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CSS is DOOMed

nielsleenheer.com

61–70 of 120 posts

Re: CSS is DOOMed

#61
Great example as to why people are yearning for CSS in TypeScript. Something as simple as if() only works in Chrome and there's not a good shim story for CSS versus a more complete language, so you end up with this:

> The problem: CSS can compute a number – 0 for visible and 1 for hidden – but you can’t directly use that number to set visibility. There is a new feature coming to CSS that solves this: if(), but right now it only just shipped in Chrome.

> So I used a trick called type grinding. You create a paused animation that toggles visibility between visible and hidden. Then you set the animation-delay based on the computed value to determine which keyframe is used:

  animation: cull-toggle 1s step-end paused;
  animation-delay: calc(var(--cull-outside) \* -0.5s);

  @keyframes cull-toggle {
    0%, 49.9% { visibility: visible; }
    50%, 100% { visibility: hidden; }
  }
> A negative animation delay on a paused animation jumps to that point in the timeline. So a delay of 0s lands in the visible range, and -0.5s lands in the hidden range. It’s a hack, but a functional one. When CSS if() gets wider support, we can replace this with a clean conditional. ```

Re: CSS is DOOMed

#62
post #41

So impressive! Bonus, you can wall hack by just deleting a div ahah

Even better, since everything is well organized, you can add `opacity: 0.7` to `.wall` specifically, and get something that looks almost exactly like how old school wallhacks looked like.

Re: CSS is DOOMed

#64

Is CSS that awesome? It's still a language designed for styling webpages with 30 year of added features. I'd argue something purpose built would be a much better tool for the potential usecases people try to use CSS for now. I guess I am asking, if modern CSS is so awesome, it's awesome compared to what exactly?

[flagged]

Re: CSS is DOOMed

#65

Is CSS that awesome? It's still a language designed for styling webpages with 30 year of added features. I'd argue something purpose built would be a much better tool for the potential usecases people try to use CSS for now. I guess I am asking, if modern CSS is so awesome, it's awesome compared to what exactly?

I'm asking the same question!

No doubt the very loudly opinionated not-web-dev community, who have So Much To Say about web devs and web tech, have produced an uncontroversial, perfect layout system, styling system, and language to produce the replacement for this awful web tech. Where is it? What is it? Please provide (the better version of) a hyperlink to the docs.

Re: CSS is DOOMed

#67
post #28

In 2006, Ars Technica published an April Fool's article[0] declaring that the perennially-forthcoming Duke Nukem Forever would finally see the light of day... as... a browser game ! Ho ho, how droll. Crazy to see how far we've come. [0]: https://arstechnica.com/gaming/2006/04/forever/

thats wild that you can still link to a 2006 blogpost. kudos, ars technica.

Re: CSS is DOOMed

#68
> "I used Claude to create an approximate version of the game loop in JavaScript based on the original DOOM source"

This is the real horror here, Uncanny-Valley gameplay Doom. It's like those Doom maps where people tried to recreate the game levels from memory, but still made a few mistakes and got some details wrong. This is like that, but for the gameplay rather than the level layouts. It's different enough to be wrong.

We have Green Armor that sets your armor to 200%. Health Bonuses that reset your health to 100% if you exceeded that number, too bad if you recently collected a Soul Sphere. Switch-activated doors that are supposed to stay open, but instead automatically close, but then the secret wall unexpectedly activates like a manual door.

Re: CSS is DOOMed

#69
The fact that Claude is killing CSS officially means we need to switch back to IRC or something. AI is a parasite we cannot integrate but only avoid. (P.s. if you work in AI, stop, you are literally destructive to humanity.)

Re: CSS is DOOMed

#70
post #68

> "I used Claude to create an approximate version of the game loop in JavaScript based on the original DOOM source" This is the real horror here, Uncanny-Valley gameplay Doom. It's like those Doom maps where people tried to recreate the game levels from memory, but still made a few mistakes and got some details wrong. This is like that, but for the gameplay rather than the level layouts. It's different enough to be w…

This is so disingenuous. You literally clipped the full sentence that changes the context significantly.

> "Once I’ve proven to myself that rendering was feasible, I used Claude to create an approximate version of the game loop in JavaScript based on the original DOOM source, which to me is the least interesting part of the project"

This post is about whether you can render Doom in CSS not whether Claude can replicate Doom gameplay. I doubt the author even bothered to give the game loop much QA.

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