[-] toxicsyntax@feddit.dk 11 points 1 year ago* (last edited 1 year ago)

I think the article fails to mention that one of the reasons tools like Tailwind (and methodologies like BEM, etc.) exist in the first place is to facilitate bigger organisation sites.

In my personal experience "plain old CSS" isn't feasible as the number of mainterners on a site goes up. Once there is multiple teams (possibly even across multiple departments) contributing to a site, the cascading part of CSS means that it is more or less unavoidable that some change from one team unintentionally breaks something for another team - and this being visual things means that it is very hard to catch with automated tests.

After having working in a big organisation for a while, most developers will eventually start wishing for something that would make sure that their CSS only applies to their own components. div tags with inline style attributes suddenly starts to look very attractive - which is what eventually led to something like Tailwind.

[-] toxicsyntax@feddit.dk 1 points 1 year ago

I bought it recently, but I haven't had time to play it that much. I really like what I have seen so far, though. I really like that it feels like there is no right way to approach it - like I can sort of do whatever I want and the characters in the game will adapt to it. Also, the world has a nice "frontier" feeling to it, that don't think I have seen so much in fantasy RPG settings.

toxicsyntax

joined 1 year ago