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15 results for “ninovandermark”

  1. My concern with agentic development is that more-and-more we will accept code that is not suitable for humans.

    A lot of the properties of what I'd call "Good code" make possible failure states harder to ignore by making requirements more explicit.

    These are often predicated on the fact that a human being will interact with the code.

    When this stops being a requirement, you lose the incentive to shape code in a way that humans can work well with.

  2. My concern with agentic development is that more-and-more we will accept code that is not suitable for humans.

    A lot of the properties of what I'd call "Good code" make possible failure states harder to ignore by making requirements more explicit.

    These are often predicated on the fact that a human being will interact with the code.

    When this stops being a requirement, you lose the incentive to shape code in a way that humans can work well with.

    #llms #ai #developers

  3. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

  4. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

    #nuget #rendering #terminal #foss

  5. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

    #nuget #rendering #terminal #foss

  6. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

    #nuget #rendering #terminal #foss

  7. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

    #nuget #rendering #terminal #foss

  8. Decided to play around a bit with the BabylonJS playground. It's really cool to see how quickly you can get something up and running that looks half-decent, and that runs directly in the browser!

    I tried to imitate one of my all-time favorite games, Descent.

    playground.babylonjs.com/#JWGL

  9. Decided to play around a bit with the BabylonJS playground. It's really cool to see how quickly you can get something up and running that looks half-decent, and that runs directly in the browser!

    I tried to imitate one of my all-time favorite games, Descent.

    playground.babylonjs.com/#JWGL

    #gamedev #babylonjs #3d #graphics

  10. Today #Evergine managed to do what #Unity could not.

    I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.

    I'm really impressed with the developer experience of Evergine so far.

    Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.

    This is the happiest I've been using a 3D engine in years.

  11. Today managed to do what could not.

    I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.

    I'm really impressed with the developer experience of Evergine so far.

    Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.

    This is the happiest I've been using a 3D engine in years.

  12. Today #Evergine managed to do what #Unity could not.

    I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.

    I'm really impressed with the developer experience of Evergine so far.

    Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.

    This is the happiest I've been using a 3D engine in years.

  13. Today #Evergine managed to do what #Unity could not.

    I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.

    I'm really impressed with the developer experience of Evergine so far.

    Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.

    This is the happiest I've been using a 3D engine in years.

  14. Today #Evergine managed to do what #Unity could not.

    I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.

    I'm really impressed with the developer experience of Evergine so far.

    Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.

    This is the happiest I've been using a 3D engine in years.

  15. @kiana That's some wonderful artwork you have there, kudos!

    Welcome to #Masstodon!