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My preference is Zen (https://zen-browser.app/), but there's also LibreWolf (https://librewolf.net/) if you want a less customized fork.


I moved to Zen but have subsequently moved to Glide [0] which I find to have less UI fluff and the keyboard shortcuts and scriptability are excellent.

0. https://glide-browser.app/


The maintainer goes into more detail here: https://news.ycombinator.com/item?id=43182156


> 20% (35 chars) of screen space permanently wasted on a always on file browser

That is toggleable. Cmd+B on Mac. I usually keep it closed, but it's just a shortcut away when I need it.

> 4% (7 chars) of screen space permanently wasted by line numbers

You can disable that in the settings with:

"gutter": { "line_numbers": false }

> 2.7% (5 chars) of screen space taken up by a gutter

You can also disable the other items in the gutter to free up all of that space.

> So 27% of screen space effectively dead 99% of the time.

You can also press shift+esc at any time to toggle a fullscreen pane of whatever you are working on when you need more space without affecting your editor's state. I don't know the name of that action, I actually found that accidentally.

Edit: I forgot to mention, you can actually disable the tab bar now too if you want even more space. You would just need to rely on the tab switcher feature or file search to move around.


I would damn hope you can configure/disable this. But why is it the default?

And if the answer is "discoverability" then where is the default-on fuzzy find, default-on command palette, default-on context menu, etc?

My point was not to claim Zed was bad because I had the ignorant misapprehension that it was incapable of being cleaner, my point was to ask why people desire such a cluttered workspace by default? Most people I see using these editors _don't_ disable all this clutter.


If I had to guess, it's because terminals don't know what a cursor is. From the terminal's perspective, it is just told to print a solid blinking block at a certain location. Neovide knows what the cursor is because it is communicating directly with Neovim.

A terminal could do this, but there would need to be direct integration into Bash, ZSH, etc.


Terminals do have a concept of a cursor (there are dedicated control sequences for cursor management). There's no fundamental reason a terminal emulator couldn't implement an animated cursor like this, my guess as to why no one has done it is simply that it's not a very commonly requested feature.


Another problem is that the cursor moves while the screen is buffer is being rendered. The location is only really known once the cursor settles in the same place for some time, which is unacceptable in terms of latency.

The synchronized output extension could be used to do this, though. https://github.com/contour-terminal/contour/blob/master/docs...


You're right! That's pretty neat. I always thought terminal emulators were just simple text displays.

It looks like Wezterm even has preferences for how cursors are displayed.

https://wezfurlong.org/wezterm/config/lua/config/cursor_blin...


Yeah true, maybe could be done with heuristics though - in nearly every case, there's only one single blinking block, which is the cursor. However, not everyone has their cursor configured to blink, and there are cases where there are other blinking blocks. Not sure how to deal with that...


If what you’re saying is true, how do terminals have options to customize the cursor shape?


That's my experience too. This outage seemed like the same jank I see every day. It just took me longer to realize it's jankier than usual.


I used StreetComplete when I had an Android phone. It looks for missing data near you, and gives you a really nice interface to input that data.

They are working on an iOS build, and I can't wait to start using it again.

https://github.com/streetcomplete/StreetComplete/

Edit: Also, OSM has a few wiki pages for editing software on different platforms.

- Android_apps_that_can_upload_changes_to_OSM - https://wiki.openstreetmap.org/wiki/Category:Android_apps_th...

- Android_apps_that_can_record_GPS_tracks - https://wiki.openstreetmap.org/wiki/Category:Android_apps_th...

- IOS_software - https://wiki.openstreetmap.org/wiki/Category:IOS_software

- Mobile_editors - https://wiki.openstreetmap.org/wiki/Category:Mobile_editors


Just going off this tweet, it seems to be user-agent based: https://fixupx.com/endermanch/status/1726605997698068630


If YouTube are going to go down this path, then perhaps Firefox devs should set the user agent to Chrome for YouTube?


SteamDB detects game engines based on games’ file manifests.

https://steamdb.info/tech/

It’s not perfect because some engines (like Godot) have export options to bundle games into a single executable that SteamDB can’t use for engine detection.


It seems disingenuous to pick one of the most popular games of this year as an example when the pricing goes down with more sales.

I would like to see that same breakdown for the much smaller games that barely pass the sales threshold. That is the main Unity audience. Vampire Survivors is a huge outlier that didn't even start using Unity until after it became a massive hit.

https://www.rockpapershotgun.com/vampire-survivors-makes-its...


Ok so the fees jump up to 1-3%, that's still reasonable.


No need to guess, worst case scenario is 10%.


> worst case scenario is 10%

You seem to have pulled this number out of thin air, and I cannot see a scenario where this is true.

Let's pretend you sell 300,000 units at $0.99 with the Unity Personal Plan.

    Units: 300,000
    Gross: $297,000
    Unity Fee: $20,000
That puts unity at 6.7%. The issue isn't Unity, it's the developers bad business model for charging $0.99 while opting to use Unity.


> You seem to have pulled this number out of thin air, and I cannot see a scenario where this is true.

Why? Could you explain why 300k units w/ $200k gross would be impossible?

Is it not legal to sell unity games below $0.99 each, maybe not even in other currencies?

I'd rather be enlightened than shit upon if there's a reason I'm missing why the worst case scenario is 6.7% and not the apparent 10%.

You could also add to that why 6.7% is now possible which is more than 2x the 1-3% from earlier?

Why do you say you "pretend" in your numbers and accuse me of pulling numbers out of thin air with the technical worst case scenario?


Steam and Epic both have a minimum price of $0.99, not sure about Apple & Google App Stores. Credit card processors have a minimum charge that makes lower prices untenable.

> Why do you say you "pretend" in your numbers

Where did you pull 10%, happy to go over your math/model.


> Where did you pull 10%, happy to go over your math/model.

The example numbers I posted would give 10%.

The pricing was easy enough that the 10% worst case could easily be pulled from it.

I wouldn't trust the numbers from someone who needed a model to go over to see that and I seriously thought you were joking about not getting where the 10% worst case was from.


I wasn't considering F2P or ad-supported games, so my mental model was seeing $0.99 as the pricing floor. If you want to arbitrarily choose an ARPU, we could get that percentage to any number we wanted to make a point.


> If you want to arbitrarily choose an ARPU

From https://www.statista.com/statistics/263797/number-of-applica...:

> As of July 2023, nearly 97 percent of apps in the Google Play app store were freely available

I don't think "arbitrarily" is the right word to use here. Your mental model might have been $0.99 as the pricing floor, but that mental model does not represent the reality of mobile app stores. Paid apps are a minority on both iOS and Android, the dominant revenue model for mobile games is to offer free downloads/installs with advertising and in-app purchases.


It blows my mind that you open with "The amount of outrage from people with no P&L or game development experience in this thread is unreal" and close with "I wasn't considering F2P or ad-supported games".

Your "mental model" didn't consider 80% of the market by revenue?


Worth noting you are ignoring the 30% that app stores take off that gross, which Unity still counts against you.


That's not relevant to Unity's cut in this example, since the percentage is based on gross.


My point is that 30% makes the situation worse, because it is not available to you to pay Unity's cut, so it's as if you made 30% less revenue. IE Unity pricing kicks in at $200k gross, but that's only $170k net, which is what is available you as a business to pay Unity.


From the article: "The shellcode used in this exploit is constructed in a similar manner to shellcode observed in previous North Korean exploits."


Got it. Missed that part. Thank you. Looks like a pure assumption. According to CyberProof [1] and CloudFlare [2], the majority of attacks originate from China and the United States. North Korea is not even making it to Top 10. That's why I asked.

[1] https://blog.cyberproof.com/blog/which-countries-are-most-da...

[2] https://blog.cloudflare.com/ddos-attack-trends-for-2021-q4/


North Korea is a nice foil, because then you don't have to cast aspersions onto trading partners.

"Look, see? NK. We even copied some Korean words into the comments."


Isn't NK a small china protectorate anyways?


The NK government-backed hacker groups mostly operate in China.


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