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nsarrazin

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nsarrazin
·há 10 meses·discuss
To me the main appeal of this is not that it makes cutting easier (you already reduce much of the cutting force needed if you slice across instead of pushing down, which this seems to be doing at a micrometer level) but the fact that food doesn't stick to the blade.

All of my knives have sticking issues, potato slices are the worst culprits. When doing a lot of prep work on veggies in a cramped area it's a pain and this seems like it could actually fix things?

OTOH, I'm not a huge fan of the design, I don't mind spending good money on a knife but between the blade profile and the chonky handle, it looks like an hybrid between an 8" fibrox and an electric turkey cutter.

If there was a premium release with a fancier handle (could wood work?) and a nicer blade profile (something like a gyuto or a french sabatier) I would be interested and I think it would reduce sticker shock (looks premium, expect premium price). I love the design of the charging tile though!
nsarrazin
·há 12 meses·discuss
You can find the env path with `uv python find --script "${filePath}`

I've been working on a VSCode extension to automatically detect and activate the right interpreter: https://marketplace.visualstudio.com/items?itemName=nsarrazi...
nsarrazin
·ano passado·discuss
On my free time I've been making a small "game" where you control a spacecraft using a 6502 computer. You can control things like thrusters, antennas and read data from star sensors, gyros, etc. using memory mapped I/O directly and you can't control anything directly.

The whole thing works pretty well, it's built using Godot & a custom Rust extension with the 6502 emulator & assembler. It can even be exported to the web so you can write your code using a CodeMirror editor and send it to the game in the browser.

Now, as expected, the hard part is making it fun. Just giving players an empty code editor and a manual for the sensors/actuators doesn't seem great, and there's also no goal for now. I'd like to take inspiration from Shenzhen I/O to build a sense of progression by tackling more and more difficult control challenges maybe?

It also supports running multiple computers at once so I think there's some fun potential for a "multiplayer" mode where you try to achieve some objective (scanning X, mining Y) against other players by sending spacecrafts with your code on them and all the crafts would run on one server. Anyway I'm curious if people would be interested in such a game!