I wrote a UI library in C that can lay out 95000 items at 60fps.
The library is 566 lines of C, and the application-specific ui code is 998 lines. Works on mac, windows, and linux.
This. This is the way. This is what AI is for.
I've written code like this 1000 times, and I won't be writing the 1001st time anytime soon. Sheer grunt work.
Claude Code's terminal user experience is wild.
It's like one programmer that has never used the terminal was forced to work with another programmer that had never used graphical user interfaces, and they just kind of smashed their sensibilities together.
Jonathan Blow just said something similar about puzzle design:
Every level has an idea and you want people to see the idea. Like anytime we designed a level, it's like, “okay, this level has a mirror and like a crystal and the thief, and the idea of the level is to do this thing
I've been playing a lot of puzzle games lately (Order of the Sinking Star, Stephen's Sausage Roll, Can of Wormholes) and noticed the puzzles can be hard for two reasons: the <high level strategy> or <low level tactics/moves>. Puzzles that get their difficulty by requiring many
I've been playing a lot of puzzle games lately (Order of the Sinking Star, Stephen's Sausage Roll, Can of Wormholes) and noticed the puzzles can be hard for two reasons: the <high level strategy> or <low level tactics/moves>. Puzzles that get their difficulty by requiring many