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cpojer

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Blog: https://cpojer.net Twitter: https://twitter.com/cnakazawa

nakazawa.tech

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cpojer.net 1mo ago

My Latest LLM Workflow and Modern Engineering Values

cpojer
4pts0
github.com 2mo ago

Show HN: Codiff, a local diff review tool

cpojer
31pts21
fate.technology 2mo ago

Fate 1.0: An Async React data framework

cpojer
4pts0
voidzero.dev 4mo ago

Vite+ Alpha: Unified Toolchain for the Web (MIT License)

cpojer
82pts7
cpojer.net 5mo ago

Fastest Front End Tooling for Humans and AI

cpojer
110pts92
cpojer.net 6mo ago

You are absolutely right? – LLM workflows and thoughts about the future

cpojer
1pts0
github.com 7mo ago

Show HN: Fate, a new data framework for React and tRPC, inspired by Relay

cpojer
29pts3
github.com 1y ago

Show HN: Open-source Advance Wars-like game

cpojer
9pts0
polar.sh 1y ago

Polar hits 1.0 – An open source monetization platform for developers

cpojer
13pts2
github.com 2y ago

Show HN: MIT-Licensed High-Quality Video Game Built from Scratch with JavaScript

cpojer
3pts0
cpojer.net 2y ago

Show HN: I open sourced Athena Crisis, a game built with React and CSS

cpojer
74pts8
athenacrisis.com 2y ago

Show HN: Play the game I'm developing directly on its website

cpojer
276pts90
www.youtube.com 2y ago

Building a Video Game with JavaScript, React and CSS

cpojer
2pts0
cpojer.net 3y ago

Mastering Tech Lead Management

cpojer
15pts0
cpojer.net 3y ago

Fastest Frontend Tooling in 2022

cpojer
10pts2
cpojer.net 3y ago

Front End Engineering Archetypes

cpojer
1pts0
cpojer.net 3y ago

Fastest Frontend Tooling in 2022

cpojer
3pts0
cpojer.net 3y ago

Mastering “Tech Lead Management”

cpojer
1pts0
cpojer.net 3y ago

My Perfect Development Environment

cpojer
1pts0
cpojer.net 3y ago

Building a JavaScript Testing Framework

cpojer
2pts0
cpojer.net 3y ago

Set up a new Mac, Fast

cpojer
3pts0
cpojer.net 5y ago

Dependency Managers Don’t Manage Your Dependencies

cpojer
17pts2
cpojer.net 5y ago

Inclusion in a Distributed World

cpojer
2pts0
cpojer.net 5y ago

A Management Starter Pack

cpojer
3pts0
cpojer.net 5y ago

Principles of Developer Experience

cpojer
2pts0
code.fb.com 7y ago

Hermes: A JavaScript engine optimized for mobile apps starting with React Native

cpojer
7pts0
hermesengine.dev 7y ago

Hermes: A Lightweight JavaScript Engine Optimized for React Native on Android

cpojer
10pts3
www.reddit.com 7y ago

Microsoft Officially Launches React Native for Windows

cpojer
4pts0
facebook.github.io 7y ago

React Native at F8 and Open Source Podcast

cpojer
18pts1
artsy.github.io 7y ago

React Native, 3 years later

cpojer
1pts0

4 of these are TUIs. I built Codiff specifically because TUI review became overwhelming to me. One of them is a web view, I prefer a native app window (it’s JS either way, ofc).

Also, I never wasted time building todo apps. Now I can build apps that help me do my job that I wouldn’t have had the time for without AI.

You don't have to rename the variable. You can also do this:

```

export function PostCard(props: { post: ViewRef<'Post'> }) {

  const post = useView(PostView, props.post);
}

```

If you add a few aliases (that can be easily generated), it becomes this:

```

export function PostCard(props: { post: PostViewRef }) {

  const post = useView(PostView, props.post);
}

```

There are many bits in fate worthy of criticism. Naming and typing React props really isn't one of those.

No. I did want to pick something facebook inspired though. I like fate because: * facebook’s original developer conference was f8 * It kinda works well for fulfilling (data) requests * It’s similar to face * It’s short and memorable

Stop Killing Games 2 years ago

This is great! As an indie game developer I care a great deal about game preservation. The game I'm working on requires Internet upon the first start and seamlessly syncs game state across your devices, but I pushed for open sourcing as much code as possible. We released 75% of the game's code under the MIT License[1], even before the game's full release. With the infra we built, we can publish the entire source within minutes once the game is no longer commercially viable.

[1] https://cpojer.net/posts/athena-crisis-open-source

It expands on the formula with new units, buildings and gameplay elements like you’d expect from a new entry 20 years later. It also doesn’t take itself too seriously.

You can play on any device at any time, in sync or async games and interact with other players.

It comes with the exact same map and campaign editors we are using to build the game. You can collaborate with friends on a campaign and share them with anyone.

It has no load times.

Oh that's not good. If that was within the Stripe popup it seems to be a Stripe issue. Did you use a password manager to autofill the input elements? I sometimes run into issues with that on various websites.

The game is primarily optimized for Chrome and Safari, and should definitely work well in both.

There is a section on WebGameDev, an awesome resource for building games with web technologies: https://www.webgamedev.com/games-demos#dom-based-games

There are only a few crazy folks like us right now

I became a lot more pragmatic, so next time I'd probably start with a game engine that uses WebGPU/WebGL. You get so much value from the DOM and CSS, but it's also really not meant for building such interactive experiences like I want to. It works kinda ok for a turn based strategy game, but likely breaks down for some more involved games.

Note that Athena Crisis supports both sync and async play. You can play your turn against other people and only come back when they are done.

You can also play multiple games at once, and on as many devices as you like. So for example play a sync game on your desktop against a bot, and an async game against another person on your phone once in a while.

Thanks for the feedback! We tried key art in the pixelated style and it doesn’t work well since it’s used across a wide variety of services (Steam, Twitch, etc.) who downsample images a lot. Pixel art just looks bad in those places, so that’s really the only good option.

Just one note: it’s not an iframe, it’s literally on the page itself.

I agree! That's why we made the conscious choice not to show choreographed battle animations through overlays like similar games in the genre do.

On the landing page you can press shift (or hold Y on a Gamepad) to speed up AI actions.

Once you play the real game, you can change the settings to make all AI moves fast, or make all animations including your own (and other players) fast.