skysight-inc/HackerNews huggingface dataset:
So your complaint isn't really about the membrane itself but the lack of haptic or other feedback that comes with a press.

I worked on controls with one company and their solution was to put a membrane overlay on the panel but place low-travel physical buttons behind it. You had the advantages of a membrane overlay (sealed from dust/moisture, better artwork on top) and the higher reliability of the button. And if the overlay tore or wore off the system still worked.
The US system is also authoritarian:

- There is almost no easy way to fix bad problems. The fixes require huge bureaucracy that only highly motivated people can solve

- We like to pretend it works. It does, except for 5% of a population and it really sucks if you aren't in the 95%. People in the 95% dont realize how bad it is for the 5%. By the 5% i'm talking about legitimately credit-worthy individuals being unfairly denied by the system (not un-credit-worthy legitimately denied.)

- We like to pretend it is private market driven, but the private orgs driving it have almost government-level power to control your life by cutting off funding
Back when I was younger there was an isometric online Sony game called infantry:
https://en.wikipedia.org/wiki/Infantry_(video_game)

Team based, but also squad based with a squad leader and various roles + vehicles.

Infantry died when they started charging (a subscription IIRC), they lost the player base, then they reverted but made it if you paid you got better armour (pay to win). Basically management killed it.

Insanely fun game, a modernised version of this with a much larger scale (say 200v200) and a commander on each team would be excellent I'm sure of it! EG, Battlefield or Hell Let Loose but far more accessible/arcade style and isometric.

I am absolutely convinced this would be a successful game!
Bitcoin would be absolutely nothing without its first mover advantage. nothing. its boomer tech. get with the times
You don't even have to touch them, water (even slightest amounts), metal, or anything like that can trigger a "press". It's like the thing hasn't even been field-tested in an actual kitchen.
Flutter is almost exclusively used by web developers in my professional and personal experience which is odd considering the lack of JS.

The types of companies that hire iOS developers and build iOS apps also hire android developers and build android apps, again, IME.
> Indigo Prophecy

I really liked the first half of Fahrenheit so more in that style (without the QTEs if possible) would be nice.
1. A modern multi-user dungeon game, all text-based, that would be functionally like many LPMuds[0] in almost every sense, but with a high-quality commercial (but non-evil) backing and/or several hundred or thousand players online at every time of the day.

2. Elite: Dangerous with 90% less grind.

3. A million more variations of Dwarf Fortress. It's an amazing concept.

4. CRPGs that could capture lightning in the bottle in the same way that the Ultima series did in the 90s.

5. A civilization simulation with such detail that you could base serious policy decisions on how things work out with different political settings.

[0] https://naga.icesus.org/icesus/ being my personal favourite
But at that point it isn't C's fault but the developer's fault for not using C's features. And of course assuming there is a fault in the first place (i.e. performance issue that actually matters in practice).
I've tried both SwiftUI and Jetpack Compose (the equivalent framework for Android). While conceptually they are very similar frameworks, in practice I found that Jetpack Compose + Kotlin had a far superior development experience than SwiftUI + Swift.

I genuinely cannot think of a single thing that SwiftUI does better than Jetpack Compose.

There are a lot of fundamental design decisions in SwiftUI that are questionable, like their reliance on two-way binding (which makes non-trivial event handling very difficult to implement), or having Views be structures rather than functions (which then necessitated special ForEach views, because you can't use regular control flow mechanisms).
> using a touchscreen to adjust the temperature while driving

I've read this argument again and again but I wonder: How often do you people change the temperature in your car? Mine is set to 21°C since two years, never felt the need to change it.
GTA DIY
It was a prelude to the modern private surveillance industry. Virtually any legislation affecting that would effect the credit rating agencies.
An infinite, but realistic space game.

The origin story would be that humans build AGI within the next 100 years. That AGI then builds an FTL drive, and it keeps going from there.

Initial missions to different parts of the solar system take place, and that just keeps expanding to the far reaches of space for thousands or millions of game years.

I’d like for the game to just expand until the end of the universe, allowing humans to evolve for millions of years, discovering everything from new life to multiple dimensions, and even discovering pocket universes.

This would sort of be in the vein of Three Body Problem Death’s End. In the open world style of GTA.
Many banks actually make most of their profits from fees not whales. A X$ overdraft fee quickly enters payday loan territory in terms of profit vs capital at risk.
Just want to point out that this not an issue only between European countries but also a problem e.g. inside Germany. [1]: a major information breach at a car rental company went with literary no consequences, while other cases get fined so high that they can easily fight decisions in court. I understand people if they complain about GDPR because it produces paperwork but in the end nobody cares about it. A central European regulation might sound nice at first, but if you even can receive not even a symbolic fine for a clear breach because a DPA has pitty with you something is fishy...

[1] https://www.heise.de/news/Kein-Bussgeld-fuer-die-Datenpanne-...
It looks interesting, but naive question: Why?

The Readme says

> It's mainly a renderer focused on creating things for TV, PS5, PS4, Nintendo Switch, PS Vita, PS3 and low memory devices

But doesn't elaborate why it's fit for that purpose. I'm guessing it avoids the overhead of a browser DOM? But doesn't it also throw away a lot of its benefits?
That is sort of the opposite of a capability. In fact, files are capabilities exactly because you can hand off a file descriptor and, by virtue of that handle, you grant access.

File systems aren't actually capability based (generally, in practice) because you can 'ls' and 'cd ../'. Otherwise they could be.

Dropbox Paper is a good example of a capability based system. Anyone with a URL can perform actions on a page, but there is no way to derive a URL without already having access to it, you must be told what it is. This is because the urls are sufficiently random so as to be unguessable.
A proper gregtech (4/5) successor. Everyone finds that factorio scratches their industrial engineering itch. I still yearn for 3D routing and exponential density improvements. By using basic combinational and sequential logic and clever 3D layouts you could really capture a lot of space and material efficiency. That kind of gameplay is totally missing from factorio. The other 3D industrial games don't seem to quite nail it. The gregtech successors also don't quite nail it.

I have to credit GT in inspiring the direction of my career. I wish there were more games like it.
These things, they take time.
I loved Civ 6, including its aesthetic (the music in particular was amazing).

But: the AI is dim-witted, especially in war; there is too little random chance; and combat tends to favor the defender. So once you get through the early game, you don't have to be afraid of your neighbors declaring war on you.

In contrast, in Civ 1 combat was all-or-nothing, and the weaker unit had a reasonable chance of winning. If a rival caught you unprepared then you were totally screwed. Conversely if the AI pulled ahead you could still get lucky and win. There was an element of suspense to the game that was just magic.
A game where you hunt creatures from Greek myths with sort of normal hunting equipment/guns (which are good for distracting/getting attention, not damage) and an emphasis on traps you can craft. So basically perpetual boss fights.
Love Ironman mode in RuneScape for this reason. Taking the economy out entirely improves the modern game experience.

Similar to D3 removing the auction house years back
You might be interested in what I'm setting to out build. I'm working on Archapolis, a city builder with real time traffic simulation and interior views of peoples homes (which you can customize/build yourself if you want). Very early stages of development still.

As for steroids, here's a tech demo of what I've been working on: https://www.youtube.com/watch?v=7q0l87hwmkI

I created a path finding algorithm that can simultaneously path 300,000 units to random destinations at a comfortable frame rate. Units can choose from any of the shortest paths between two points (there are many in a grid), and from those paths, can also choose the path that matches any preferences they have.
That change was, as far as I can tell, it was done without any prior announcement (it is announced on the new website). Unfortunately, I had been trying over last few days to figure out the best way to move my currently partially self-hosted setup to ProtonMail, and the only feasible way to do so would likely have been with the Visionary plan. ProtonMail's sudden removal of it means that I likely won't be able to switch to them, and will likely end up removing my current Professional plan.

With its removal, there is no non-business plan with multiple mailboxes. It also appears that the ability to pay additional fees per item for extra custom domains, addresses, and other features has been removed. As such, if you need more than what the largest plan offers on these (eg, you need what the old Visionary plan offered), this now appears impossible.
Hell Let Loose is an excellent game! A great balance of strategy and action, even as a grunt if you work with your squad there's a lot of strategy and tactics.
When the calendar supports invitations, and Mail, Contacts + Calendar support delegation, I'm switching back from Microsoft.
Trends in open source Google Analytics alternatives
I agree it doesn't work that way now, the strongest team identities are at the party level, overlooking that the US government was designed to balance different team identities: legislative vs executive vs judicial, federal (national) vs state, geographic territory vs population density.

The football team may not share common goals. The offense may care about scoring lots of points because each player wants to get a higher salary in their upcoming contract negotiations. The owner may only care about offense because it gets more viewers and more lucrative TV contracts.

I believe if we started rooting for Congress instead of rooting for one party (or one legislator), we might solve more collective problems.

Personally, I don't care about the Republican or Democratic parties, I care if Congress solve problems. I want the American team to win not the political party, and I'm willing to guess that there are many more citizens who think like this than it appears.
Depends if you need a mortgage or credit card to buy stuff...

And remember even if you don't technically need those things, you might be much wealthier by the end of your life if you use those things, since both are effectively leveraged investment vehicles, allowing you to invest more and get more returns in good economic times.
A CPU doesn't have wear and tear like a car does.
In many cases the sorting and disposal is necessary because your parent(s) can no longer maintain their dwelling or live independently.
If you have a /etc/hosts file that redirects 10000 tracker domains to 0.0.0.0 then you don’t even need to clear any browsing data. Plus, you don’t see ads anymore without any browser plugins.
Fair enough. In fairness to the blog author, iOS developers with more experience are more likely to be known to him and others.
I'd like to see more single-player story-heavy adventure games or RPGs with less of a focus on combat.
That takes me back. I vividly recall some ultra-heavy armor that toted around 6 chainguns, 3 on each side of the screen. It was great at blotting fast movers out of the sky.

The modding scene for Tribes 1 really was something else.
Hello ! :wave:
I just posted a blog post about a very interesting topic: the Language Identification of very short texts. We all know that Language Identification is often the very first task you need to do on a project, and if this step is not done properly it can have a huge impact on your work.
The blog post will be relating the work we did on benchmarking different state-of-the-art models on different short texts datasets. :mag_right:
If you're interested in this topic, here is the link: https://medium.com/besedo-engineering/language-identificatio...
I hope you'll find this topic interesting and enjoy the blog post!
Realistically it'll never happen, but I believe a good start might be repealing the 17th Amendment. There were probably good reasons to have senators directly elected by the people (instead of appointed by state legislatures), but it's had the effect of reducing the representation of the individual state governments, which causes a lot of resentment over "one-size-fits-all" solutions, including unfunded mandates (where the federal government requires a state to enforce some law or regulation, but provides no funds to pay for it).
Yeah UIKit is deeply MVC. It may not be the most conceptually elegant but in my experience you're almost always better off cutting with the grain of the underlying platform's abstractions instead of trying to superimpose a new leaky abstraction on top of them.

I worked on one large iOS codebase that went all in on the VIPER architecture and it was one of the most unweildy and baroque codebases I've ever had the misfortune to work in.
> was enough of a pain in C, that it was not done for 25 years

As i wrote in another reply, that might be one way to read the situation - especially if you want to create a narrative where languages like C without generics have inherent faults - but another way is that it was there for 25 years because it wasn't an actual problem in practice so nobody bothered to fix it until now.
Robust privacy (you choose what to disclose to whom) often presents as anonymity to third parties

And Proton is marketing themselves as anonymity friendly: https://proton.me/news/climate-activist-arrest
...I've just realised that I got the < and >= backwards while trying to explain that they were backwards. facepalm

> ... would imply reboots_per_day > 1 is bad and reboots_per_day <= 1 is good;

is what I meant to say!

But now I've taken a look at your phrasing ... I think I read your post as 'at most once every 24 hours', not 'at most every 24 hours' which is actually pretty ambiguous, and not as clear-cut as I was trying to say.
An MMO where each player is a single fish, making up a larger school… and there’s a shark out there!

Whoever gets eaten last wins the round and gets to be the shark next round.
> People say this about a lot of security things

Unfortunately those people are often correct.
jedi academy 4

I cut my teeth writing mods in quake-c for jedi outcast (jk2) and jedi academy (jk3). I was never hugely into starwars but playing what is essentially quake 2/3 with force powers on the quake engine was always an excellent game. I wish raven and lucasfilm had continued with the series.
> 2. I wish there was a game where time travel was a core mechanic. When we die or get stuck in current games, we revert back to a save point, why not lean into that some more to build a compelling game experience?

----

Shameless self plug, but I am currently working on a time-traveling puzzle game called Loop Thesis (https://loop-thesis.com) which features a completely internally consistent simulation of time that's constantly running during the entire game.

All of the time travel mechanics are emergent from that simulation, nothing is faked -- and the game takes that to an absurd degree, even the way levels are stored in memory is consistent with the core mechanics that the game teaches the player about time travel.

The point of having that kind of obsessive consistency is that the game is trying to feel almost like a textbook; when you understand the core mechanics of how the simulation works, if you think of something that you should be able to do, it works even if I didn't pre-plan it as a designer, because you're not interacting with a set of hard-coded puzzles, you're interacting with a simulation, and the rules you're learning are actually the simulation's rules, not an abstraction of them. It's meant to capture this joy of finding a complicated system and just kind of systematically picking it apart and then putting it back together again.

----

The game also supports multiplayer (although I'm not planning on including that at launch), and the multiplayer runs on the same simulation. That means that if player 1 goes back in time, player 2 stays when they are; you can have someone in the past making changes that affect the future, and it all just kind of... works. It's a really trippy experience, at least so far in playtests.

And that obsession about internal consistency also means that modding tools work pretty well. The game's core engine is really fun to play with because you can just kind of change variables and build little tools and just see what happens. A couple of puzzles have come out of me just kind of noticing something weird happening, and then realizing that there's a consequence in the simulation that I didn't originally plan and then building a puzzle out of it. So I'm hoping that beyond the game itself that modders and level designers will have some fun building new mechanics.

----

It's a top-down pixel-graphics puzzle game (not 1st person, sorry), and still in very early development, even though most of the core timeline engine is finished and I'm mostly at this point just fleshing out content and doing a bunch of work around that engine. The website (https://loop-thesis.com) is also horribly out of date, but I'll be starting up full-time development on it again soon, so I'm hoping to have more updates at some unspecified point in the future.
Just got an interview canceled from Meta as well. Nowhere is safe.
Most of mine are modernizations/remakes/stealing-the-mechanics of older games with unusual genre mashups or mechanics, that no longer exist. Examples:

- Hunter Hunted (asymmetric multiplayer platformer-shooter with vs. and co-op modes)

- Perfect Dark (FPS with lots of multiplayer modes, including co-op campaign, campaign versus mode[!], and of course endlessly configurable plain ol' arena versus, including highly-configurable bots—the closest I've seen something come to this is Call of Duty: Black Ops 2, of all games, but it still wasn't that close. Most elements/modes exist somewhere, but rarely in one package. The way difficulty levels didn't just make the enemies bullet sponges and better shots [though it did also do that] but also changed objectives and sometimes starting location, was also excellent and isn't as common as I wish it were)

- Return Fire (vehicle-based CTF multiplayer, with elaborate pre-built defensive base structures for both sides—this game's not quite all there, but make it more than 2 player and add a little base-building and it'd be amazing)

- Battletanx (Actually a little similar to Return Fire, now that I think about it, but with a lot more of a traditional multiplayer-shooter feel, different camera perspective, and the vehicles are all kinds of tanks. AFAIK nothing like this or Return Fire has been released since the N64/Playstation era)

- Dominus (The single genre it's closest to is probably tower defense, but it's got a whole lot more going on than most of those)

Also, edutainment disappoints me these days. Drill-type games (as in, drilling math problems) seem to have gotten much better, but sheer knowledge games (Explorers of the New World, Microsoft's Dinosaurs) seem to have all but disappeared, aside from adult-targeted trivia games, which don't have a learning focus and aren't very good at teaching you things. The Trail series (yeah, it's still around, by why aren't there similarly-clever and well-made games for 1,000 other historical situations, too?). I actually think this category would get a lot better, fast, if we had decent, accessible multi-media authoring tools for the web. The closest thing we had was Flash, and it's gone.
Look for the Ryzom Core Discord or IRC chat. There's a couple of us in the open source community hoping to build such a thing, based on an existing MMO codebase and assets.

The key point is that all missions should be impactful on the world, and not merely reward oriented.

We have the tech for an MMORPG. We've been working on simplifying the onboarding curve for new contributors first. In a few months we can start exploring game mission mechanics. :)
It might not be clear from title - the "space" is actually about cosmic part of AWS like Ground Station ( https://aws.amazon.com/ground-station/ ), not just generic "AWS ecosystem".
It's never gonna be a AAA game. The broader market just doesn't want this, and you'll need the broader market if its a AAA game.

New World hit on some of these points at one point, but they backed down pretty fast.

Ashes of Creation may or may not hit some of these points. But that game is... overly ambitious, to say the least. They're trying to go full tilt on everything and I'm skeptical as to whether it's gonna work out well in the end.
Massive Chalice 2, essentially something where you build your dynasty and all the shortcomings of Massive Chalice 1 are fixed.
"connect the dots" you write, while refusing to do so.

So let's see. You're saying that there's a secret conspiracy run by a Jewish organisation to remove donation buttons from media companies who criticise - not Judaism, not the state of Israel, but the state of Israel's foreign policy.

This secret conspiracy are scanning the internet for publications who have taken an anti-israel's-foreign-policy stance, and then they inform their colleagues at PayPal to remove such publications' ability to receive donations.

Does that make sense to you? Does it sound like a rational argument, given the facts?

Is it just incidental that the two publications here are shills for a fascist genocidal government, and their real crime in PayPal's eyes is offending some Jews? Like I said, this is all so problematic, and yet you want to double down?

By the way, it's considered bad form here to suggest I didn't read the article. Yes, I did, and you'll have a better time on HN if you don't bring that up again.
> Despite these apparent success stories, many other DBMSs have tried—and failed—to replace a traditional buffer pool with mmapbased file I/O. In the following, we recount some cautionary tales to illustrate how using mmap in your DBMS can go horribly wrong

Saying "many other DBMSs have tried — and failed" is a little weirdly put because above that they show a list of databases that use or used mmap and the number that are still using mmap (MonetDB, LevelDB, LMDB, SQLite, QuestDB, RavenDB, and WiredTiger) are greater than the number they list as having once used mmap and moved off it (Mongo, SingleStore, and InfluxDB). Maybe they just omitted some others that moved off it or ?

True they list a few more databases that considered mmap and decided not to implement it (TileDB, Scylla, VictoriaMetrics, etc.). And true they list RocksDB as a fork of LevelDB to avoid mmap.

My point being this paper seems to downplay the number of systems they introduce as still using mmap. And it didn't go too much into the potential benefits that, say, SQLite or LMDB sees keeping mmap an option other than the introduction when they mentioned perceived benefits. Or maybe I missed it.