Regardless, once you own a bike and once bike lanes are built, there's no environmental reason not to bike instead of walk whenever you want to, right?
For short trips or connections, walking should be more convenient because you don't need any gear or space to store your bike. This also gives a multiplicative effect with other transport options, because (e.g.) people are much more likely to take a bus or train if they can walk directly to the station instead of needing a bike or car to get there in the first place.
As an aside, mature bicycle infrastructure goes beyond bike lanes, especially as the number of cyclists grows. For instance, here's a video showing off a huge bicycle parking facility in Amsterdam: https://youtu.be/EqwasBTzZS8?t=530. Obviously this is great compared to car parking, but it's still a lot compared to the infrastructure needed to support short walking trips.
"Parking is, however, just a symptom of our massive car addiction."
It's especially hard to take seriously with comments like the above. I don't personally have a single friend in North America or Europe to whom it would be a "reasonable alternative" to travel on highways (where it is prohibited) by bike or bus and invest maybe 90 minutes to simply get to the closest grocery store and then be able to take home maybe 1/10th of what they normally load into their trunk. This false alternative is always brought up, but the only real option that exists is reorganizing housing across the whole society to massively increase density and to mix commerce zoning with homes in a way currently unheard of.
> ... the only real option that exists is reorganizing housing across the whole society to massively increase density and to mix commerce zoning with homes in a way currently unheard of.
Places like this already exist (ie. basically any major urban center), but I don't think the intent is that every place needs to be like that. Small steps toward better options (eg. allowing limited commercial redevelopment in residential-only areas, improving the safety/speed/accessibility of alternate transit options) should be the short-term goal, and we can work slowly towards them. But societal pressure (eg. from NIMBYs and zero-sum car-first people) often makes even small improvements glacially slow or impossible.
Not to say this can't be done elsewhere but this seems like a place that was going to be popular / this was going to work regardless.
More recent games use flexible approaches to allow for different aspect ratios, which would behave similar to eg. fluid design on the web.
Jon Burton of TT Games has an interesting Youtube channel where he goes over some of these old school development techniques, if you wanted to learn more; eg. https://www.youtube.com/watch?v=96DO4V8qrR0 uses a lot of techniques that would be difficult to extend to a 16:9 display.
If you wanted a starting point, Scryfall is a useful tool for looking up cards (though they're missing pricing data for some early cards, presumably due to scarcity of transaction data). Here's something to get you started (cards printed before 2000, sorted by price, displayed as a price list): https://scryfall.com/search?q=unique%3Aprints+sort%3Ausd+dat...
>And build times? Nobody thinks compiler that works minutes or even hours is a problem. What happened to “programmer’s time is more important”? Almost all compilers, pre- and post-processors add significant, sometimes disastrous time tax to your build without providing proportionally substantial benefits.
Anecdotally, in my career I've never had to compile something myself that took longer than a few minutes (but maybe if you work on the Linux kernel or some other big project, you have; or maybe I've just been lucky to mainly use toolchains that avoid the pitfalls here). I would definitely consider it a problem if my compiler runs regularly took O(10mins), and would probably consider looking for optimizations or alternatives at that point. I've also benefited immensely from a lot of the analysis tools that are built into the toolchains that I use, and I have no doubt that most or all of them have saved me more pain than they've caused me.
And speed isn't the only metric that matters; having both the 32-bit and 64-bit versions of DLLs uses a non-trivial (to some people) amount of disk space, bandwidth, complexity, etc.
IMO the core of cyberpunk is about envisioning a world where advanced technology is useful and ubiquitous, yet humanity is worse off than ever ("high tech, low life"). It's a subversion of the simple tech dystopias where the technology itself is evil or is misused by evil people, and more of a realistic counterpoint to the idea that technological progress leads to inevitable utopia.
I'm not sure about more contemporary works that build on those themes. Maybe it's lost its edge as "futuristic" technology has pushed its way more and more into our lives?