> whereas a 4X game tends to be more about resource management, research, and building spaceships.
I think those three are represented as well in Stellaris. As mentioned above research is done very well, and presents often dilemmas when you want to research multiple things and you don't know when a certain option will be available again.
Ships can be designed by the player and offer a lot of customisability. Resources are abstracted behind three basic resources so is probably not as deep as other games, but it is in.
I really like the randomness of Stellaris, not only of the research options but also the randomly generated galaxy and AI empires, which means you never encounter the same systems or competitors (unless, of course, you start in the Sol system or let certain empires spawn, which can be chosen at game start).
The article seems to be of someone who doesn't really like the game. Arguably it isn't as fleshed out as other 4X games, but to me it doesn't seem fair to blame it on the random generated content.
Seeing this for the first time today and it looks great! You explain things in depth and also focus on the tools that make it work (not only the pure Rust code). Keep it up, learning Rust is on my todo list and this seems a great project to use it.
I'm really interested to see how this will work out. I switched to Foundation from Bootstrap a while ago, but am considering switching back now that Bootstrap with v4 seems to have catched up with Foundation.
It seems that Zurb also took time to invest in the develop process, so designers/developers don't have to figure the same things out again for every project.
It's not my tool, but just discovered this and I think it can be very useful. Detects common problems and also checks for things like duplicate CSS selectors and heavy Javascript use.
Besides this hosted version there are other options available, including a commandline client and an API. Check the GitHub repo [1].
This looks awesome. Being able to program your own civilization without doing all the time-consuming micro-management is a wonderful idea. Almost every multiplayer game in this genre just costs a lot of time (for most games you have to log on every day or so because then certain actions are completed), and I always wanted to be it more strategical while not sacrifiying the possibilites that each "creature" has.
Some people point out that code sharing might be a problem, but I don't think it is. People have to adapt the code to their own environment and as the creator of this game pointed out [1] AI's will have to be efficient to not exceed resources. That will also limit the possibilities of just pasting some nice scripts.
I hope this game will be as awesome as it looks like and I'm excited to try it out!
I think this is a logical development. Firefox gets more and more Developer tools by default, but most users will never touch them. So it sounds logical to exclude Developer tools from the default package and instead offer an Developer version of Firefox.
Firefox is my default browser for a long time (switched briefly to Opera, but when they came with the new Chromium-version I switched back because I didn't like it) and I'm very satisfied with it. The developer tools are getting better and better, and I almost never touch Firebug anymore. Also I like Firefoxs tools more than those of Chrome, but that is a question of taste.
I think there is one thing Firefox can really make better for developers and that is addon development. I personally never developed an addon but looked briefly into it and from what I heard was that in comparison to Chrome, developing for Firefox is difficult. I hope there will be progress on this level too.
SQL support is on the roadmap [1], along with other great features [2]. By the way, it is also possible to use Meteor mostly for the backend and use a framework like React or Angular for the frontend, although I don't know if there are big advantages with such a setup.
I think Meteor is a great concept because of their seven principles [3], which I haven't seen in any other framework. I haven't worked with Meteor yet but will start a project in short term which uses Meteor, so I'm very excited to see how this works out.
Why do you submit this to HN without even asking on the GitHub issue when this will be fixed or why it isn't fixed? This leads to unnecessary noise.
Also I think this isn't a "serious issue", duplications are most of the time filtered out very quickly.
ARMv8 is the upcoming 64-bit compatible architecture. This commit talks about adding support for ARMv8, so it is likely that Android will be adding 64-bit support. Qualcomm has already announced a 64-bit SOC, the Snapdragon 810.
Also, they talk about API level 20 which is one level higher than Android 4.4.
I use this quite often, for example for client sites who are on a cheap shared hosting where you don't have terminal access. And their pricing is great, too.
Forge is essentially a platform that makes it very easy to provision a Laravel-ready server (though it states it works with other frameworks too). It's a replication of Laravel Homestead (http://laravel.com/docs/homestead) on a server, so you can have the same development and production environments.
I think that all of these type of services are able to access your content. Maybe the don't do so, but unless you run this on your own server, your data is in principle accessible by the service.
Ngrok looks cool, too. The traffic inspection tool sounds really great.
It's a pity it's website is down now. If this often happens it's pricing may be good, but maybe are other services better alternatives if you can't always you Ngrok.
It looks also very similar to Localtunnel (https://localtunnel.me), except that Localtunnel is free and open source, so that you can run it on your own server. But Finch seems to be a little more user-friendly (easy forwarding of url's, for example).
I agree. When you don't run your servers yourself it should be a calculated risk that sometimes your server goes down. Of course, if this happens quite often, you should considering going to another hoster, but it can't be guaranteed that one server has 100% uptime with perfect recovery.
If the website of one of my clients goes down, it's not a disaster and it's fine when it's up and running again in a few hours, maybe a day.
I understand it's not nice when this happens, but it's the risk you take with essentially outsourcing your hosting.
I use Workflowy (https://workflowy.com/) for everything: note-taking, planning and even project management (see https://medium.com/no-label-inc/4e911278c902). I always have it open on my desktop and with their mobile app I'm always in sync. Workflowy is an excellent app and it keeps my thoughts organised.
For longer documents that don't fit in the bullet-organized workflow of Workflowy I use Markdown.
I think those three are represented as well in Stellaris. As mentioned above research is done very well, and presents often dilemmas when you want to research multiple things and you don't know when a certain option will be available again.
Ships can be designed by the player and offer a lot of customisability. Resources are abstracted behind three basic resources so is probably not as deep as other games, but it is in.
I really like the randomness of Stellaris, not only of the research options but also the randomly generated galaxy and AI empires, which means you never encounter the same systems or competitors (unless, of course, you start in the Sol system or let certain empires spawn, which can be chosen at game start).
The article seems to be of someone who doesn't really like the game. Arguably it isn't as fleshed out as other 4X games, but to me it doesn't seem fair to blame it on the random generated content.