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2 cursor draw and automata.


Pixel drawing + Conway's game of life, maybe.


I got terminal color scheme switching working with Base16 shell and wrote about it. From: https://writing.grantcuster.com/posts/2020-07-12-swapping-color-schemes-across-all-terminals-and-vim-with-pywal-and-base16/

Swapping color schemes across all terminals and Vim with Pywal and Base16

Switching between light and dark colorschemes in all terminals using a hotkey.Switching between light and dark colorschemes in all terminals using a hotkey.

I recently got instant light and dark color scheme toggle working for all open terminals, including those running Vim. I used a combination of techniques from Pywal and Base16 shell, and learned some things about scripting in Linux and escape sequences along the way.

Pywal

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The more I understand what Base16 is: a structured way for setting up and applying color palettes (a design system), the more I am impressed by it. From: http://chriskempson.com/projects/base16/


Light and dark mode with hotkey. Mostly done using pywal, though Vim turned out to be tricky because the gruvbox package needs to have the background set. I might try using base16-shell instead...


Using only the pixels from the rendered to text to render the image.


Font pixels to image pixels.


Subpixel antialiasing pixel-sort.


Constraint Systems has a gallery now. From: https://constraint.systems/gallery/


Working on creating a gallery for images created using Constraint Systems. Hugo continues to be an enjoyable way to make a website.


Template debugging aesthetic.


Bit waves.


Grids.


Programming environment.


Bits.


Span - lay out and rearrange text, line by line, using Vim-like keyboard controls. From: https://span.constraint.systems

Vimlike

This thread, by Zach Gage, on how genre conventions serve as interaction shortcuts, got me thinking about how I use Vim conventions in my creative tools at Constraint Systems.

7/ A big part of making games involves working with genre literacy. In game design a key concept is the idea of weight: Every rule you add has a cognitive load on the player, and you must balance the weight of your rules against how meaningful they are to the play experience.

8/ An idea might be great, but if it makes the game unwieldy, ditch it. But genre-conventions are different -- they're weightless. They allow for an increased complexity and nuance in games, because they let designers include a huge number of rules without adding any weight.

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Figuring out a GIF maker.


Tiling window manager + xzoom + automatic reload script makes for a pretty good design-dev set-up.