We need a brutalist software manifesto.
Static Chess
91–100 of 127 posts
Re: Static Chess
#92Earlier quoted context omitted.
One of the rooks might move over to the other side during the course of the game, and then it's no longer unambiguous which one is the castling rook. E.g., if you have your king on e1, a rook on f1 and another one on g1… can you castle if the f1 rook moves? Can you castle if the g1 rook moves? Just “kingside” won't tell you the difference.
I mean technically it still isn’t ambiguous because you could just refer to the starting position to see which rook is allowed to move. Which of course is annoying to implement, but you do already have to keep state on the history of the game to determine if moves are legal, e.g. you can’t castle twice.
Re: Static Chess
#93> Plain, brutalist, no bloat chess. Every page is only html and css. Every chess move is made by clicking a link. Send a link to your friend and they'll send you one back to make your move. No silly animations or slick interactivity to trip up your gameplay. When Google indexes this site will we successfully compute all possible chess moves? > Functionality is quite limited, and things might be broken. Please let me…
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Re: Static Chess
#94> Plain, brutalist, no bloat chess. Every page is only html and css. Every chess move is made by clicking a link. Send a link to your friend and they'll send you one back to make your move. No silly animations or slick interactivity to trip up your gameplay. When Google indexes this site will we successfully compute all possible chess moves? > Functionality is quite limited, and things might be broken. Please let me…
Re: Static Chess
#95Re: Static Chess
#96> Plain, brutalist, no bloat chess. Every page is only html and css. Every chess move is made by clicking a link. Send a link to your friend and they'll send you one back to make your move. No silly animations or slick interactivity to trip up your gameplay. When Google indexes this site will we successfully compute all possible chess moves? > Functionality is quite limited, and things might be broken. Please let me…
I do rather like the idea of play via stateless link passing, though, and honestly the "prettiness" of animations and interactivity does not, at least to me, seem like a net advantage.
"the right technologies" is highly dependent on the user experience you're trying to achieve; in this case I think I'd argue that for the goal at hand, these -were- the right technologies, just like for the UX goals of more featureful sites a different bundle of technologies were the right thing too.
Re: Static Chess
#97Re: Static Chess
#98This isn't really static right? It's still dynamically rendered by the backend each time you request the page. There aren't 999999919291293923 pre-rendered pages living on a server somewhere.
Technically speaking, it would require ~ 4.8 * 10^44 pages to cover all legal chess positions [1]. But they're happy to serve utterly illegal positions like https://chess.maxmcd.com/rnbqkbnr/qqqqqqqq/8/8/8/8/QQQQQQQQ/... as well. [1] https://github.com/tromp/ChessPositionRanking
Re: Static Chess
#99This isn't really static right? It's still dynamically rendered by the backend each time you request the page. There aren't 999999919291293923 pre-rendered pages living on a server somewhere.
Re: Static Chess
#100It's a neat demo but surprisingly laggy for a static webpage that has a minimalistic implementation of chess.