9,643 karma · joined May 29, 2007
This is no longer true! Starting with Sinosauropteryx in 2010, paleontologists have identified what they believe to be fossilized melanin-containing organelles. These organelles, called melanosomes, have different shapes depending on which color they produce, and those shapes are preserved well enough to be visible under an electron microscope.
They were used to move text to the right to the left within a container. Or (IIRC) in table cells to make them behave, similar to 1x1 spacer gifs. Some pages had hundreds of nsps. Just kind of a general way to add margin or padding.
_,-*^*-,_,-*^*-,_,-*^ Enter 33 for /\/\ /\/\ ^*-,_,-*^*-,_,-*^*-,_,-*^*-,__,-^-,_,-^-,_,-^ Enter 33 for /\/\ /\/\ ^-,_,-^-,_,-^-,_,-^-,_
(You'd type "33" in the chat to get a Mass Mail in your inbox.)
> People have made money by selling virtual goods acquired in-game at least as far back as Second Life in 2005.
I saw it happening at least as far back as ‘98 in DragonRealms, a MUD and (when it moved off of AOL) one of the first online games with a monthly subscription.
There's a great, recent podcast episode covering the history of the site, including "the line" mentioned in another top-level comment: https://www.cultorjustweird.com/episodes/episode/1d3933d1/s2...
I love what you've done--lots of great features here. Curious to hear more about how you deal with spam. And generally happy to chat/brainstorm anytime.
- With generative art there's usually a tension between variety and beauty, but Fidenza achieves an extraordinarily high level of both.
- I like the Artblocks model in general. Pieces are minted on-chain. It means the artist can't curate the output, so the algorithm itself is the art. Artists have been making generative art for decades, but it feels like this is the way it was always meant to be done.
- Artists can make certain outcomes of their generative algorithms more rare than others. The decision of what should be common or rare can be made for commercial reasons (kind of like hologram trading cards), or artistic reasons. After studying all the ways Fidenza runs, it seems like Tyler Hobbs has hewed really closely to the artistic ideal.
She has spent the past 10 years collecting old documents, photos, and artifacts mentioned in Ulysses. For example, there are some really obscure people mentioned in it who she's found pictures of. It's a fun game for her, and if you're reading along it can help you picture what's going on!
The goal is to eventually cover every line of the book.
While there is some signaling and "everything looks like a nail"-ness happening, I think on balance it's are a good thing. These concepts, including the ones you mentioned, are genuinely useful. Their hype cycles are a collective process by which we figure out when and where the concepts are most useful, and then they settle into their place.
In my startup, I’m using a typescript/node backend to serve graphql, while still using Django for migrations and the admin. It’s a bit odd but works fine.
If you’re starting a new project, I’d strongly consider using Django for the whole backend, with graphene for graphql, and create-react-app on the frontend. Apollo’s type generation is a big help in keeping the two parts synced.
If you host online events, is this something you would use? What would it take to get there? Or is it simply not worth the extra steps involved?