Given you look decidedly skilled, I am likely pointing out the obvious, but browsers can emulate different screen sizes if you use the developer tools. Of course it can't replicate the exact experience.
I liked it. I have an ultrawide and agree with the general comments about it feeling like a mobile site with unusual web interactions, but the aesthetic is lovely and it is a wonderful showcase of your skills.
Bisqwit is remarkable. He’d be paid handsomely at a trading firm if he was in America or London or HKG, but instead he worked as a bus driver while making videos.
For a project like this, I'm not sure that 'boring' is a bad thing. There's a link to documentation and relatively little fluff. In my game development repo's, I have an image, because it's reasonable to judge a game by it's visuals.
If diagrams (like those produced by draw.io) could be used to better communicate how incubator-age functions and why it is important, you could use them, but I don't think you need to.
An explanation of repo architecture could be useful for people wanting to hack on it. [1]
Edit: Just noticed the Documentation section doesn't link to the website. If I'm getting started with your project, the getting started documentation on your website will be far more useful to me than a very long PDF.
> Art is made to explore the world and the culture, to explore the chosen medium, to explore one's self.
Creating for such purposes is admirable.
In my mind, tech is a mirror reflection of art; it (usually) starts from the context of a business or out of cold practicality, and occasionally rises to craftsmanship. Code rarely stands on beauty alone though, unlike art.
Art is about constraints. Engineering is about constraints.
I am saddened somewhat but the seperation of art and science, it seems like a misunderstanding.
Being good at something is effectively being able to creatively deal with constraints and get good results. Trying to say science / engineering is different because the success function doesnt involve as much human opinion doesnt seem right.
Everything that touches real world is about constrains - cooking, rising a child, paying off mortgage, doing a thousand pushups etc. So, the juxtaposition of art and engineering on this axis is not helpful.
The big distinction between art and engineering is that art is supposed to speak to us and move us in an subjective way, while engineering aims to create products which are objectively good solutions for a well-defined problems.
Objectively good imho is as much a fallicy in the space of science and engineering as it is in art.
It takes the same artistic/creative skill to be a good engineer as it does an artist.
This is maybe a pedantic perspective, but i find it relevant.
Edit: objectively good for engineering is subjective expanation: you need requirements to define objectively good. I.e. sub optimal metrics to represent an entities value model. If you say hey, but engineers are structured/meticulous once they have the requirments.. i would say so are artists.
- There are extremely few jobs that recognise it. I'm attempting to learn C++ because of this.
- Documentation can be lacking as there isn't as much demand for it, or people with time to write it. That said, personal support in small communities can be great.
- Smaller library ecosystem.
- Survival of the language into the future is less certain without the financial support mainstream languages have.
I've used Haxe for years despite these points, it's a great language. A language is more than it's engineering though.
A smaller network that more obviously encourages creative production is streak club. [1] Not altogether different from the mainstream networks, but the clear expectation of both content creation and categorisation boosts the signal to noise ratio. Not affiliated and can't personally speak to it's effectiveness to motivate, but certainly an interesting example.
I've been building a map editor using Kha [1] and Haxe UI [2]. Kha does cross platform, hardware accelerated graphics like Skija (it abstracts OpenGL, Metal, and Vulkan). Haxe UI adds a DOM, standard components, CSS styling, etc. I've found it good (the small Haxe community makes author interaction brilliant), though not perfect. Great for the number of people behind it.
Using Haxe, the apps can be compiled for native or run in JS. That probably lands it in about the performance category of JVM or above, not that performance is the key factor here.
I worked awhile ago on Haxe UI's text field emulation, and there are many tiny details that are easily missed. Line wrapping, text selection, keyboard controls (Home and End), everything. I think those details being spot on are as important as UI styling for most real users.
This might not be very helpful if you are looking for specific texts to be read, but it might be worth trying to find human spoken texts (audio books and so on). Even some medium articles have spoken copies, if I remember correctly.
There's even session sharing! File > Edit Sharing...