https://blog.google/technology/safety-security/age-assurance...
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https://blog.google/technology/safety-security/age-assurance...
Curious as someone dabbling with building an editor: what do you prefer? A different configuration language? A GUI? How do you save and sync settings? Just with JetBrains account sync?
> Ability to move panels (files/git/console/debugger/etc) into standalone windows
Is Zed's "zoom in" feature (shift-escape) that quickly maximises the active pane (excluding the file browser/git pane) enough? Or are you looking for the separate window experience of IntelliJ? (e.g. JetBrains lets you pop-out the commit window, I believe, which can be nice since once you close it you're back in the editor with nothing to switch or rearrange.)
$15k seems pretty lean to me for Zig since it includes hardware purchases.
https://docs.github.com/en/communities/setting-up-your-proje...
The agents.md minisite implies agents.md files should be useful for humans and robots alike:
> Commit messages or pull request guidelines, security gotchas, large datasets, deployment steps: anything you’d tell a new teammate belongs [in agents.md] too.
Agents are just another type of contributor. Maybe agents.md is just what we need to finally trick devs into writing concise docs.
You get access to training, assets, source and production logs like the recent Dog Walk update while also supporting Blender:
https://studio.blender.org/projects/dogwalk/production-logs/
xcrun stapler validate /path/to/DogWalk.app
…shows:
DogWalk.app does not have a ticket stapled to it
(But spctl --assess --type exec --verbose /path/to/DogWalk.app shows it's notarized as expected.)
Perhaps the beachball is Gatekeeper reaching out to Apple's servers to verify notarization? It seems a little faster on subsequent launches but still beachballs for ~2 seconds.
https://gamefromscratch.com/unity-finally-start-developing-g...
I subscribe to the blog and have learned a lot from the Blender Studio team to see their process:
https://studio.blender.org/projects/dogwalk/production-logs/
Pros: charming character and environment design, beautiful modelling, animation and sound. A good demo of what Blender and a talented team can make. It's worth downloading to experience.
Cons: on macOS I saw slow startup (it beachballs for seconds before showing the opening screen), which seems to be a consistent thing for Godot macOS exports. Also choppy performance (stuttering movement in heavy forest scenes, dropped frames). At present it serves as a good promo for Blender but less so for 3D in Godot.
- Text hints should probably be off by default, they give too much of a hint.
- Auto-advance to next puzzle would be helpful, clicking “next puzzle” gets tiresome.
- Typo in the puzzle categories list: “Egnlish Opening”
Completely see why Demon Hunters has taken the US charts.
I watched it for the animation (same Sony Pictures Animation studio as the Spider-Verse movies). It's breathtaking to watch if you're an animation junkie, but I was unexpectedly blown away by the soundtrack.
Every song's beautifully written and performed. It's catchy in a way that Disney stuff used to be. Yes, it's cheesy boy-vs-girl finding-yourself ultra-produced pop — but it's also just uplifting to watch. And it's full of cheek, personality, and nice production touches (like the triplet can-pull fills on Soda Pop).
The blending of English and Korean is a nice touch too, even more noticeable in the lyric videos that Sony Pictures has put out than the movie itself, which have each blown through 15-30 million views over the weekend, most of that from me.
Golden: https://www.youtube.com/watch?v=yebNIHKAC4A
How It's Done: https://www.youtube.com/watch?v=QGsevnbItdU
There's little benefit to it as an input system on iOS/iPadOS (likely the dominant platforms for Notes) where formatting menus are just as close as `#` and `_` characters.
Several Markdown rules wouldn't make sense in the context of Notes. e.g. "end a line with two or more spaces then press return to create a <br>", which was designed to accommodate manually hard-wrapped text that Notes users likely don't want. Apple would have to follow something like CommonMark (feels unlikely) or implement their own Apple-flavoured Markdown, leaving you to learn what's supported and discover the quirks — kind of like its partial implementation of vim input in Xcode.
Popular Markdown apps seem to have converged on 'edit on line focus, preview on line blur', which is surely what the Notes app would do, because modal editing with preview and edit modes feels un-Appleish. 'Preview on line blur' _is_ nicer than a separate preview mode if you're a Markdown power user, but it still leaves many quirks you have to learn. (Just today I wrote, '# Thoughts on C#' in Obsidian, which reads ok with the cursor on that line until I pressed enter and the preview became, 'Thoughts on C'. Leaving me to learn I was supposed to know to write '#Thoughts on C\#' in the edit mode.)
Even with gaps of 200 points the thinking and play speed difference is acute at high levels, for example in Magnus' playful "too weak, too slow" casual blitz: https://www.youtube.com/watch?v=EY27lgnPKWI
https://www.moncler.com/en-us/sir-jony-ive-collaboration
Compostable red noses:
https://www.designweek.co.uk/issues/30-january-3-february-20...
King Charles' new seal:
https://www.wallpaper.com/design/terra-carta-seal-design-lov...
Ferrari’s first electric car (not yet released):
https://www.independent.co.uk/cars/electric-vehicles/ferrari...
Something vague with Airbnb:
Particularly like the "Tube Tongues" metric — the second-most commonly spoken language after English by residents near each tube station, it paints a real picture of a diverse London:
https://misc.oomap.co.uk/tubecreature.com/#/tongues/current/...
1. Do master studies. Take a tiny environment or mechanic of a game you love and reproduce it for education, knowing you'll throw it away. Do this often. Get faster at it.
2. Ask people what their favourite game is. Play it. If it's fun to you, why? If it doesn't resonate with you, why?
3. Internalise the idea that ideas don't matter that much, execution is what matters. Good game designers can make otherwise boring games feel fun to play. (See "the art of screenshake" below.)
4. Make a lot of games. Make them small enough to finish. You don't have to release them all, but you should watch other people play them sometimes.
5. Don't listen to people who tell you not to watch YouTube for game design ideas, there are plenty of great videos out there that have positively changed how I think about game design:
The art of screenshake (starts a little slow, but stick with it!):
https://www.youtube.com/watch?v=AJdEqssNZ-U
Designing to reveal the nature of the universe:
https://www.youtube.com/watch?v=OGSeLSmOALU
Game design is a search algorithm:
The Go community is more framework-averse, preferring to build things around the standard library and generally reduce third-party dependencies. Go also tends to be used more for backends, services and infrastructure and less for fullstack websites than Ruby/Python/PHP/C#.
https://www.youtube.com/live/Gv7torZn5lM?feature=shared&t=40...
People say, “oh, it’s safer than C because tests can warn of missed deinits” but the fact is it isn’t memory safe by design and it’s not a priority for the language.
There are still reasons to use it and there are domains where memory safety isn’t a priority, but memory safety depends on the same mix of linters, code review, simple memory models, a deep understanding of how memory works, minimal dependencies and luck just like in C. Although none of those things will save you on their own or combined. If memory safety is a priority I’d consider other languages.
As a C++ newbie I just don't understand the recommended path I'm supposed to follow, though. It seems to be a mix of "a book of guidelines" and "a package that shows you how you should be using those guidelines via implementation of their principles".
After some digging it looks like the guidebook is the "C++ Core Guidelines":
https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines
And I'm supposed to read that and then:
> use parts of the standard library and add a tiny library to make use of the guidelines convenient and efficient (the Guidelines Support Library, GSL).
Which seems to be this (at least Microsoft's implementation):
https://github.com/microsoft/GSL
And I'm left wondering, is this just how C++ is? Can't the language provide tooling for me to better adhere to its guidelines, bake in "blessed" features and deprecate what Bjarne calls, "the use of low-level, inefficient, and error-prone features"? I feel like these are tooling-level issues that compilers and linters and updated language versions could do more to solve.
1. Get inspired, get motivated. Shaders like these are breathtaking (and well-commented): https://www.shadertoy.com/view/l3cfW4
2. Watch "Learn to paint with mathematics" to see a simple shader being built gradually: https://www.youtube.com/watch?v=0ifChJ0nJfM
3. Work through https://thebookofshaders.com/.
> Arbitrary compile-time execution in C:
> cl /nologo /Zi metaprogram.c && metaprogram.exe
> cl /nologo /Zi program.c
> Compile-time code runs at native speed, can be debugged, and is completely procedural & arbitrary
> You do not need your compiler to execute code for you
https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated...
The OP mentions hot reloading and there are a couple of repos that may help with that:
https://github.com/clofresh/love-module
https://github.com/usysrc/LICK
Their card game prototype is really impressive for three hours' work!
You could try another keybind:
https://ghostty.org/docs/config/reference#keybind
Also be sure to quit and reopen Ghostty or use the reload configuration option from the Ghostty menu.