Most people will reference @twostraws.bsky.socialwww.hackingwithswift.com/100/swiftui There’s also a UIKit version.
Follow the 100 Days of SwiftUI and learn to build apps for free.
Focus is a superpower.
Oh! Old school, too.
The USB dongle is a Z-Wave controller. It’s probably running HomeAssistant or similar for smart home stuff.
Wouldn’t give you all the UI elements in that screenshot, but maybe osascript -e ‘display dialog “Go eat something”’ ?
💯 This was my thought as well. They could set a new state of the art for GenAI and it would still warrant a beta tag, unless they leapfrog the current players by a country mile.
Computers were so weird and varied in the early 90's. Doom wasn't built on a PC but one of these NeXT computers. You can see how the tools where easily built using NeXTstep's object oriented programming environment.
The MADE celebrates 30 years of Doom! With audio from an interview with legendary game developer John Romero, we discuss the incredible confluence of technologies, ideas, and processes that enabled the development of this landmark computer game. From the NeXT Station to file shares and sculpted clay, we discover the magic and joy of computer gaming as an art form. This video is heavily inspired by Fabien Sanglard's amazing research into Doom's development process: https://fabiensanglard.net/gebbdoom/ Images in this video used with his permission. Go buy his book! Audio from this video comes from our podcast interview with John Romero here: https://art19.com/shows/the-madecast/episodes/e3ebf894-1be0-40ea-a726-47a0f55968e6 Finally, while we didn't use this as source material, we highly recommend folks pick up this book from John Romero (you can also find it at a Barnes & Noble and/or Amazon): https://romero.com/shop/p/doomguy Corrections: 2:40 Smooth 4-way side scrollers were also present earlier in non-PC computers with the same chip architecture as the NES (6502) but without the additional MMC hardware. However, consoles such as NES and Sega provided developers with more headroom to achieve their goals, as can be seen by the breadth and complexity of games on both systems that take advantage of richer colors and smooth 4-way motion. 2:50 One of the first DOS games to attempt *texture-mapped* 3D graphics. Examples of attempts at 3D graphics existed on DOS at the time (id’s Hovertank), but very few demonstrated texture mapping at that time (id’s Catacomb 3-D and Ultima Underworld were early exceptions to this). 4:45 Objective-C was chosen as the standard programming language for development within the NeXTSTEP operating system. It was originally developed outside of NeXTSTEP as a result of the influence of the object-oriented language "Smalltalk".
I have been hoping for this day for a very long time. www.apple.com/tv-pr/news/2...@greatdismal.bsky.social doesn’t seem to spend much time here, but this is lovely news. I still wish The Peripheral would get its season 2.