Start in plan mode, generating a markdown file with the plan, keep it up to date as it is executed, and after each iteration commit, clear the context and tell it to read the plan and execute the next step.
Good idea to build low-fidelity mockups. SVG in my opinion is a better format for this job than text. For instance, in the screenshots from the article, not a single example is properly aligned. That is distracting and makes these assets hard to share.
What bothers me is that there's no mention of Half-Life 2 episode 3. Valve announced that they would switch to episodic development to "release games more frequently."
It was supposed to be a 3-episode story. They released parts 1 and 2 and part 3 was supposed to wrap up the story using the same engine.
Rephrase that as “is it a good idea to fake app usage to create misleading metrics for IT, while bypassing their filters for ISO compliance” and hopefully you will get your answer.
I worked on a data science platform that is being used to accelerate research for diagnosing cancer at early stages and for researching treatments for cancer and other diseases.
I worked for a company in the late 1980s that started developing with a 4GL product (Dataflex) instead of COBOL. The article is right that COBOL has outlasted most (all?) of those 4GL solutions.
Looking back, COBOL would have been a better technical choice back then. Dataflex's metadata-based dynamic UI and report generation saved some simple, repetitive work, but much more effort was wasted working around its limitations.
I agree. Seeing the Annapurna logo in a game has become a signal to me that I will really enjoy that game and that it has a unique, fresh perspective to offer.
reply