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| ּ_בּ | |
| בּ_בּ | |
| טּ_טּ | |
| כּ‗כּ | |
| לּ_לּ | |
| מּ_מּ | |
| סּ_סּ | |
| תּ_תּ | |
| ٩(×̯×)۶ | |
| ٩(̾●̮̮̃̾•̃̾)۶ |
| import os | |
| from fabric.api import env, run, prompt, local, get | |
| from fabric.state import output | |
| env.environment = "" | |
| env.hosts = ["example.com"] | |
| env.user = "admin" | |
| env.full = False | |
| output['running'] = False |
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State machines are everywhere in interactive systems, but they're rarely defined clearly and explicitly. Given some big blob of code including implicit state machines, which transitions are possible and under what conditions? What effects take place on what transitions?
There are existing design patterns for state machines, but all the patterns I've seen complect side effects with the structure of the state machine itself. Instances of these patterns are difficult to test without mocking, and they end up with more dependencies. Worse, the classic patterns compose poorly: hierarchical state machines are typically not straightforward extensions. The functional programming world has solutions, but they don't transpose neatly enough to be broadly usable in mainstream languages.
Here I present a composable pattern for pure state machiness with effects,
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https: