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wishinghand commented on Why is D3 so Verbose?   theheasman.com/short_stor... · Posted by u/TheHeasman
blobbers · 10 days ago
First of all, shocked people still use d3. Hasn't there been something better? It's pretty ancient by javascript standards. Do people still use jquery too? Haha... been about a decade since I touched this stuff!

Second of all, isn't it ungodly slow? I get that it can draw a few boxes nicely, and maybe shuffle them around, but I had to write my own engine using html canvas because d3 couldn't get svg to flow properly if I had thousands of pixels in my image.

Honestly, if you're going to go through the trouble of understanding d3, I would just write your own javascript canvas to animate things.

wishinghand · 9 days ago
Vue is about as ancient yet people still use that. Python is even older.
wishinghand commented on The Framework Desktop is a beast   world.hey.com/dhh/the-fra... · Posted by u/lemonberry
sethops1 · 22 days ago
The RAM is soldered on all Halo Strix platforms because physics is getting in the way. With pluggable DIMMs the memory bandwidth would be halved, at best.
wishinghand · 22 days ago
Why is that? Why would soldering the connections vs plugging them in affect how much data per second they transfer?
wishinghand commented on Job-seekers are dodging AI interviewers   fortune.com/2025/08/03/ai... · Posted by u/robtherobber
mh- · a month ago
> I have 9 YOE now so I've done the usual gauntlet hundreds of times by now.

I'm not sure how to parse this.. you've done hundreds of interviews, as the candidate, in 9 years of experience?

wishinghand · a month ago
If they move jobs every two years, that’s 5 periods of interviewing. 40 interviews per period doesn’t seem too out there.
wishinghand commented on Programming on 34 Keys (2022)   oppi.li/posts/programming... · Posted by u/todsacerdoti
userbinator · 3 months ago
Looking at things like this is like gazing into an alien world. I wonder if people who do this are able to use a regular keyboard layout, or if their muscle memory has been completely replaced with that of their custom input device. A standard full-size keyboard works best for me, having experienced the frustration that is modern laptops' castrated layouts.
wishinghand · 3 months ago
I can easily switch back and forth. I have more than 34 keys, but I don't use the number row or modifier keys. My layout is also columnar, similar to the OP's.
wishinghand commented on Feather: A Rust web framework that does not use async   github.com/BersisSe/feath... · Posted by u/todsacerdoti
wishinghand · 4 months ago
Could be confused with Feathers, a Javascript web framework.
wishinghand commented on AnimeJs v4 Is Here   animejs.com/... · Posted by u/adrianvoica
JulianGarnier · 5 months ago
Hey I'm the author of the lib, I'm thinking about making a course on how to re-create the landing page, would that be something you're interested in?
wishinghand · 5 months ago
I’d love to see that.
wishinghand commented on AnimeJs v4 Is Here   animejs.com/... · Posted by u/adrianvoica
andrei_says_ · 5 months ago
I’m confused, is this sarcasm?

On a mobile device the page requires miles of scrolling to go through a few sentences while rotating around a meaningless graphic.

Signal to noise ratio is abysmal.

wishinghand · 5 months ago
Maybe it displays oddly on your phone but all I’ve seen is effusive praise for how the landing page is constructed. The graphic is meaningless but the information around it is informative. The graphic itself is meant to inspire rather than inform.
wishinghand commented on The Egg (2009)   galactanet.com/oneoff/the... · Posted by u/jxmorris12
wishinghand · 5 months ago
Does anyone remember the parody of this where the answer is an “abbatoir” and the character also has to be every animal?
wishinghand commented on Grim Fandango Puzzle Document (1996) [pdf]   gameshelf.jmac.org/2008/1... · Posted by u/krykp
roenxi · 6 months ago
> I think the most straightforward answer is to just think abstractly and make connections in the context of a humorous noir story.

I can't easily reconcile that with the linked puzzle document. If I pick on something at random (page 16, Puzzle #12: Get Starter [0]). I don't see any particular advantage to abstract thinking or even superficially understanding the scene. It looks like the player is expected to brute-force solutions. The situation overall is pretty entertaining and we learn a little bit about the world; but the actual puzzle - even with the design docs - doesn't give any hints about how players are meant to come up with that solution thoughtfully. The design doc doesn't seem to think that clues, hints or the like are important. If the symbology of using spiderwebs as sling-shots with bones is a standard trope then I suppose maybe I'm just out of it - but I don't think it is. That isn't how spiderwebs work. It seems logically suspect even in the game's own context - if the scythe can't cut the web, why can't we use it to slingshot? Or if not getting the scythe stuck is critical, why do we need the scythe at all? Manny can just grip the bone.

It isn't bad as such; these puzzles can be solved and I enjoyed a bunch of these games with walkthroughs in hand. But it is easy to see why the market for point & clicks evaporated - the gameplay loop is weak and the puzzle aspect is also weak.

[0] And we can see what that became in the game here - https://youtu.be/jIoSL-uSwfs?t=4223

wishinghand · 6 months ago
I recall using cartoon logic to think that the web might be stretchy or bouncy. I’m way from my desk right now so I can’t easily consult the doc, but I recall Manny’s observations filling in whatever else I needed to do to solve the puzzle.

The only puzzle that stumped me was much later in the game, when a pneumatic tube demon asked me questions about Maximino where the answer was a number. I was so used to gleaning info from conversations or Manny’s quips that I didn’t realize the demon was using some bingo number picker or something in the background.

wishinghand commented on Grim Fandango Puzzle Document (1996) [pdf]   gameshelf.jmac.org/2008/1... · Posted by u/krykp
roenxi · 6 months ago
It is interesting to look back on the genre given that, as far as I know, it either died sometime in the 90s or grew into something unrecognisable.

I suspect there is a hint in the name of the document. I can't tell how these "puzzles" are meant to be puzzles and to this day I never figured out how people were meant to solve them in the context of the game. The Discworld series as I recall were terrible for this, but these puzzle structure diagrams just don't make sense to me. What is the player being challenged to do? Grim Fandango is trying to tell a story but it won't reveal what the story is until after the player has already figured it out through telepathy and brute force clicking.

For all these games were landmarks it was an era where it wasn't obvious what a computer game could or should do to be interesting and entertaining. Something like Return of the Obra Dinn captures the intent of these games (storytelling through close inspection) much more cleanly.

wishinghand · 6 months ago
Perhaps I’m biased because I played the game when I was 14 and had much more free time to dedicate to it, but it’s my impression that Grim Fandango was known for having few of the rubber-chicken-with-a-pulley-in-it type of puzzles.

As for your question about “what is the player being challenged to do?” I had to sit and think for a bit. I think the most straightforward answer is to just think abstractly and make connections in the context of a humorous noir story. You certainly aren’t being challenged to solve a mystery, but I’m not sure it really matters. I’m not sure if you mean it like Chess challenges you to vanquish your opponent and The Witness demands color/pattern/maze analysis.

u/wishinghand

KarmaCake day1654May 16, 2014
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I take a while to reply to comments because Hacker News doesn't have notifications.

Trash Javascript programmer. Probably uses Electron.

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