Ah! Well, enjoying a MUD is still a great shared experience haha. Nothing like them since. I still gravitate to punishing games with obscure mechanics and steep learning curves, and I imagine I'm still chasing that MUD high.
I think what made them special was that they were populated by others that put in that effort, and so the community felt invested. And you'd see the same names every time you logged on cause there was a single server, and reputation mattered. Ah man, what a time of life haha.
I'm sure you mean wotmud.org, and I always look for someone to mention this one in MUD threads, but rarely see it.
Man I was hooked on that game in high school. Joined the Lion Wardens, multiple high level characters, knew the zones. Nothing has come close since then.
That feeling of leveling in a safe zone when your screen fills with red names of opposing faction characters and you just get deleted and lose all your gear and a level... so good.
Yes! Everything else aside, whatever you think of its output and value, shipping largely AI-coded features now doesn't really give me the satisfaction that putting things together myself used to.
I'll just have to move up a level of abstraction to get that same feeling, I guess.
My love of cycling in every form is one of the greatest gifts my dad gave to me. I wish everyone was so lucky to find an activity they were obsessed with that has only upsides.
So much North American rhetoric is focused on hatred of the cyclist - while that bums me out, what bums me out even more is that all the haters are missing out on the wonderful world of cycling. Commuter, road, gravel, mountain, track, indoor, fixed, single speed, folding, electric, uni, cargo, whatever.
No, writing shit in react is gonna be a nightmare regardless of paradigm. HoC, Class Components, render props, whatever - if you don't know what you're doing and react internals are magic to you, it's game over. Anyway, we can agree to disagree on hooks vs. classes. Cheers.
I guess I think it's table stakes to need to deeply understand how the framework you're using works. Lifecycle methods vs. hooks, you still gotta know what's doing what and why.
So your argument is that instead of explicit class component methods, hooks are implicit based on understanding the react rendering model?
I guess so - but react could also change (and I think did at some point) how their class methods work, how often they're triggered, and when.
I don't understand the stateless comment - hooks are as stateful as you make them, using useState or useContext or any of the other ways of maintaining data between renders.
It wasn't OOP hate, it was hatred of splitting functionality across a number of methods rather than putting it in a single (reusable, sharable!) hook and having your component consume it.
I didn't realize it was moom giving me my "move app to other monitor" hotkey, and moom didn't launch on startup after upgrading to tahoe. I've been using that hotkey for years.
That's when I realized there's no default hotkey for moving an app to an external monitor. That is absolutely wild. (Happy to be wrong)
Wonder if it's worth squashing in the branch, merging to main, then immediately reverting.
Now the work is visible in history, branch can be deleted, and anyone in the future can search the ticket number or whatever if your commit messages are useful.
Dunno if it's worth polluting history, just thinking out loud.
I think what made them special was that they were populated by others that put in that effort, and so the community felt invested. And you'd see the same names every time you logged on cause there was a single server, and reputation mattered. Ah man, what a time of life haha.