Using Claude Code to Migrate to Chezmoi
Chezmoi is a tool for dotfile management. But this post is about the excellent AI coding assistant Claude Code, not Chezmoi. Migrating to Chezmoi just offers a relatively simple task that lets me show a Claude Code workflow in action.
This will be a heavily edited, possibly somewhat pseudo-coded log of my shell session with Claude Code.
Read more...Custom MacOS App Keyboard Shortcuts
MacOS allows you to set custom keyboard shortcuts that activate any item in the menus at the top of the screen. You can do the same in Windows, but only with third party software; MacOS has this ability out of the box. This post has suggestions for things to add (and a couple default items to disable).
Read more...Coping with MacOS Sequoia for Web Development
This is the latest in a series of posts on using MacOS for web development. This fork of the original post is targeted at Sequoia (15.5).
My Mac setup is heavily customized, and I have lots of muscle memory built up around it. I am absolutely crippled on a new machine until I’ve reproduced that setup. So this is a guide to myself to doing so more quickly. Maybe it will benefit you too!
Read more...Coping with MacOS Sonoma for Web Development
This is the latest in a series of posts on using MacOS for web development. This fork of the original post is targeted at Sonoma (14.4).
For pretty much every Mac I’ve ever owned, I’ve copied my configuration from machine to machine. But when one does so, a lot of unused cruft builds up over the years. So I’ve decided to wipe everything and start totally (well, okay, mostly) from scratch. This is a rare learning opportunity and so I’m documenting my setup here, for my reference and for yours.
Read more...The Legend of Zelda: Tears of the Kingdom - Game Design Notes
Time for another post in my game design analysis series! This time I’m looking at The Legend of Zelda: Tears of the Kingdom.
Much of what I record here will be obvious to anyone who’s recently played the game, or its predecessor Breath of the Wild. But I’m writing this for future readers as well, and hopefully it can provide some inspiration for busy designers who don’t have time to sit down and play the game themselves.
NOTE: Until such time as this note is removed, this post should be considered a work in progress. (I don’t feel like messing around with a “draft” status and hopefully I can get some preliminary feedback this way.)
SPOILER ALERT: I am going to be making no effort whatsoever to avoid spoilers in these notes, as that would hamper their usefulness. If you don’t want spoilers, play the game in its entirety before reading these notes!
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