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Gulpfile for Rails application with replaced Sprockets with Gulp
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How to give permission to an individual S3 bucket (IAM policy)
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Short write up on using REPL when developing UIs in ClojureScript.
Hot-reload on save or Eval in REPL?
Everyone's standard approach to hot-reloading is to use a tool (Figwheel or shadow-cljs) that reloads changed namespaces automatically. This works really well: you change the code, the tool picks up changed files, compiles namespaces and dependants, notifies REPL client which then pulls in compiled changes, and re-runs a function that re-renders UI.
The other approach is to use ClojureScript's REPL directly and rely only on eval from the editor. This more or less matches Clojure style workflow. This approach might be useful when you don't want tools overhead or hot-reloading becomes slow for you or you just used to this style of interactions. Also changing code doesn't always mean that you want to reload all the changes. On the other hand it is very easy to change a couple of top-level forms and forget to eval one of them.
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d