas and laboratories those songs come from, but they're in sync with what my brain perceives as "good music" quite incredibly.
I genuinely enjoy listening to them.
Jokes aside, this does look pretty neat.
For StarCraft 1 specifically (and its Remastered version), a few us have been building a custom server/launcher[0] which should at least ensure that the game/community doesn't completely die out. However, we still rely on Blizzard's online services to verify the in-game purchases, like HD graphics (the game will automatically stop rendering the HD graphics if you didn't log into Blizzard's services in the last 30 days).
It remains to be seen how this will be handled by Blizzard if (when?) the time comes.
What does the picnic data show?
At this point, doing everyone on GitHub itself is a very viable strategy to me, but I know that will never fly with people who obsess over story points and time estimates.
But Evan definitely stands on his own as a great video maker, definitely do check out some of his other videos.
Brian from Real Engineering did a video on this subject recently (referencing the Tesla's battery day presentation): https://www.youtube.com/watch?v=1Xwxe0wU4b8
The video[0] at the end of the article was also very beautiful and concise. I wish more scientific writing was done in this way.
I did assume that hooks were not supported in classes because it would be too complex to support that use-case, but the linked article specifically has an "Absorb the Complexity" principle, so it seemed a bit weird to me. Also, I understand the decision to try to motivate the community to use function components more, but is this the trend that we can expect to continue seeing in React? Certain APIs being phased out until they finally become deprecated. I know it has happened a few times already in React, but not on the level of something like a class API.
As someone who has been using React for five years and especially liked it for its simple class API to write components, I was a bit taken aback by the introduction of a new powerful API that is incompatible with the simple class API.
"Hey everyone, I just wanted to make a quick statement about this article that was posted in WIRED. If Tom had told me that his intention for this article was to focus on the loss of ANY bot, Facebook or not, I would not have given him the information that I did to write this article. I am normally a huge fan of Tom's AI articles, but I think that this is a shameful clickbait title that focuses on the wrong side of the story.
It turns out that there may actually be a bug with how Facebook's serialization library interacted with our tournament environment, causing their strategy selection to not work properly, causing a huge drop in performance for their bot. We will be investigating this over the next few days to see if it was my mistake in setting things up that caused this, or if maybe something as simple as a windows firewall setting to be at fault. Unfortunately with competitions like this, competitors do not have access to our tournament environment / machines to fully 100% test all of their code on, and sometimes issues like this can arise. I appreciate Facebook's effort in this competition and applaud them for actually having the balls to submit an open source bot, knowing the scrutiny they would face if it wasn't already superhuman. It's a real shame that this is what media chooses to focus on. Tom also asked me what time the results would officially be made public so that the article could be released at the same time, but instead the article ended up being published 7am the next morning so everyone could wake up to the headline :( Also the word "quietly" implies some sort of sneaking around on the part of Facebook, when their registration has been publicly visible for months.
Note: There is nothing factually incorrect in this article, I just believe its focus is in poor taste, and hurts the SCAI community as a whole, and unfairly singles out a single competitor."
[1] - http://www.teamliquid.net/forum/tl-community/17883-tlnet-ten...
[2] - http://wiki.teamliquid.net/starcraft2/TeamLiquid.net_Staff