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this week's favorite
"Graphics has become too difficult." I have increasingly heard this or some variation of it in recent years, that graphics programming has become so complicated and difficult to learn that it's discouraging people from pursuing it as a hobby and/or profession, or causing them to give up after they've started. I have a deep love for this area of programming, so this kind of commentary always hits me in the gut. Graphics programming in games is an incredibly rewarding specialization, is constantly evolving and innovating, and has (for the most part) one of the better communities in programming which thrives on sharing as much as possible. So what's going on?
Database and data storage systems need identifiers for each piece of information they store. Using numbers as identifiers is a one way to do it, but that has limitations — and we have alternatives in the form of UUIDs and ULIDs.
Have you gotten accustomed to the basics of git, but the advanced concepts make you scratch your head?
Since I switched to Linux some time ago, I had my fair share of problems with running games on Linux. To be fair, most of these were not designed to run on linux, but the awesome Proton and its main project wine make it easy to run most games I am interested in seamlessly. Most of the time when problems arise, games refuse to start, but some workaround exists to make them run.
At the time, I said a few things about radical candor and actionable feedback, but the question stuck with me. I mentor people, but I’ve never thought formally about what it is or how I do it. Like a lot of soft skills, we’re rarely taught how to mentor – most of us are left to figure it out on our own.