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Very clever!

That's great! I'm pretty interested in that. I hooked up `mark` [1] at work to upload md files to our internal confluence and would love to integrate a native tool to convert Mermaid diagrams to a png rather using mark's built-in system which calls out to mermaid.js and thus needs us to vendor chromium, which I'd rather avoid!

[1] https://github.com/kovetskiy/mark


Nice to see native markdown rendering rather than relying on spawning chromium and taking screenshots like some other libraries do!

One major downside of native rendering is the lack of layout consistency if you’re editing natively and then sharing anywhere else where the diagram will be rendered by mermaid.js.

Yes that's true. For my use-case I want to render the diagram out to a png though and embed it in a confluence page.

This is a perfect use case! The v0.3.0 crate will have: - parse() → AST - layout() → positioned elements - render_svg() → SVG string - render_png() → via resvg (no browser needed)

CLI usage would be something like:

mermaid-rs diagram.mmd -o diagram.png> # or pipe from stdin> cat diagram.mmd | mermaid-rs --format svg > output.svg>

For your mark integration, you'd be able to call it as a subprocess or use it as a Rust library directly if you're building in Rust.

If you want to follow progress or have input on the API, feel free to open an issue on the repo!


Valid point! Native rendering won't be pixel-perfect with mermaid.js. The trade-off is speed and no JS runtime. For documents staying in Ferrite, it's great. For sharing, we're adding SVG export in v0.3.0 so you can use mermaid.js for final renders if needed.

Ahh, there seems to be a distinction between "delisted" and "purchase disabled". This is a list of all games which are no longer available on steam along with the reason: https://steam-tracker.com/

This can’t be all of them. My business partner and I delisted our tiny (unsuccessful) indie game after we wound up our company and our game doesn’t show up here.

Ultimately, all the datasets on Steam are scraped one way or another, since Steam themselves don't seem to publish it. I could be that they simply never came across your project before you delisted it, and of course after delisiting it I don't think they'll ever come across it.

Hm yeah. We removed it a few years ago now so I assume they should have found it though. We followed these instructions and had to contact valve and give a justification https://partner.steamgames.com/doc/store/retire_app I don’t remember the details of the form but maybe there were options and one amounts to being delisted and another amounts to just no longer being visible and available for sale.

"Deslisted" == "no longer being visible". If it's delisted it won't show up in search results, tag listings and more. So if you just had it online for a few weeks, that was the only moment the scrapers could find it. If they didn't catch it at that point, they'll never catch it.

Ah yeah, I guess https://steam-tracker.com/ scrapes regularly as it shows up there (it's called Resynth)

The nice move in this scenario would have been to make the game free instead of delisting. Gamers can still enjoy it, and you don't have to worry about income once the company is closed.

It actually is free on itch.io, and people on steam who bought it still have access to it. Keeping it on steam required us to maintain our company registration which we didn’t want to do since it’s a waste of money and time as we weren’t planning on doing anything more with it.

Ah, that makes sense.

what is the game?

It's a musical puzzle game called Resynth: https://polyphoniclp.itch.io/resynth It's like a cross between sokoban and a step sequencer!

Casey hasn’t worked on game engine or engine tech in almost a decade. That’s not to say he doesn’t know what he’s talking about, but imho it’s important to be aware that he hasn’t worked on a real shipping product in a long time.



I went back to his website [1] and spent almost an hour of a boring zoom call playing Coin Counter [2]. [1] https://jacklance.github.io/games.html [2] https://www.puzzlescript.net/play.html?p=9ebe1e5ad44ac222593...


I didn't know of Jack Lance before this post. I've just been playing through enigmash and it's very clever! https://jacklance.github.io/PuzzleScript/play.html?p=cfdcc6e...


And 6-bits per colour component.


VGA color palette was 18-bits/256K, but input into the palette was 8-bit per channel. (63,63,63) is visibly different from (255,255,255).

http://qzx.com/pc-gpe/tut2.txt

http://qzx.com/pc-gpe/


Sorry I'm not exactly sure what you're saying. I know very well how it works as I write a lot of demos and games (still today) for mode 13h (see https://www.pouet.net/groups.php?which=1217&order=release) and I can program the VGA DAC palette in my sleep. Were you referring to the fact that you write 8-bits to the palette registers? That's true, you do, but only 6-bits is actually used so it effectively wraps around at 64. There are 6-bits per colour component which as you pointed out is 18-bits colour depth.

Btw I was a teenager when those Denthor trainers came out and I read them all, I loved them! They taught me a lot!


"Can't be too happy about that one!" I always loved the speech in World Class Leader Board Golf!


Paul Theroux talks about this a bit in one of his books, about how it’s about the journey and not the destination basically. I think it was The Old Patagonian Express.


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