Recent submissions

Comment · 1 year ago
"The meeting is the message"
Comment · 1 year ago
Anecdotally, working on an old Vue 2 app I found Claude would almost always return "refactors" as React + Tailwind the first time, and need nudging back into using Vue 2.
Comment · 1 year ago
One could even call that guiding... Coding
Comment · 2 years ago
I've tried both and am currently using MathAcademy to learn new knowledge. It's very, very good at incrementally building out concepts and gradually adding complexity. I had no luck at all with Brilliant. MathAcademy practically forces you to bust out a pencil and paper and dive into problems, but Brilliant was more like watching a kind of neat YouTube video on a topic.
Comment · 2 years ago
Fantastic resource! I actually stumbled across it organically a few months ago, and couldn't believe my luck. There's really nothing else out there as high quality that's CC0. So thank you.
Comment · 3 years ago
At 6.9mb with minimal (obvious) noise that animation is a serious feat of compression... I had to check it wasn't a live shader
Comment · 3 years ago
Haven't been on 'the apps' in a good while, but it was my belief that they all work a bit like this, no? The algorithm sizes you up, you get put in a bucket, and you are matched with those who are in an equivalent bucket. Bucket hopping is then made available at a cost.
Comment · 3 years ago
One of the main joys of being a contractor is that this dynamic can be turned on its head. No amount of bullshit can save you from not delivering on a task you have been explicitly paid to do, and people often assume the best (rather than the worst) if you shoot for 'silent success' as a delivery mode.
Comment · 3 years ago
Ha! I made this exact same mistake. I think I lasted less than a week. It's the abstraction of the file system that did it for me. Something deeply unserious about it.
Comment · 3 years ago
Interesting article. I landed on 'game development' as a way to keep some form of artistic practice alive while I have a 9-5 because they're affordable to make (albeit time expensive) and essentially act as gesamtkunstwerks that can absorb as many other hobbies and interests as you can cram in them. Photography? Analogue synthesisers? Geopolitics? Shader coding? All material for building your game world. There's also the slim but not impossible chance your creation sells a few copies. At the very least, you might pick up some useful skills for your dayjob.

My first game (not available anymore, but it was this: https://www.youtube.com/watch?v=cQfMHzbFL-w) sold maybe a few thousand copies, but it briefly hit the front page of reddit, indirectly led to some other fun opportunities, and got the chance to get a feature on the App Store (...though I didn't see the email until way too late), which was probably some of the most fulfilling stuff that has happened to me online, as someone that keeps a minimal online presence otherwise. But commercially? It would be considered an abject failure by any studio that had to keep the lights on. As far as hobbies you don't have to leave your desk for, game development carries with it so much possibility. Which is also what makes it so dangerous and alluring for so many, I think.

Comment · 4 years ago
Find his work endlessly inspiring not just in terms of how good it is, but also in the way it has proved there's an audience hungry for the experimental and conceptually quite challenging games he makes, too -- carved a path and set the bar for artistically inclined game-devs (and game-dev inclined artists)
Comment · 4 years ago
Clicked for me when I realised HN is compromised of the few for whom web2 has served quite nicely, so it's unsurprising that talk of web3 is received about as well as a brick through the Google bus window
Comment · 4 years ago
I mean, maybe the original tulip buyers were doing so as they got genuine satisfaction out of supporting the growers themselves (ie their primary reason for buying was patronage rather than speculation), but that would be quite an amendment to the standard narrative
Comment · 4 years ago
Witty, but ignores the artist <-> artwork <-> fan relationship dynamic that is at play here. To me the scene feels closer to a platform like Bandcamp than it does the more speculative world of Opensea.
Comment · 4 years ago
I've yet to see that come up as an issue within this niche - it's mostly code based work, so a certain tolerance for forking/remixing is baked in. Unsurprisingly, highly derivative work doesn't raise much interest.

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