Ads are indeed getting smarter every day
Ads are indeed getting smarter every day
I was seriously considering buying the game on release but after 8 hours of not having fun paying it I’m glad I had GamePass to try it on first.
Depends on what you already know.
Functional languages like Haskell, Clojure or Erlang have a reputation of being hard to grasp.
Rust’s borrow mechanics are hard for some people at first, especially because it’s very unique to the language.
Javascript can be frustrating because it also has some rare features among popular languages, and uses the same keywords for different concepts. It’s not bad at all once you let go of your assumptions and dedicate the time to understand how it works under the hood.
C++ is also notorious for being hard but I haven’t used it for a very long time so I can’t say anything about it.
Probably Typescript, it has so many quality of life features that I miss when I’m using anything else. A close second is C#, Kotlin third.
Rust when performance really matters.
PowerShell when scripting and automating stuff. It’s common to hate it because “microsoft bad” but it’s very logical and it feels modern. Funnily enough, I’ve only used it on Mac and Linux.
You’re listing outliers that did well despite their smaller marketing budget. There are tons of great games from smaller studios that get buried because nobody knows about them.
Basic builder units. You commit genocide against an entire civilization but leave one of these fuckers alive and 20 minutes later you’re facing en entire army.
I hated this in GTA (mainly 3 and SA). You’re doing an escort mission and suddenly 6 guys start shooting at you with AKs from nowhere because you pissed them off in an unrelated quest.
I prefer a Morrowind-like approach where enemies don’t scale and you have to take care not to venture too deep into some crazy gang’s territory early on.
But it’s much much harder to make this work properly, and scaling enemies have become an expectation by players at this point.
I played Milon’s Secret Castle on the NES as a kid. The game is pretty much unplayable if you don’t have an infinite amount of time and patience, or a guide. There are hidden doors and items in unexpected places that are required to make progress, some rooms are dead ends that soft lock you, there are hidden exits that you have to find by pushing on a random pillar etc.
Once I accidentally didn’t push the cartridge in all the way and the game started out in a random room and full of glitches. This lead me down a rabbithole of searching for hidden stuff, maybe even beat the game, but most of the time it just failed to start.
Another one was San Andreas. I played it when it came out and I read online about myths like bigfoot, the meeting place of the Epsilon Program, ghosts in the desert, aliens etc. I must have spent hundreds of hours searching for these.
I wonder how Svelte’s code is built to make this tradeoff worth it. I’ve been using TS for a long time and in every project the compilation part was the shortest task in the whole build process, especially when you compare it with bundling or running unit tests.
The title makes it seem like it’s a wide spread thing in the industry but according to the video it’s 3 frameworks.
Yeah, it’s additional work but I’ve found that really convoluted or complex type definitions usually mean you should consider refactoring. Of course this is a bit different when it comes to developing frameworks where you might want to support a bunch of different use cases.
Maybe I’m biased because I’ve been using TS ever since it first came out.
I used it on a Mac and on Windows, for me it feels very modern when compared to bash (although I never was a bash expert).
However, the problem is that it’s not installed by default on Linux (at least on most distros as far as I know) and Mac, and Windows machines might have an outdated version which you’ll have to take into account.
So unfortunately it doesn’t meet OP’s criteria that it should “just work” without installing an interpreter.
Yeah but javascript has 473 popular frameworks and counting, and the churn is immense. Your codebase becomes out of date before you’ve finished writing it.
That’s not really the case anymore, it was back at around 2015 for a few years when nodejs blew up and we realized that JS is capable of much more than we initially thought.
We threw a thousand different things to the wall and a few frameworks stuck. Today the ecosystem is pretty stable, especially of you choose a popular framework like React or Angular.
The EU introduced a limitation to how much power electric devices can consume in off or standby mode.
0.5 watt normally, 1 watt if they have a status display and 2-8 watts if they’re connected to a network.
On a yearly basis this saves as much electricity as one of the member states (Romania) used in a year.
My point is that small things add up to huge numbers.
Writing self documenting code reduces the need for comments significantly, but you’ll still need to write docs and even code comments when needed.
I had a lead architect at one of my previous workplaces who outright forbid writing comments, otherwise the build would fail. That lead to convoluted and slow solutions in order to make the code readable, or just parts that nobody wanted to touch because nobody understood them.
My point is that you should strive towards self documenting code as much as it makes sense, but don’t take it to mean that you should never write comments.
People should be able to tell what your code does without going deep into implementation details but that’s not always possible, especially if you’re working with lower level languages with fewer abstractions, or projects with complex algorithms or architecture.
The whole progression is fucked. As you get close to the end game your character gets WEAKER, not stronger.
The graphics are pretty realistic, tho
The logic checks out. The more you go back in history the more Germanies there were.
It’s 231231 where I live
X-Men are secred confederate agents confirmed
Yes, at this point the choice is who gets to spy on you.