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Super cool!

One thing that looks a bit off is that part of the physics engine runs in reverse -

When a piece touch the high part of a pile, the sand is going UP from the bottom of the valley to the top, instead of from the top DOWN to the bottom

When the process finishes the end result is the same, it's just a bit strange :)

Example in https://youtu.be/Hp4nV4EjLgM?t=133


The sand is going down. Each tick one bit of sand falls from the top left to the bottom of that valley. Over many ticks the sand from the top accumulates up the side of the valley, from over the "cliff". The strange bit is the pieces teleport in one tick one at a time. No matter how you do it you'll end up with some sort of tradeoff like that when using pixel grids instead of particles.


When you write 500 simultaneous users, do you mean: 1. 500 users making multiple calls across our servers at the same time? 2. 500 users on a single call?


It's 1. Big groups in one conference didn't work as well.


I read it as "they didn't continue long enough to get to the benefits, as we did", i.e, they already reached the diamonds.


1. If you dob't have tests covering code, sure type checks are better than nothing. but if you do, why do you also need type checks?

2. If the tests must be updated whenever the underlying implementation changes it might be testing too much- it's better to test behaviour, not implementation.


I was addressing the above comments about tests that specifically check types. My position is that declarative types and a type checker are better because each code path is checked automatically without writing additional tests, and because the type checker automatically adapts without changing or writing new tests when the implementation changes. Testing behavior is another thing entirely.


Someone posted a youtube talk about Game Design that's applicable to general product design...

I remember it was really good, but couldn't find it anymore


Perhaps this?

Learn product design from game designers: http://www.1bytebeta.com/learn-product-design-fromgame-desig...

But the links seems dead. On the other hand, a DDG search with that title brings up some seemly links:

3 Things Software Product Designers Need To Learn From Game Designers: https://www.forbes.com/sites/quora/2014/09/10/3-things-softw...

What Game UX Can Teach Designers about Product Design: https://www.toptal.com/designers/ux/game-ux-product-design

edit: Duh, Youtube! Sorry, maybe this?

Designing emotions - what game creation teaches about design? | Piotr Milewski | TEDxGdynia: https://www.youtube.com/watch?v=2fYypN4JawY


Forgot to mention that the youtube video I saw was in english..

the "What Game UX Can Teach Designers about Product Design" article is pretty great too! thank you for sharing!


RubyMine (IntelliJ Idea for Ruby)


For some reason I couldn't remember how to say Postgres and used "Pos-gststs-something" a few times, so I kept it afterwords :)


Using for paying bills, easier that way.


The whole point of node.js/meteor is that you can share the code between client/server, so you dont have to duplicate anything, and have the access to the "real" model.


If they use different IPs, and normal user request speed, the only way to differentiate is by irregular user usage patterns (too many pages for a session, going bfs instead of dfs etc)

But if they don't hit your server heavily, why do you care?


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