

TIL


TIL


My keyboard is very keen on completing “it’s” regardless of context. I imagine this is the case for most people, since usually I see “it’s” when “its” would be correct.
I also think it’s difficult to know that “it’s” is wrong to use because it feels like it follows the common apostrophe for possession rule:
“Australia’s capital is Canberra” -> “Australia is the largest country in Oceania. It’s capital is Canberra.” (wrong, but intuitive)


This is a really good point.
I’ve also found myself messing up the run back but committing to the fight anyway with a few masks down. You can either heal back up by breaking the cocoon, or practice starting the fight low and keep the silk for later (one of the best changes from the first game IMO is making the cocoon an asset in contrast to the ghost that would harass you).
Another aspect is the run back itself. When you struggle a lot with a boss (as I often do), you will have to do the run back so many times that you passively start getting better at traversing the map. And even if the specific combos you used on the boss itself don’t necessarily translate to other bosses, the movement skills likely will keep being useful.
What do you mean? For what purpose would you sort variables or functions?
The nastiest typos are autocompleted similarly named (and correctly typed) variables, functions, or types. Which is why it’s a good idea to avoid such name clashes in the first place. If this is impossible or not practical, at least put the part that differs at the start of the name.


Unfortunately, the data used in that map don’t appear to be corrected for population size.
So the high numbers in China and India don’t really mean much without some additional context.
The map on Wikipedia is based on deaths per 100k inhabitants, which seems more useful for gauging overall road mortality rate.
Not a game dev either but my guess would be the main reason is server performance/compute cost.
Any checks that are done on the client run on the users’ hardware instead of the publisher having to pay for more/better servers and electricity.
I think the disconnect with most other types of developers stems from the respective goal hierarchies. In most fields of computing, correctness isn’t just a high-value goal - it’s a non-negotiable prerequisite. With online multiplayer games, one of your chief concerns is latency and it can make sense to trade some cheating for a decrease in lag. Especially if you have other ways of reducing cheating that don’t cost you any server processing power.
Also, aren’t many of the client side anti-cheat solutions reused in several games? If you’re mainly checking that the player is running exactly the same client that you published, I imagine the development cost for anti-cheat is lower.
TLDR: Money. It’s always money.