> Rope-making is a skill which dates back to pre-historic times ... scale rope making is, in many ways, even more difficult than making lengths of full-size rope. But no more! Jim's variable speed Ropewalk is a precision machine which will produce scale rope in any length you need ...
Wow, immortalizing one human's craftsmanship in a configurable robot.
I remember running this on a Power Computing machine during college. It was a great alternative to System 7 at the time, and easier to be productive in than something like BeOS DR3 (although BeOS was fun in its own right).
I'm surprised to see this got updates all the way up to 2009!
I switched to BeOS on my Motorola StarMax when it got stable around the second release and used it as my primary OS for quite awhile (all the way through version 5 when I switched to x86). I had tried MkLinux, but was using MachTen before that. I had used MachTen on 68k and it was rock solid, I never had the same luck with the PowerPC version. I honestly can't remember why I didn't stick with MkLinux. Much later I ran YellowDog on my G3 machines.
EDIT: I'm thinking back... I was pretty young at the time 14-15 yo. And just learning to program, and what I really loved about BeOS was how easy the API was to learn. I had been learning C/C++ in MachTen and never could wrap my head around making Machintosh GUI applications. But sitting down with the Online documentation in BeOS, it was VERY easy to make a program with 3D graphics and a native GUI. Later on, QNX gained a lot of popularity I think for the same reasons (fantastic documentation and API). I had worked on a project under Solaris which relied on POSIX.4 extensions (yikes) before moving it to QNX.
Unity has integrated a 2d physics solution that is very similar to their 3d solution. It has different strengths/weaknesses relative to the 3d solution.
Another option is simply using 3d physics volumes with your 2d sprites if you need features of the 3d physics systems. This works fine and you can constrain objects to a plane/rotation axis as needed.
Why is the page still up with the spamming accusations on it? If you're a co-founder, please take care of it ASAP instead of wasting drakonka's time 'contacting' them.
As a homebrewer I think this would be a pretty rough way to try and scale. The actual brew time would be the same, but you've increased your cleaning and maintenance significantly, you need a solution to pipe from multiple stations into fermenting vessels, you need a significant amount of extra space dedicated to brewing that could otherwise be used for fermentation vessels, etc.
I think the right answer is to get your equipment and do test batches to rework your recipes at scale. If you're successful as a brewery it's a process you'll have to do multiple times as you grow anyways, so avoiding it once seems like a silly optimization.
Actually, I did look into cocos because RoboVM is still not cosidered proven and I plan to develop or port to iOS at some point.
The main problem is googlability (did I just invent a word there?) of cocos stuff. Google is indexing all the old cocos iOS stuff higher and it's really hard to find anything, especially if you never did develop for iPhone and have no clue if the article you're reading is about old or new cocos. The docs are great, but often you need to find examples of different specific topics and those are usually on someone's blog or similar page where only Google can take you. Also, on some forums I found this way, people were trying to help cocos2d-x devs, but those helping were iOS devs and answers were like "this is the way it works on iOS but YMMV", as they were unsure if the API has changed or not.
Maybe it's a great library, but all this left me with too much confusion, and I picked something that was rather straightforward and still supports desktop and iOS if I decide to port.
I've had similar problems googling for Cocos2d help. OTOH, because you can run the CocosBuilder-generated game in the browser, it is very easy to experiment in the JavaScript console and figure out how the various JavaScript bindings of the C++ classes work.
My own judgment is that it's relatively difficult to get a Cocos2d project to work across all platforms (HTML5, iOS, Android). But once it works, the development iteration loop is very comfortable and fast, because you just refresh the browser to try the current version of the game.
CocosBuilder is now abandoned, I think. The creator is building something similar (cocos2d only, not cocos2d-x) and the cocos2d-x guys are building CocoStudio (Windows only, no javascript, for now). Although I love the idea working with javascript for cross-platform development, the whole project feels immature.
But having that color covering a whole laptop does seems a lot tackier. Now, a black Macbook Air would be interesting - or perhaps even a "space grey" one.
https://www.byrnesmodelmachines.com/