The Creative Apocalypse That Wasn't: http://t.co/AOrXRumJn5 Great data-driven analysis of the effect of the internet on creative industries.
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Watching Hytale vs Minecraft discourse reminds me of how games feel different when they're new.
Single player games have an online discussion that occurs shortly after release.
Multiplayer games rapidly develop a meta. I tried UT99 years after release and it wasn't as much fun.
One subtle behaviour of Claude that wasn't obvious to me: whilst each conversation is transient, permissions persist across conversations.
So if you've given permission to run e.g. 'cargo test' or even 'cargo run', you need to be sure that all future invocations are safe too.
You can see the current permissions with /permissions.
One nice feature of cargo that I wasn't previously aware of: you don't need to do anything after updating your Cargo.toml.
In npm, you need to remember to `npm i` after changing package.json. It's not declarative and the state can get out of sync.