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Not an aviation expert, nor I want to be one, but the images look pretty intense.


It is incredible to me how quickly some lives can go from "another day as usual" to "gone" in a matter of seconds.


Not for any job:

> Through a friend of a friend, I found out that Anthropic had an open position in the team implementing the secret, unreleased feature of Claude Desktop using enigo. I wrote a cover letter and sent out my application.


It's quite likely (and not necessarily bad) that they didn't really read the application. Most obviously, if they already chose someone but didn't close the deal yet, it's common for listings to still be up, but no-one will look at new applications unless their choice falls through.

Never assume a rejection is about you personally.


For anyone wondering what this "new" tax is: https://www.agenziaentrate.gov.it/portale/dichiarazione-impo...

> The digital services tax (Digital Service Tax) is applied at a rate of 3% on revenues deriving from the provision of services on a digital interface for targeted advertising to users of that interface, for the provision of a multilateral digital interface that allows users to connect and interact with each other, also for the purpose of facilitating the direct supply of goods or services for the transmission of data collected from users and generated by the use of a digital interface.

> In practice, taxation applies to digital advertising on websites and social networks, access to digital platforms, fees received by the operators of such platforms, and also the transmission of data “collected” from users. Revenue is taxable if the user of the digital service is located within the territory of the State. For online advertising services, the user is considered to be located in the territory of the State if the advertisement appears on their device when it is used in the territory of the State. The location of the device in Italian territory is determined on the basis of its IP address.

> Businesses that generate revenue in Italy from the above-mentioned digital services and that, during the calendar year preceding the one in which the tax liability arises, generate a total revenue of not less than €750 million anywhere in the world, either individually or as a group, are subject to the digital tax.

It seems for me a fair tax for corporations that take advantages of data collected to provide a service that someone pays (advertisements).


I would love to see some examples outside of the WIMP-based UI


Well, there were Momenta and PenPoint --- the latter in particular focused on Notebooks which felt quite different, and Apple's Newton was even more so.

Oberon looks/feels strikingly different (and is _tiny_) and can be easily tried out via quite low-level emulation (and just wants some drivers to be fully native say on a Raspberry Pi)


Maybe a catalog of kernels?


There's a non comprehensive list of hobbyist kernels at https://wiki.osdev.org/Projects


MercuryOS towards the bottom is pretty cool


MercuryOS [1, 2] appears to be simply a "speculative vision" with no proof of concept implementation, a manifesto rather than an actual system.

I read through its goals, and it seems that it is against current ideas and metaphors, but without actually suggesting any alternatives.

Perhaps an OS for the AI era, where the user expresses an intent and the AI figures out its meaning and carries it out?

[1] https://www.mercuryos.com/

[2] https://news.ycombinator.com/item?id=35777804 (May 1, 2023, 161 comments)


The real secret of an effective captcha-like system is to identify/collect lots of data, identify suspicious patterns, validate them (checking what kind of data exposes a bot-like system) and then use this for serving dynamic challenges based on a couple of information.

Example: if the system identifies the user as a bot, it tries to give a less performant solution in terms of PoW.


Maybe somebody could explain me why your comment is in different contrast of grey?

I think somebody might have flagged your comment, but it is a real fact.

This is one of the reasons why people say cloudflare owns the majority of internet but I think I am okay with that since cloudflare is pretty chill. And they provide the best services but still it just shows that the internet isn't that decentralized.

But google captcha is literally tracking you IIRC, I would personally prefer hcaptcha if you want centralized solution or anubis if you want to self host (I Prefer anubis I guess)


Cloudflare is not chill because they, either ignorantly or purposefully, block everything that's not Chromium or Firefox[1].

Or sometimes everything that's not just Chromium[2].

[1] - https://www.theregister.com/2025/03/04/cloudflare_blocking_n...

[2] - https://www.techradar.com/pro/cloudflare-admits-security-too...


Don't worry. They sometimes block Chromium too.


> Maybe somebody could explain me why your comment is in different contrast of grey?

Downvotes. Comments with negative scores are shown with lower contrast. The more negative the score, the less contrast they get.


OT: how does anyone buy their cloud? Is it only available as a public alpha/beta with remote control? I might have a client interested into this, but needs to have some guarantees that their data remains on-premise.


> how does anyone buy their cloud?

https://oxide.computer/contact

> Is it only available as a public alpha/beta with remote control? I might have a client interested into this, but needs to have some guarantees that their data remains on-premise.

You are purchasing hardware. You put it on-premise. Our software gives you a cloud-like deployment model, but it's not going anywhere other than your rack.

Happy to answer any other questions, even if they're off-topic :)


Ah nice, I thought for a second it was more vertical with its own hardware (which has its pro and cons, maybe it's in your plans..). Would that work as a SAAS? Or price per hardware device/machines I can create?


We have built our own hardware, yes.

> Would that work as a SAAS? Or price per hardware device/machines I can create?

I'm not 100% sure what you're asking. You could use this to build your own SAAS business if you'd like, but you can't rent the hardware from us, or run your software on hardware we own, if that's what you mean.


Ah now I understand what you meant with "You are purchasing hardware", I missed completely that point. "You are purchasing hardware from us" :) yeah, then it's what I originally understood. Good :) so I guess one time payment, I get the hardware, I set up with your software into your hardware that I purchased and then I should be good.


> so I guess one time payment,

We sell support too, but yes, fundamentally it's a one-time payment: we don't have software licensing fees, for example (and the vast majority of it is open source). You're purchasing physical hardware.

> I set up with your software into your hardware that I purchased and then I should be good.

You don't even need to set it up! Heck, the rack comes pre-cabled. You roll it into the data center, hook it up to power and internet, turn it on, and get going.


I was wondering: does anybody know if there are any good resources for writing a good text adventure? Any nice tips and tricks? Mainly related to the content. I guess it overlaps with "writing a good novel", but I bet there're some specific advices that can be applied to the text adventure.

I wanted to write my text adventure, but I'd offer reader to have multiple options, especially for those who are not really practical with english (includes myself ^-^).


Aaron Reed's 50 Years of Text Games[1][2] is a fantastic journey into the history and the possibilities of text-based games. I got the physical book and was surprised to find it as engaging as a novel. Each chapter takes one year between 1971 and 2020 and picks a game from that year to discuss in depth. While it might not help with the writing per se, you might good ideas there (several of the games discussed are in the "Adventure" lineage).

[1] https://if50.substack.com/archive?sort=new

[2] https://if50.textories.com/


This comment got me to purchase this book and bump it to the head of my reading queue. I'm about halfway through it and it's really, really good. I definitely think it can help with writing/design, by showing the breadth of possibilities and how the art has evolved.


I can second this. I own the physical as well, has many pages going over the code used in the games being covered and why they were written that way.


For the technical side of things, use ink script. There's an editor, plugins and it's a mature project.

For the creative side I would recommend trying out all kinds of things. Should your player be able to get stuck/into a dead end? Will players play once or many times. Can you "win" your game or is it more of a narrative? How do you want the player to feel!

For some more specific ideas, think about how your game branches. Branching and decisions in games are far trickier than they might appear. Too subtle and the player misses the choice entirely. Too in your face and they become boring ("kill the baby" vs "save the baby", gee I wonder which one takes me down the evil path)

Also, merely asking a question or giving a choice can influence the player. If you ask "who is the killer?" and give a list of suspects, one of them must have done it, even if the player never considered it. The question also assumes the player knows there was a murder and gives that away if they hadn't worked it out yet.


Yeah, I like things like Ink a great deal. It's really easy to overcomplicate narrative design if you're not careful, but Ink (and so forth) do a good job of keeping things simple and staying out of your way.


The Inform Designer's Manual is mostly about Inform 6 programming, but has a lot of material on game design.

https://www.inform-fiction.org/manual/DM4.pdf

Crimes Against Mimesis was a famous tract in its day. I don't know how things have moved on since then.

https://www.rickandviv.net/index.php/2004/08/18/crimes-again...



I've spent the last three years building a game engine specifically to do this, and currently finishing the final draft for the game story I've created to go alongside it.

Happy to share anything you'd find helpful. The big takeaway for me has been, you're going to want to graph out the impact of choices before you write the story. If you know the flow of decisions, then that gives a much clearer structure than trying to write the story first and then create branches off it. I think the reason is that it sets a much tighter scope for the writing doing it that way, whereas if you write the story and then find ways to branch it, the scope for that is functionally infinite.

Got any specific questions?


Ron Gilbert's 1989 "Why Adventure Games Suck And What We Can Do About It" https://grumpygamer.com/why_adventure_games_suck/


Text adventures are not graphical adventures. Text games don't have the linearity and constraints of a graphical one.

Compare Anchorhead, Devours, Spider and Web... with most point and click games.


Gilbert's essay wasn't limited to graphical adventure games.


As some of the other comments allude to, the term of art for text adventure is "interactive fiction".

The Interactive Fiction Wiki is a nice place to start:

https://www.ifwiki.org/Main_Page

And if you search for something like "interactive fiction tips" you'll find tons of resources.


Slightly adjacent, I like these two blog articles that show ways to think about non-linear dialogues:

https://philipphagenlocher.de/post/video-game-dialogues-and-...

(introduces an interesting and useful way to think about dialogues, in my opinion)

https://philipphagenlocher.de/post/data-aware-dialogues-for-...

(further expands on the ideas of the first blog post, automatically ensuring that some properties that might be desirable)


You can find many books on text adventures from the 1980s in the Internet Archive. The Inform manual has also quite a few tips and tricks.



I approve.


Indeed: https://marcusb.org/hacks/quixotic.html try not to block LLM bot traffic and start injecting spurious content for ""improving"" their data. Markov chain at its finest!


Love it. I'm going to use it for every website I have.


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