Recent submissions

Comment · 1 year ago
WhatsApp doesn't entirely brick itself. You can send and receive messages, but can't assign names to anyone or start group chats.

I agree it should be prevented. It seems so absurd and is clearly not necessary. Android should have an option to let it see an empty/phony address book, so it can't tell that you've blocked it.

Comment · 1 year ago
Comment · 3 years ago
I think that's very regional? Salary surveys usually list Europeans much lower after currency conversion.

A half decade before you, I also started at a big studio writing C++ (but with one degree) and was paid more twice that but in Canadian dollars (65k CAD). You're right that it pays lower than other programming jobs: Silicon Valley starting salaries were around 80k USD.

Comment · 3 years ago
Comment · 3 years ago
If you want to compete with AAA games then you may need AAA graphics, but the market is larger than that. Look at Re-Logic (Terraria), Supergiant (Hades), Megacrit (Slay the Spire), Klei (Don't Starve), Evil Empire (Dead Cells), Team Cherry (Hollow Knight). Many smaller studios make games at an entirely different level of production. And there even smaller levels of success below that.

The point of the article is to find success at smaller levels before aiming higher.

However, you're right that good-looking screenshots sell, but that's just good art and not exclusively AAA art.

Comment · 3 years ago
It's not $10k/year:

> A “middle game” should only take 1 to 9 months to create and can be profitable (or at least not a money sink) because it is expected to earn in the range of $10,000 to $40,000.

$53k/year isn't a great salary, but $120k/year is common outside of big tech and especially in games.

It's also a lot better than working unpaid for 4 years on a game that fails to capture any attention (or sales).

The point is releasing games as a stepping stone from new studio to large projects. How much would a founder earn at a self-funded startup in the first year anyway? $0?

However, very true that it would be foolish to live in the Bay area when not earning a Bay salary.

Comment · 3 years ago
Comment · 3 years ago
> imgproxy server that needs to run somewhere publicly available, be kept alive and secure

Why make this runtime instead of a prepublish script (even a git commit hook or CI action)? Doesn't seem like your images would ever change so it introduces a point of failure, but I guess relieves you of ever thinking about images again?

Comment · 3 years ago
Comment · 3 years ago
Are exams all written online now? Were they okay with students googling answers and sharing them with each other, but getting customized answers from a robot is where they draw the line?
Comment · 3 years ago
Vim's addition of .vimrc and .vim allowing you to store editor programs to further accelerate your editing makes stand vim far beyond vi.

Credit Bill Joy for the modal editing paradigm, but vim is so much more than that. Most editors have a vi mode, but they don't compare to vim because they are awkward to script and don't have powerful regular expressions so readily available (both introduced in vim).

We could thank Ken Thompson and Dennis Ritchie for enabling vi, but I thank Bram for keeping vi viable, portable, and well-supported across languages.

Comment · 3 years ago
> Your keybinding to go to the next quickfix item doesn't work in a location list because it uses :cn^M, but the location list wants :ln^M or whatever.

Navigating quickfix and location lists is global, so a single common command wouldn't make sense (you can use `:cn` from any window -- even if the quickfix is not visible). However, you could use a `<buffer>` map to use the same key to navigate within loclist/quickfire windows.

> The only explanation for this ridiculous state of affairs must be that it was too difficult to extend quickfix lists to do the things that location lists do.

Their entire concept is to be what quickfix isn't: instead of a global list, it's a list that's tied to a window. I can't think of features that a loclists have but quickfix doesn't unrelated to their nonglobal nature.

I can't claim vim's code is easy to understand, but this is not a fair complaint.

Comment · 3 years ago
Comment · 3 years ago
I'm not so sure.

Neovim migrated to a more modern style of C and more tightly integrated Lua as its scripting language (instead of conscript). Those are two large potential stumbling blocks for contributors.

From loosely following development over the years, I see names like chrisbra and justinmk who contribute to both projects, but there seem to be many who contribute to neovim but never contributed to vim.

Neovim also seems to have influenced the development of vim: channels, jobs, terminal mode, and issues/PRs on github (instead of mailinglists) felt like shifts in response to neovim.

I think it's also to Bram, justinmk, and other maintainers credit that the two projects contribute back and forth: many vim fixes are merged to neovim and I see big changes get brought back to vim too.

Comment · 3 years ago

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