This post showcases a functional 2048 game built using Astro. It serves as a practical example of how Astro's `client:visible` directive hydrates interactive components for client-side interactivity.
This subjective review awards Black Myth: Wukong a 7/10 after one playthrough, focusing on its significant shortcomings in performance, storyline, map design, graphics, and combat, despite its AAA ambitions. Contains spoilers.
Passes a gap in flight, like a spark in the dark, or a dream of moonbeam.
I've relaunched my personal blog using the Astro framework after several previous attempts with different technologies. This post reflects on the journey and sets the stage for a series detailing the technical choices and build process behind the current iteration.
A stray cat with a missing ear, a black car that shouldn't be there, and an ancient well.
Numeronyms like k8s (Kubernetes) and i18n (Internationalization) are common shortcuts in the tech industry, but they often introduce ambiguity and increase cognitive load. This post explores the tradeoffs and highlights the particular irony of 'a11y' for Accessibility.