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Sort specifically is kind of a weird example, but C++ is full of awful naming.

std::map (which is not a hash map, which is what most people would expect), std::move (which doesn't move), std::vector (which is not a vector), and std::vector<bool> (which is not even a std::vector).


Yes, with the trade-off of essentially requiring exceptions, which are also banned in some codebases.

Is it really, though, or is it just in comparison to C++?

Tbh I never expected that experiment to go anywhere. I guess that leaves Carbon (and large scale efforts to rewrite C++ in Rust).


I personally really like the syntax and the defaults, and I like it more than the C++ alternatives.

May I ask how far you got? It's not a good representation of industrial engineering, for sure, but I do like the actual logistics management and "how do I deal with my technical debt" later in the game. I think most of this only really gets interesting once you use trains everywhere and build everything with bots.

I only got into circuitry myself, but I've watched skilled players go all the way through which is entertaining in of itself but not enough to overcome my initial misgivings. I can see how it would be fun from a Sim City for engineers perspective with tech debt to add a feedback to the gameplay loop.

The game feels very lonely and honestly imo quite selfish in its objectives, deplete the planet to escape using your brilliant intellect, science cost is just time*resources. This is the opposite of my experience in life where no-one can do it all alone from scratch, everything is the accumulation of shared motivation, experience and unique perspectives.


It's best played with friends, imo. Setup a server, gather some like-minded friends, and build something together.

you can implement D-Gate in Factorio (needed for inventory snapshots) and make your assembly machines completely dynamic - picking up whatever recipes and resources you require (including fluids). I've reduced game through automation so far that all I do is copy paste and hook up to railway network whatever resource mining outposts

I like it well enough. Played it a bunch and actually managed to finally build that rocket. But I was not really skilled enough I guess.

Because the last couple of hours I basically just waited until enough resources for the last part of the rocket were built. I simply couldn't be arsed to rip apart the awful spaghetti code like things I have build to make it faster. It was really exhausting just sitting there ingame, knowing what i build works and will eventually produce enough but may god did it take its time for that.

From a game mechanic perspective, what I was missing in that game was a plateau at least of some kind. Since natural resources always run out the game was basically always forcing you to be on the go and keep on doing stuff, thus risking breaking something somewhere and then rushing to fix what broke all the while you originally were supposed to be doing something else etc. There was simply never a time were you could actually take a step back and take stock of what you build and take your time to try and work out on how to alter things to make them more efficient. Every change I made was basically never for the sake of streamlining anything. It was always a forced change by some external factor. Always. And this feeling of constantly being "chased" kind of reduced the replayability of this game for me.


> I simply couldn't be arsed to rip apart the awful spaghetti code like things I have build to make it faster.

Yeah but the feeling you get after having done that is so sublime that it's worth it, which is why some of us get so addicted to the game.


It isn't anymore, though, that's kind of the whole point of the article.


Thing is, I recognize this UI. It looks identical to the VS Code "Agents Window" feature. Except it's... a standalone app, for some reason.


They just renamed it to antigravity ide. I don't think that product is deprecated.


Strategic vision.

The common sentiment is that you didn't really want to do that. You expect higher returns from only having a single base model.


How about just panic? If a wrap happens and you don't expect it, it's almost always a severe bug.

Then, dedicated APIs for wrapping behavior where you expect it to happen.


Because it adds 4-6x overhead to all integer arithmetic


Not OP, but I've had the same conclusion. It's a bit cheeky to call it a puzzle game, but I don't think it's strictly wrong.

Imo it's better to approach Demon's Souls as an exploration puzzle game with RPG stuff and combat, not as an action RPG (such as Dark Souls 3).


No shade thrown, but I always preferred my game with some amount of story or artistic ambition beyond mere puzzling.

I'd take Void Stranger or probably even Deadly Rooms of Death: The Second Sky over Stephen's Sausage Roll any day, I imagine.


If you or anyone else reading this haven’t finished Stephen’s Sausage Roll to the very end, including reading all the story book paragraphs along the way (which increase in poignancy and frequency as the game winds to a close) then I strongly encourage you to do so. No spoilers!

de•li•cious saus•ag•es


I love pure puzzles and completed SSR. The story consists of sign plaques that narrate the history of the fictional world, and how your player character fulfills their place in the world through the main goal of cooking sausages. A bit unique and interesting, though not particularly complex, and you can guess the twist before it reveals. In other words, a puzzle game with a short story interspersed, perhaps 99% puzzles and 1% reading. The music consists of relaxing algorithmic ambience. The artistic ambition aims for surrealism and minimalism. I like it a lot, but I recommend against it for you.


Deadly Rooms of Death is criminally underrated and generally unknown. Journey to Rooted Hold is personally my DRoD of choice.


Everyone’s different.

I’m good with zero-story puzzle games. I’ve spent many hours in Simon Tathem’s Puzzles [1] on my iPhone, just for the 100% pure logic goodness that they are.

[1] https://apps.apple.com/us/app/simon-tathams-puzzles/id622220...


Do yourself a favor, if you haven't yet: go in the instructions for the games you like and find out the original game's name (for example' "Light Up" is actually called Akari), go online and find hand-crafted puzzles for that game. I love that Simon Tatham's Puzzles exists, but nothing beats hand-crafted puzzles made by good designers. There's a sense of purpose in the order you discover the solution and some "eureka!" moments that randomly generated puzzles will never give you!


you might want to have a gander at https://store.steampowered.com/app/207570/English_Country_Tu... (there's a mac/iphone[0] version, not sure if it still works on newer versions of macs tho).

[0]http://itunes.apple.com/us/app/english-country-tune/id476962...


Yeah same here. I love puzzle games but there needs to be something to it besides puzzles for puzzles sake for me.

I've seen this game recommended many times but I've never played it because I feel like I would get bored very fast. Same with Zachtronics games.


i so badly want to spoil the story of stephen's sausage roll for you. i feel bad even spoiling that there is a story. play it.


I don't think that's what that word means.


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