I'm curious, why isn't the the free version of the game on steam? It'd be a lot easier to get my friends to try it, and setup parties if it used steam friends.
HN user
redrobein
While I agree that it isn't revolutionary that it could implement this from a single prompt, what's surprising to see is how well done this one is compared to the other tries. The controls and movement are smooth, the animations aren't jittery, the ui makes sense, there's a clear progression in difficulty. This model clearly "understands" the implementation of this game far better than the others did.
Does anyone know what's up with ocaml on windows? I haven't used it in a while. Trying to install utop on 5.x compiler and quite a few packages need a downgrade to 4.x? I've tried with both mingw and system-msvc. Same behavior.
They are far from regexes. I feel like you're equating something you don't understand to something else you find difficult. It's a language like any other. Infact it's far less verbose and shorter to read. If you've spent enough time with an arraylang you start to recognize "words" or sequences of glyphs as some complex function[1].
You might have a better time trying something like Uiua[2] or BQN.
It's alright as a dropin sqlite replacement. I ran into a bunch of problems with libsql on windows a year or two ago when I tried it but I'd assume it's fixed now. They also offer turso db as service with a very generous free plan which was my main reason to try it.
What do you mean? It has to mirror the behavior of the hardware pretty closely otherwise... well... the games don't run.
F# is a good language, but I feel like it's forever stuck in C#'s shadow. A lot of the library code is C# and .NET handmedowns. Not interfaces or libraries crafted with F# in mind, often having no explicit documentation for use with F# either.
was LeanB4
Are there any plans to add syntax sugar for interacting with vtables?
People really need to stop making analogies and saying what things really are.
After 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.
Seems like this is a paid product meant for enterprise use.
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.
Can you add a little player box and make this playable with touhou style controls. For testing purposes ofcourse.
Ah. I thought the script was being compiled inbrowser. These are prerendered.
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.
Wait a couple weeks until I'm done with the league before you destroy the economy.
Hate to quote theprimeagen on this but people have to stop mixing up readability with familiarity.
Cool. I went through elixirschool a couple of years ago but didn't know it had logic programming builtin.
Would be interesting to see how much more involved it is to solve a constraint programming or optimization problem (something you'd actually use prolog for) in the other languages.
Well the example _is_ building a brainfuck interpreter. I guess this is the perception that comes with having minimal syntax like this, but it's probably also a functional requirement. Would recommend people read the whole thing before putting it off as a joke.
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.
Any conductive material for the tube will have a similar effect. It isn't specific to copper.
The moving magnet induces a current in the tube which in turn creates the magnetic field that interacts with the magnet.
For anyone looking for a more gentle introduction to logic and combinators, checkout Raymond Smullyan's "To Mock A Mockingbird".
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.
C++ [no experience (beyond meta-programming)]
Curious about this line if op is here.