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The "hand made" era of software


And this when "Handmade Hero" was abandoned over two years ago, after not really getting anywhere over the course of 9 years.


For what it's worth it spawned a lot of quality software as a side effect. And served as an educational platform for a lot of programmers that felt that there's something wrong with modern day software and python/javascript low quality garbage they did at their day-to-day job, but couldn't quite put their finger on it.

Turns out you can both fail, and yet succeed in 10 different ways at the same time.


What do you mean by "not really getting anywhere"? The point was to show and document the process, not to ship a commercial game.

And the context is that it was 2hrs a week for 9 years, not 9 years of full-time dev.


The process was absolutely to ship a commercial game, which Casey re-iterated at the beginning of every single episode. Also, people could spend $15 to "pre-order" the game.


Haven't you kept up with the social media status, and the conferences that came out of it?


Huh, I didn't realize he'd abandoned Handmade Hero! I somehow assumed he eventually shipped it.


Artisanal!

I remember when artisanal Doritos came out. That felt like the end of that.


We of the hand crafted software guild (HCSG) vow to not use too much tools and automation.

Sure, you may use a compiler to magically transform your source code into real executable software or use some Adobe product to transform your ugly concept drawing into something amazing, but we draw the vague limit at outsourcing too much to automation at AI generated or curated content.

One can only respect the trade if one works extremely hard, drew blood and shedded tears and sweat from one's very overworked body. AI is just creepy and has no soul. Did the great artists, developers and programmers copy paste a lot of each others work and call it a day? We think not!

Here we do not re-invent the wheel or copy someone else's wheel. You will be obligated to design, develop, program and come up with your own wheel, even if you have a copy of the best wheel possible for your program.

We make hand-crafted traditional software in small batches so the high quality of software is always preserved. Your parents and great-parents will be proud and shed nostalgic tears when using your software. Everything should be as it was and everything should be traditionally awesome.

/s


> We make hand-crafted traditional software in small batches so the high quality of software is always preserved

I see the `\s` but this part at least is literally what we need to do!


You do realize you can copy digital stuff as much as you want? :)


Is that fact meant to be hidden or put aside here? I am not sure I see that.


Oh no not that way. Small batches so the high quality of software is quite unneccesary because software can be copied infinite times. Sorry, bad joke.


I'll be more inclined to believe the hype when we start measuring accuracy and predictability like SLOs and holding the companies accountable for bad results.


Can't start the game in the browser without a local executable of the game?


Copyright, you have to provide all the copyrighted material yourself so that they can't be sued for distributing it.


Man, what a waste of resources. It'd be funny if the client side just did a hash of the "uploaded" files, told the server the hash, and then the server can compare the hash and use the server copy of the assets, to save bandwidth. But as "What colour are your bits" (1) say, that'd still probably not be legal.

Oops, it's a browser based game, you still need the assets on the client side, i.e. in your local memory... never mind

(1) https://ansuz.sooke.bc.ca/entry/23


yeah, bit of a buzzkill. What's the point of being able to launch from a web browser if you've gotta go dig up the game anyways?


Now you can run it on more platforms.


The point is they don’t get sued for distributing game assets they don’t own.

If they could distribute them, they would.


But what is the point of the project?


It patches the game with a modernized UX, implements a new client-server multiplayer networking model, allows you to play the game on systems which don't support it like macOS, and adds better support for modding. Overall it just updates the experience to meet modern gaming expectations.

They have a whole section of their website where they list the features. https://chronodivide.com/#features


Point taken, but there is an answer to your questions. Cross platform compatibility


It's a copyright thing


They really should've added the demo files.


still copyrighted


I doubt you would run afoul of the law by freely distributing something intended for free distribution


I think you should reread the license so you don’t inadvertently run foul of its distribution clause


Is it a risk worth taking though? It is EA games.


Yes, because they don't own the assets.


Isn't it limited to a context max token window? How can it handle the whole code base, not mentioning LOC or anything?


The agent itself is always limited by context inside a question but it also draw a map of your codebase and use it as additional data to better serve you.


Ruby fully typed would be awesome imo, but I know that goes against a lot of the fundamentals in the language. I just like the syntax and expressiveness of it, but coming from typescript, its just such a bad DX having to work in a large Ruby codebase.


> I know that goes against a lot of the fundamentals in the language.

You're not the only person to reply with something like this but just to repeat, Ruby has had official gradual static typing support for 5 years now.

Gradual typing is fundermentally already part of Ruby.

Ruby could do with better static analysis tooling but people are being paid to work on that.


What do you mean with "gradual typing"? People want to know what data type a function takes and what a variable is. That's it really.


Gradual typing would be introducing static typing into an existing codebase.

Ideally you would want your entire code base statically typed but if it's a large legacy project realistically you might not be able to stop all development work to do that.

Ruby 3.x onwards provides static RBS definitions for the standard library and allows you to statically type your own code too.

So the statement:

> I know that goes against a lot of the fundamentals in the language

is not correct. It's not against the fundermentals of the language, static typing is already part of the current ruby release and has been for sometime.

> People want to know what data type a function takes and what a variable is. That's it really.

I agree and both Solargraph and Ruby-LSP provide that today, as does the IRB REPL.

Unfortutately we have two ways of expressing static types and neither is perfect IMHO. My hope is that a new format, RBS-Inline, will solve that and unite the community.

As well as the developer experience I hope that having static types availible at runtime will also allow performance optimisations.



Very cool looking! Downloaded. What tech did you build it with? :)


Swift, Java, Javascript, Sqlite etc.


It's sort of like texas holdem. You can play your cards the right way and fold on the flop, then the river comes and it turns out you would have won if you stayed in the game and played 'foolishly'.


If his role was to be a tie-breaker vote when Jobs and Woz couldn't agree on a next move, then it is true that there's no way to know in retrospect how that might have affected the company's fortune for better or worse, esp. considering all the ups and downs Apple has gone through. We see Apple as a big success now, but that was hardly a forgone conclusion twenty years ago.



test


Bots talking to each other always seem to get into an argument about what they are.. It would be fun to see a discussion about just ordinary everyday things :)


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