https://will-gleason.vercel.app/
Difference between video games and ttrpgs, though, is that the player is the rules computer.
Difference between video games and ttrpgs, though, is that the player is the rules computer.
More rules and stuff to track hopefully means more meaningful choices during combat. So a player needs to value fun tactics more than the cost of noodling over a larger rulebook.
More rules and stuff to track hopefully means more meaningful choices during combat. So a player needs to value fun tactics more than the cost of noodling over a larger rulebook.
Who is working on this?
Who is working on this?
I think there are many app devs like me who are used to React Query/Mobx/Redux apps, ie big mutable client caches, and moving from that rich ecosystem to RSC feels hard.
Likely, the RSC ecosystem and idioms just aren't as settled yet.
I think there are many app devs like me who are used to React Query/Mobx/Redux apps, ie big mutable client caches, and moving from that rich ecosystem to RSC feels hard.
Likely, the RSC ecosystem and idioms just aren't as settled yet.
What if I have a computed "friend count" state in the nav bar, and a friends list in the main dashboard, and I want the nav bar count to immediately update when I remove a friend from the dashboard?
What if I have a computed "friend count" state in the nav bar, and a friends list in the main dashboard, and I want the nav bar count to immediately update when I remove a friend from the dashboard?
With RSC, I've found the optimistic update story hardest to understand. I want snappy local updates between distant client components, but all I have is the `revalidatePath` hammer.
With RSC, I've found the optimistic update story hardest to understand. I want snappy local updates between distant client components, but all I have is the `revalidatePath` hammer.