Flask is a fun framework for making web apis.
Pika is a client for RabbitMQ, if you want to try message queue stuff.
Numpy and sklearn for numerical and machine learning stuff.
Matplotlib for making nice plots of your numerical stuff.
Pytorch for deep learning.
Pillow for image processing.
OpenCV for computer vision.
Pygame for 2D games (maybe a bit old, but I had lots it fun with it when I started learning programming years ago)
He has to finish section 7.2.2 of his book
Knuth has also decided that once he dies, a last version will be made which sets the version number exactly to pi.
The numbers I can find of Master System is that it sold between 10 to 13 million units worldwide, so not that much better compared to the short lifespan of Dreamcast.
Mega Drive’s sales numbers isn’t too far off from SNES.
Sega’s only console success was Mega Drive/Genesis. Probably because “Sega does what Nintendon’t”. Sega managed to sell themselves as the alternative for the kids who were too cool for the SNES.
They couldn’t compete with Sony on that front. Sony was the new cool guy. Dreamcast failed because everybody was waiting for PS2.
So I’d say failed marketing killed Dreamcast.
That’s good to hear. I haven’t touched Eclipse in maybe 15 years and back then it fueled me a burning hatred for IDEs. It felt like a huge confusing mess. But maybe it has become more streamlined lately.
Now I have grown out of my hatred and can’t imagine a day without (non Eclipse) IDEs.
Is anyone using Eclipse anymore? I’ve barely heard anything about it the past 10 years.
I think the latest one is at least fascinating for how bad it is.
It’s a super hero movie that forgot it’s supposed to be super hero movie. It’s not until the last 5 minutes it makes the grand realization it’s actually supposed to be a super hero movie, so it rushes through the super hero part as fast as possible just to get that done.
Fantastic Four has only had one movie reboot. Two if you count the unreleased one from the 90s.
Which doubles the maintenance work to keep docs in sync
When someone writes API docs, should they assume the reader knows nothing or can they assume the is already experienced?
It takes a lot of effort to write documentation towards newbies, at the cost of making it more difficult for already experienced to find the answer they need.
I don’t understand why a company like Sony wouldn’t provide you a way to play ps1-3 games on your ps5. I would even be ready to pay for it.
They want you to buy new games. Not to play your old games.
PS5 doesn’t support CD, so popping in PS1 games (and a few early PS2 games) won’t work even if PS5 had a proper PS1 emulator. It’s only a matter of time until DVD support will be dropped for future consoles as well.
Re-releasing old games digitally is also difficult. More from a legal aspect. They need the permission of the holder of the IP. If they want to release Crash Bandicoot again, they need permission from Microsoft, who’s the current IP holder.
It’s also extra problematic if the game uses licensed music, which became common in the PS1 era. Then they need permission from all the involved artists. The Tony Hawk games are problematic in this regard for example.
New releases of Sonic 3 doesn’t include some of the original tracks. Possibly due to the potential involvement of Michael Jackson.
Moore’s law is not a given. It has been slowing down recently.
Current games are made for current day’s design of graphics cards. They are very dependent on pixel shaders for example.
Let’s be hypothetical. Imagine that future graphics cards go all in on ray tracing. Pixel shaders have become a thing of the past and no new hardware support it natively anymore.
Preservers have two options: either try their best to simulate pixel shaders effects through ray tracing, or emulate it through software.
Simulating through ray tracing won’t be accurate. Many pixel shader effects can’t be properly translated to ray tracing. Emulating through software can be hard. I don’t think many games even from 20 years ago can be fully run on modern CPUs.
That’s true, but there are still many games using in-house game engines.
God of War, Spider-Man, Elden Ring, GTA, Tears of the Kingdom, Doom Eternal, Halo Infinite, Destiny, Call of Duty, Cyberpunk, The Last of Us, Diablo 4, etc.
These are popular games that game into my mind. I don’t think game preservation should be limited to Unreal games.
I’m not against it, but it’s not a silver bullet for game preservation. All game engines are unique. Some are heavily optimized for their target hardware. Just because you have access to original source code doesn’t necessarily mean it’s going to be easy to preserve it for future hardware.
I mean, there are games that got terrible ports despite dedicated teams working on it full time with access to original source code. It won’t be much easier for the fans taking this on as a hobby project during their evenings.
Only the games with most dedicated fans will get preserved for future generations.
When you hold a hammer everything looks like a nail. Just because it’s useful in some cases doesn’t mean it’s always the best solution.
The article mostly rants about front end devs using unnecessarily complex solutions for simple problems. Like using React for generating static web sites.
When web development started to move away from jQuery towards Angular, React, Ember, Vue and all that shit I made the conscious decision to stay away from front end development. Well, I already made the decision after struggling aligning elements in all web browsers with CSS.
I’m glad I made that decision.
Simplicity is unsophisticated and lacking in many parts. The simplest solution to a problem is always the best solution. Choose simplicity. I’m begging you. Your future is begging you.
This goes with all of programming. It’s rare someone makes a clever solution that doesn’t immediately turn into “technical debt”.
This is tied to YAGNI. Do you really need to impose this restriction on this database? Don’t add restrictions “just in case it might be useful”. If you don’t have a good reason, you ain’t gonna need it.
A few potential obstacles: