I must've dreamed up the dozens of times I did.
Unless you mean you still need JS to build the modal, which is true but I doubt GP was implying that you shouldn't use JS whatsoever. You don't need a SPA to build a modal.
657 karma · joined September 8, 2013
I must've dreamed up the dozens of times I did.
Unless you mean you still need JS to build the modal, which is true but I doubt GP was implying that you shouldn't use JS whatsoever. You don't need a SPA to build a modal.
I completely agree with all your points on significant whitespace for programming languages. Where I think it makes a lot more sense though is for structured static data. My quality of live would be worsened without the likes of Haml, Sass and YAML.
I also appreciate all the extra detail that can be seen in these and not so much in other mediums, like hairstyles, jewelry, etc.
I'm particularly impressed by the last picture in the article, the technique and detail on that one are outstanding.
It's not without its few glitches and occasional crashes, but it doesn't happen often enough to become big problem for me. I've been happily donating monthly to the project.
Typo of freudian slip?
Just kidding of course, nice project!
.banners(id="top-banner", title="Your ad here")
Minor correction: the comma there isn't valid Haml syntax, when you use parenthesis for attributes it expects the same format as inside a regular HTML tag (i.e. attributes separated by whitespace).But you can also rewrite that as:
#top-banner.banners(title="Your ad here")I've seen that done for read-only code readers, Backbone.js' annotated source code [1] comes to mind, but I wonder how that would work for the editing portion of an editor.
[1] https://backbonejs.org/docs/backbone.html
> Or perhaps one that toggles their visibility?
Vim has code folding ability, which you can set up to apply to comments. I'm sure this isn't exclusive to Vim though.
That's just deferring the question. If we're a simulation inside a larger universe, then how did that universe begin? Although I'd argue if we're in a simulation then we're still a part of the host universe, even if kept in isolation, and it's that host universe we should ultimately care about when asking the big questions.
And Tesla cars have more than one camera on them. The front-facing camera is actually an array of 3 cameras (the two farthest ones are at about human eyes distance), but they're also equipped with forward and rearward looking side cameras, and back cameras.
I think Tesla underestimated how hard vision-only FSD is, but having a single camera (they don't) is not the reason.
Probably. The top paragraphs in [1] talk about precisely that.
Except for mobile support, WebLiero [1] matches those criteria. It's a multiplayer clone of a DOS classic indie game (Liero). It requires getting familiar with controls and other players to be online to play though.
Full disclosure: I'm a contributor.
Doom released in 1993, its engine was open-sourced in 1997 (4 years).
Quake released in 1996, its engine was OSS'd in 1999 (3 years).
Quake II released in 1997, OSS'd in 2001 (4 years).
Quake III released in 1999, OSS'd in 2005 (6 years).
Sure, in most those cases they were at least 2 generations of their own tech ahead when releasing source code, but considering how they were at the cutting edge of game development at the time, arguably those engines still held considerable value at the time and far from worthless.