I’m on the fence about buying it, but I’ve read that the game has mostly tedious fetch side-quests. Is that something you felt too?
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IMO, you should spoiler tag that.
Without spoiling anything, do make sure to enable the online features!
badabim@lemmy.worldto
Open Source@lemmy.ml•Typst: "as powerful as LaTeX while being much easier to learn and use"
9·1 month agoFor those looking for a showcase, take a look at this recent publication in an academic journal.
badabim@lemmy.worldto
Open Source@lemmy.ml•Typst: "as powerful as LaTeX while being much easier to learn and use"
3·1 month agoTypst is way simpler to learn, especially if you’re used to markdown. You can first approach it as a markup language like markdown, but with some scripting.
Package management in LaTeX is infuriatingly bad, you can’t even specify the version you want to use.
badabim@lemmy.worldto
Open Source@lemmy.ml•Typst: "as powerful as LaTeX while being much easier to learn and use"
3·1 month agoSome journals and conferences are starting to accept Typst.
Personally, the huge difference with LaTeX is that if I want to do something slightly complex that is not covered by a third-party plugin, I’m not afraid to get my hands dirty and script it myself, whereas in LaTeX, I dread writing macros that do more than being notations/shorthands.
badabim@lemmy.worldto
Open Source@lemmy.ml•Typst: "as powerful as LaTeX while being much easier to learn and use"
2·1 month agoIt’s not the same use case. Asciidoc is closer to markdown/org/reST, i.e., simple markup languages, whereas Typst also emphasizes on presentation (layouting, element positioning, creation of complex figures, etc.). You can reproduce features from Asciidoc in Typst using scripting.
As for editors, aside from the official webapp, and the community LSP (tinymist), there aren’t that many available.
Sonic Mania. For a game where you’re supposed to go fast, it’s terribly frustrating when you slug through each level because you don’t know them well enough to fly through them. I feel like this game is more about memorizing maps and less about having quick reactions.
Dead Cells is a roguelite, due to the permanent upgrades that persist accross runs. A roguelike doesn’t have this type of progress. If you like Dead Cells, check out their new game, Windblown!
badabim@lemmy.worldto
Technology@lemmy.world•Intel announced plans to start making GPUs, challenging NVIDIA's dominanceEnglish
3·2 months agoThe term you’re looking for is GPGPU (General Purpose computing on GPU)
You can access them through the wayback machine
It’s also pretty bad when you’re not using QWERTY layouts.
badabim@lemmy.worldto
Technology@lemmy.world•Framework supporting far-right racists?English
8·6 months agoThere were some controversies due to the toxicity of Hpyrland’s community (namely its discord server). See this post for example
Edit: I should have read OP’s linked post first, which actually also refers to Drew’s post.


I should have been clearer about what I think should be spoiler-tagged. I do agree that knowing to keep going after reaching the end for the first time is important, but regarding your comment specifically, I think it’s also fun to discover the twists that come (the perspective change / the third playthrough) by yourself, even if they’re small.