From Dan Edwards in response to overly harsh design
critics dickheads, Educate don’t humiliate:
As a general rule we should try better to understand why the designer has made the decisions they’ve made and think about their experience and how we can help, not just humiliate them. Take the time to provide newbies with the resources and answers that they need. That’s education.
Especially pointed given how easy it is to offer a knee-jerk reaction on the internet. Of course, I’ve never done anything like that.
The same notes could be applied to developers too. It’s easy to become dismissive of someone’s work because they did it in an unfashionable language, or a different coding style, or used some sort of kludgy hack. There was likely a reason behind the decision, which may be worth examining before picking up the pitchfork.
Updated: Upon further reflection, they should not be called design critics (we’ll go with Dan’s original intent). Also, forgot to link to actual article.
Behind the scenes of modern browsers (via Hypertext).
In the years of IE 90% dominance there was nothing much to do but regard the browser as a “black box”, but now, with open source browsers having more than half of the usage share, it’s a good time to take a peek under the engine’s hood and see what’s inside a web browser. Well, what’s inside are millions of C++ lines…
I tend not to post anything that I haven’t consumed in its entirety, but exceptions can be made. As Justin pointed out, the article is a must-read for anyone interested in web development.
The developer behind Canabalt has written an article about tuning the game to achieve the feel that players expect. The post includes details about the selection of aspect ratio, the hitbox and the player’s motion. If you don’t own it already, the game is a fun one to have around on your iOS device when you need to kill a few minutes.