Thomas Vidas

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Thomas Vidas

Thomas Vidas

@ThomasVidas

Mobile 🍎 & 🤖 Engineer | Hobby GameDev/3D Artist/Musician | Prev: Ionic @ionicframework

Boston, MA Katılım Ekim 2011
192 Takip Edilen312 Takipçiler
Thomas Vidas
Thomas Vidas@ThomasVidas·
@TheDavidVinc Realistically I think it’ll be the Xillia games remastered. But…I’d love if they just did a full on remake of the early 3D games. Give me Abyss, Legendia or Symphonia but with amazing graphics!
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Thomas Vidas
Thomas Vidas@ThomasVidas·
@NYCTSubway Downtown E hasn’t moved in 15 mins. Wanna update your alert now??
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NYCT Subway
NYCT Subway@NYCTSubway·
C service is suspended. A trains are running with delays in both directions. What's Happening? We are continuing to address a loss of power to our signaling system near Jay St-MetroTech. Travel Alternatives: Consider taking an A or B train.
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Thomas Vidas
Thomas Vidas@ThomasVidas·
I'm moving on to Bluer Skies. I haven't been active on Twitter lately, but I'll be more active there!
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Mike Hartington
Mike Hartington@mhartington·
It's been a while since I've done any CMS work. What's the cool thing that everyone's using these days?
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Josh Thomas
Josh Thomas@jthoms1·
Today was my last day at OutSystems/Ionic. I was able to accomplish so much in the 8 years I worked there and I learned even more. I am very excited to announce my next chapter and continue my goal of being a lifelong learner.
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Thomas Vidas
Thomas Vidas@ThomasVidas·
@ClassicGamerTWR @Hasen_Judi "Better" is subjective. You can minimize LoC by modifying the variables directly. Class members are public by default and (kind of) private if specified with "#". True class encapsulation doesn't really exist in JavaScript, but you can use a closure to get similar results.
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Jerason Banes / Architect of Convirgance
𝗨𝘀𝗶𝗻𝗴 𝗷𝗤𝘂𝗲𝗿𝘆 𝗿𝗲𝘀𝘂𝗹𝘁𝗲𝗱 𝗶𝗻 𝟱𝟯% 𝗹𝗲𝘀𝘀 𝗝𝗮𝘃𝗮𝘀𝗰𝗿𝗶𝗽𝘁 𝗮𝗻𝗱 𝟯𝟲% 𝘀𝗺𝗮𝗹𝗹𝗲𝗿 𝗳𝗶𝗹𝗲 𝘀𝗶𝘇𝗲 𝗼𝘃𝗲𝗿 𝗘𝗦𝟲 I did a bake-off benchmark between jQuery and raw-dogging ES6 here: github.com/jbanes/versus-… Despite the (apparently?) “common wisdom” that jQuery is a dead technology that is replaced by ES6, I can find no facts that support this argument. ES6 has certainly closed the gap. The introduction of querySelector() and querySelectorAll() were fantastic editions to the Javascript ecosystem. However, the value of jQuery was never that it could perform CSS selection. Or more specifically, not just that it could perform CSS selection. jQuery is a functional approach of applying common functions to sets of data. It allows chaining of these applications, giving it LISP-like code density. This has always allowed it to be a faster development tool over raw DOM code. The introduction of selectors does not change jQuery’s value. But it does allow jQuery to delete massive amounts of code since they have moved into the base library. In fact, you can much more easily recreate what jQuery does in ES6 Javascript. It’s just that by the time you’re done adding all the functions that make jQuery so useful, you’ll have reimplemented jQuery. Something which @jeresig and his @jquery org are already doing for us as they upgrade to 3.x and 4.x. @techsavvytravvy , @Treybastian , @Zayne_kayden . @even_uniquer , @Meleeman , @xerostyle - All of you have spoken out against jQuery, referring to it as legacy code that many of you believe can “be replaced with 4 lines of utility code”. I invite you to fork the linked project and see if you can improve the ES6 code to a level that matches your claims. I am making my case here, but it is possibly that my case is flawed. I have brought the receipts, I welcome you to validate them. This is important, because some of you are leaders in your field. Others are looking to you for your recommendations. You’re going to steer them wrong if you’re not clear on what jQuery can and can’t do for them. I only ask that you look at the evidence and balance your opinion if you find the evidence persuasive. CC: @htmx_org @jeresig @jquery
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Grubb
Grubb@JeffGrubb·
George Washington was America's Ryu
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Thomas Vidas
Thomas Vidas@ThomasVidas·
I came back to a startup I worked at about 8 years ago and I’m glad the hacky code, alongside the warning, is still there. It works! But it is undocumented dark magic 🧙‍♂️
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Thomas Vidas
Thomas Vidas@ThomasVidas·
Just realized that with Hades II out in early access, that I have another awesome soundtrack to listen and play along with to on repeat 🎧
GIF
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Mike Hartington
Mike Hartington@mhartington·
Today was a day and I needed some workshop time.
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Thomas Vidas
Thomas Vidas@ThomasVidas·
Man it's VERY COOL that @SquareEnix and @UPS managed to lose a bunch of collectors/deluxe editions for FF7 Reunion. Fans paid extra for special editions and those same fans have no update on their package. No resolution or anything 🙃
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Robin Genz
Robin Genz@robin_genz·
I'm reinstalling macOS. What's your favorite #macOS app that you can't live without? 😎 #indiehackers
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Robin Genz
Robin Genz@robin_genz·
What is the simplest auth library for nodejs? I only need email/password. Any recommendations? 🤔 #buildinpublic
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Thomas Vidas
Thomas Vidas@ThomasVidas·
@maxlynch @Blender You should get over it until you go to finish the model. You can probably use modifiers to do a lot of that for you, particularly Boolean. You can also go into edge select mode to select all non-manifold (internal) edges with Ctrl+Alt+Shift+M(?) and then delete the inside edges!
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Thomas Vidas
Thomas Vidas@ThomasVidas·
@unity @unitygames What about the customers subscribed to Unity Plus? That seems pretty targeted at the little guys.
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Unity
Unity@unity·
We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns: Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have. Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model. How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on: - Re-install charges - we are not going to charge a fee for re-installs. - Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent. - Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos. - Web and streaming games - we are not going to count web and streaming games toward your install count either. - Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives. For additional questions, we have updated our blog and FAQ resources. ⬇️ Blog: on.unity.com/3ZiIwlB FAQ: on.unity.com/44NMZ0R Forums: on.unity.com/45RgrnV
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Thomas Vidas
Thomas Vidas@ThomasVidas·
(also even though I'm not actively using it, donate to @godotengine to support FOSS)
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Thomas Vidas
Thomas Vidas@ThomasVidas·
Goodbye @Unity, hello @UnrealEngine. Though tbh I think Unity's pricing stupidity was a great reminder to me that there are tons of other AWESOME game frameworks and engines out there.
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