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Learning Dutch online in 2023

from Alice GG [alt+shift+b] in programming

Back in 2020, I left France to live in the Netherlands. Since then, I have spent some time learning the language and reached an intermediate (B1-B2) level. While learning Dutch is not a hard requirement to live and work in the country, it does make day-to-day life a bit more convenient. There are plenty of resources out there to learn languages, so here’s my pick of tools that are worth spending your time on. Artem Shuba Duolingo Duolingo is probably the most famous language-learning app around. Despite its popularity, many people in the language learning community will dismiss it as just a toy. It is, in my opinion, actually great for beginners. One of the main benefits of it is that it focuses on complete sentences, and will drill the sentence structure of your target language in your head. However, once you have acquired a basic idea of your target language’s grammar the application loses any usefulness. Duolingo is sadly extremely slow at introducing new vocabulary, and going across the whole course is unnecessarily time-consuming. Which I guess is a consequence of its subscription business model. The gamification makes it addictive enough that I reached a 300 days learning streak, but I would honestly not recommend using it for more than six months. Anki Anki is a very often recommended option in language learning communities. It is a spaced repetition app, that will show you flashcards and ask you if you know the correct translation. Unlike Duolingo, Anki is essentially focused on vocabulary. It is free and open-source software, so the application gives you a lot of customization options, which lets you introduce new words at the rhhythm you want. A few Dutch decks are available online, but many Anki users prefer creating their own decks with words they encounter in target language content. Anki didn’t stick with me, I think the issue was the lack of variety in exercises. Doing the same thing to every flashcard turned the activity into a chore (instead of...
2nd Mar 2023

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The slopocalypse survival guide

Slop is without a doubt everywhere. Be it in restaurant’s menus, music playlists, or online game storefronts, it is now impossible to escape it. Yet, I’ve never met anyone who was actually looking forward to consuming that. No matter how hard it’s shoved down our throats, the human longing to connect with other people through art still remains. Raymond Kotewicz They will not let you filter A simple solution would be to have slop filters. Automatically label AI-generated trash, and let users hide it if they don’t want to see it. So far, I don’t think any of the major internet platforms has implemented this. The common excuse for why they don’t let you easily filter out slop is that it would be technically too difficult. Let me be clear with everyone here: this is complete bullshit. We’re talking about companies that can hire some of the most talented engineers in the world. I don’t think anyone seriously believes they can’t come up with a way to guess if a file has been generated by AI or not. 90% of the slop out there stands out so much everyone can see how it was made after looking at it for 5 seconds. A more plausible reason for the lack of slop filter is that they are simply testing out the waters. They are checking if users will tolerate it. The question tech executives want answered is: will people buy this garbage? And if the answer to that question is yes, here’s what they will do: they will start generating it themselves. They don’t need the useless meat proxies who think typing ten words and pressing enter makes them creative. They definitely don’t want to verse anyone royalties when they could just be making a one time purchase of tokens. If you think this is not real, just ask Tim Sweeney. I bet he will be more than happy to confirm. Roman Navarro Curation by humans for humans So now that it’s clear that tech companies will not save us from drowning in slop, it’s time to turn back to actual humans instead. The good news is they are a lot of people who are here to help you. There are thousands of people on the internet who will search through mountains of content to find the perfect piece of art they want to share with the world. We don’t explicitly call them curators. They are streamers, bloggers, journalists, DJs, overly enthusiast fans, or simply your friends. Some of those people are seriously amazing. There are DJs out there who will spend thousands of hours digging through crates to craft you the perfect ninety minutes of music. Why do you still need those machine-generated playlists? The alternative to blindly trusting the output of a recommendation algorithm isn’t always to become an expert in every field of art. Sometimes you just have to put the trust you had in a machine back into another person. Back to the real world? The real long term solution would be to stop relying only on the internet for distribution. This is already a thing in the music industry. Every city has a record shop that will sell you a carefully selected set of vinyls. For many musicians, physical sales (and concerts) are a much better source of income than streaming. The same goes for the movie. While text-to-video AI is a thing, the real money isn’t made by generating 30 second TikTok dramas. The real money comes from people paying tickets to see a full-length movie in a theater. Sadly I’m not too optimistic about my own field: video games. Somehow it seems the direction we’ve taken is the opposite. We’re all in on online distributions platforms. We have fully accepted them as our new digital overlords. Next month GTA V is coming out without a disk in the box. Sony already announced that the next Playstation will not support physical media. Physical distribution is not even mentioned in the pitch of the average indie publisher. In Breda, the small Dutch city where I live, we used to have two dedicated video games shop. Higher interests rates, expensive rents, and various policy failures have done their jobs: they are both closed. I don’t think this is a good sign for the survivability of the gaming industry.

2 days ago • 2 votes
Attention is all you have

The Tetris effect is one of psychology’s most easy to reproduce experiments. Simply spend a bit of time playing the eponymous game every day for a few weeks. After a little while, you’ll start recognizing familiar Tetromino shapes in clouds, buildings, and everyday objects. You might even see them appear before your eyes when you start falling asleep. Tom Tang Attention hijacking There’s one lesson the Tetris effect teaches us: whatever you focus on long enough will end up shaping your thoughts. This can be a good thing since it’s how we learn new skills and discover new ideas. Sadly, less and less of our attention is focused intentionally. Instead of picking what we want to see we let other people decide what is supposed to be good for us. Do you want to watch a video? YouTube knows you like cooking and art streams. But why not also recommend a few clips about the stock market bubble, global warming, and the war in Iran. Doomscrolling will make you stay longer and click on a few more ads. Do you want to listen to music? Just open a Spotify playlist and let the algorithm figure out what you like. Please ignore the AI slop they will insert in between real songs to avoid paying royalties to real artists. Do you want to know how your colleagues are doing? Too bad, LinkedIn will bury any relevant career news between the opinion of complete strangers. It is surely just a coincidence that those strangers happen to be shilling whatever Microsoft is invested in at the moment. Do you want the opinion of strangers on a product? Well those Redditors you wanted to ask are probably just a bunch of LLMs talking to a bunch of Russian trolls now. I hope you didn’t value their opinion too much. If, like me and most people, you spend the major part of your day focused on your device, there’s no doubt it’s affecting you. And when you let someone else dictate what appears on your screen, it’s the same as giving them the key to your brain. New York Said Back to an intentional internet The internet wasn’t always like that. Before recommendation algorithms where a thing, you had to decide what you would be doing on the computer. You didn’t really have one big app that you could open and order it to entertain you. Instead, you had a few dozen of bookmarks to websites, each with a specific idea in mind. A site for video game news, that one website with lots of tutorials, a blog about anime that didn’t update often enough, a wiki about a TV show from the 90s… Of course awful things existed on the web. We had Encyclopedia Dramatica and Rotten.com, but you actually had to put the effort to go there if you wanted. Nobody was going to put pictures of dead kids and far-right propaganda as a suggestion after a pancake recipe or a cat video. The good thing is that this intentional internet is still around. It has just been a bit buried below the corporate web, but it’s not very hard to find. After all you’re on this blog, so you probably already have a good idea about it. The main difference between this time and now is you. When you want to get back to reading blogs, RSS feeds, and finish that tutorial instead of doomscrolling shorts, you have to get used to a slower internet. One where content is not infinite and doesn’t get updated every click. But like every habit, the only thing you have to do is to keep at it. And if you pay enough attention to it, something will click in your brain.

21st Sep 2026 • 3 votes
GodotCon Amsterdam 2026

In April, the Godot foundation organized a conference close to their home base: GodotCon Amsterdam. It was a good occasion for us to showcase Paradox Tower and get some beta feedback from other developers. Most importantly it was two entire days of talks about game development in Godot. Here are some of the ones I recommend checking out if you are into it. 1000 rigged AnimationPlayers in 3D, impossible? Having a lot of animated 3D objects in Godot can seriously damage performance. This is something to look for if you’re developing for systems with limited resources, which may rely on the Compatibility renderer (like Android or Switch). Bertrand Bordage explains how to get around this limitation using Vertex Animation Textures. It basically consists of baking an animation into a shader. I had previously never heard of it and this talk really seems like a doable solution for Switch ports of 3D games. The Clone Wars: Defending Godot Games From Reupload Scams Godot games are very easy to reverse engineer. Many developers assume this is not an issue and will only be used by modders and curious players. Sadly, there’s a cottage industry of shady publishers who will take advantage of this to copy your game. I’ve previously talked a bit about technical countermeasures you can use to make this process harder. In this talk, Yasen Dinkov also explores the legal and marketing aspects of the problem. He provides ideas that can make taking down illegal store pages much easier. From model to gameplay in seconds: setting up your Blender Godot pipeline Doing a lot of manual steps can kill your productivity. A big source of this is manually importing 3D assets and setting them up as Godot scenes. Godot comes with a set of tools to speed that up: post-import scripts. Here, Marion Allard explains how to make the best use of it, with step-by-step examples using Blender objects: Make your own fractal! A more relaxed talk to finish, with a short and fun introduction to fractals by Marta Imke. It explores visual math and the different ways you can build fractal images out of simple functions. This is definitely something that can be useful if you want to create some trippy visual effects.

2nd Jul 2026 • 1 votes
Steam nerfed popular upcoming. So what?

In the latest Steam client update, Valve unveiled major changes to its store’s home page. One of the main difference is that the “Popular Upcoming” section, which shows upcoming games now shows a lot fewer games. This seems to worry indie developers who relied on this section as a major driver of visibility around launch. I personally think this is will not change much to how indie games are marketed and might even be a positive for many niche developers. Popular upcoming is dead Now that game development is more accessible than ever, and anyone can post their games on Steam and Epic. Since all those new developers need to market their games, this has created a cottage industry of game marketing influencers. The strategy they teach is basically always a variant of: Make a game (and a demo) Get a lot of people to play the demo during Steam Next Fest Get 6000+ Wishlist Appear in Popular Upcoming ??? Profit Since everyone is running around with approximately the same strategy, it became a very crowded trade. With everyone publishing a more and more polished demo, Next Fest began to have diminishing returns for most developers. In the same way Popular Upcoming was very impactful when maybe 1 or 2 games appeared in it every day, but if it shows a dozen game, it’s not a guarantee of success anymore. And let’s be honest, players have probably been paying less and less attention to this section of the store for a while. Basically every shovelware publisher knows how to game the algorithm and get their new version of Slop Simulator 2027 in their. Long live the Personal Calendar In the same update, Valve introduced a new feature: the Personal Calendar. It’s a whole page which aims at making players discover games that are personalized to their taste. The recommendation algorithm seems to work somewhat decently. I do not think it is entirely based on tags, since it seems to recommend me a lot of “Open World Survival Craft” games, which is not something I usually play. It may be using wishlist behavior of similar players to make recommendations. One of the major differences is that it shows a calendar for the next eight weeks, so games can have a much longer visibility window. If a player of your target audience didn’t browse Steam on the day before your launch, it would miss you on popular upcoming, while now they can It also shows recently released games, in the past 7 days and past month. Contrary to the homepage “Popular New Releases” tab (ex “New & Trending”), which requires a lot of active players, this section seems accessible even to unknown games. Steam is currently recommending me Imago Season with at the moment 0 review and only 2 concurrent players. A new era for niche games? Before this change, it was extremely difficult for developers to market niche games. I know it from first-hand experience, since I have no doubt Dice ‘n Goblins would have been easier to market if it was not the weirdest combination of ideas possible. Because of this, a lot of new indie game developers were advised to stick to a very popular genre. You love real-time strategy? Too bad, you’ll have to make an action roguelike instead. This has led to a loss of creativity in the indie game world. With many developers working on genres that do not interest them, using recycled ideas and aesthetics. I do believe that this new version of Steam might swing the pendulum in the other way. Now that players of niche games can get recommendation customized to their taste, making games for a non-mainstream audience can become viable again.

12th Jun 2026 • 2 votes
Preview Ebitengine shaders with Luluka

Lately, I’ve been experimenting with building games in Ebitengine. It’s a 2D engine that lets you create games using the Go programming language. To be able to iterate faster on visual effects, I have created a tool that lets me preview shaders: Luluka. Kage Shaders For those who feel like they missed an episode, shaders are small programs running on the GPU which can be used to modify the pixels of an image. In games, they are used everywhere to control how a game looks. They can be used create special effects like blurring an image or making your screen look like a CRT from the 90s. Ebitengine has its own shader language called Kage. It is very convenient because it has a syntax extremely close to Go. Close enough that you can even run go fmt to format your Kage files. Under the hood, Ebitengine will automatically convert Kage shaders into a format understandable by the GPU. Quasilyte’s article about Ebitengine shaders is generally the most comprehensive introduction to the subject. You can also learn more about them in the Kage’s desk. Luluka One of the main difference between Ebitengine and other game engines like Godot, is that it doesn’t have a visual editor. This is generally fine, since I’ve spent most of my career avoiding What-You-See-Is-What-You-Get tools in favor of staying inside NeoVim. But for shaders, you can end up spending a lot of time tweaking a few variables until you get them to look right. That’s why I decided to build my own tool that would let me work on a shader in isolation, and quickly change the variables we give it. You can install Luluka using the following command: go install github.com/Tsukumogami-Software/[email protected] Run a shader by pointing it straight to the file, passing textures with -i and uniform values with -u: luluka sample/transition.kage -i image2.png -i image.png -u Steepness:80 -u Seed.0:15 -u Seed.1:100 -u Seed.2:5000 -u Seed.3:5000 -u Speed:0.08 For more convenience, you can use a YAML file to pass your uniform values. This is especially practical when working with arrays or matrices, since commands can get very long: Steepness: 80 Seed: [15.0, 100.0, 5000.0] Speed: 0.08 luluka sample/transition.kage -i image2.png -i image.png -v values.yaml

15th May 2026 • 1 votes

More in programming

Contract testing implementation challenges

This post was previously published through my newsletter on October 19, 2026. From time to time, I will republish newsletter issues on my blog here if I think people (and search engines) might benefit from it. If you want to read everything I’ve written once it is posted, I recommend signing up for the newsletter. For the last 5-6 years or so, I’ve been talking about, teaching and helping teams implement contract testing on a regular basis. To make that more concrete: at the moment, I’m having ongoing conversations with four different potential clients about helping them in some way with their contract testing implementation, and so far, I’ve run my contract testing workshop four times this year. It probably doesn’t come as a surprise to you when I say that I really like the concept of contract testing as a means of addressing integration testing challenges in distributed software systems. However, no matter if I’m speaking, teaching or implementing contract testing, certain challenges almost always come up at some point, and I want to highlight some of those today. Understanding the concept of contract testing First of all, it often takes people a while to understand the concept of contract testing, especially when they’re used to what I call the ‘traditional’ approach to integration testing: deploying the systems and services in scope to a shared testing environment and then testing them ‘as a whole’. Of course, the more distributed your system and your development process is, and the higher the deployment frequency, the more complex and the slower this integration testing approach is going to be. The premise behind contract testing is to break that integration testing puzzle down into small chunks of individual consumer-provider pairs, and then test the integration between those two in an asynchronous manner. By asynchronous, I mean that there is no need to deploy consumer and provider into a shared environment; both parties perform their part of the process in their own, local development environment. This means you can detect potential integration issues before you deploy, instead of stumbling onto them after you do so. This makes contract testing (or contract-based integration testing, to use its proper name) a significantly different approach to integration testing compared to the more ‘traditional’ approach. In my experience, it usually takes people time to wrap their head around how the process actually works, which steps you should take and in which order, and what you (do not yet) know after each step. It often takes going through several contract testing cycles before people start to ‘get it’. That’s not their fault, that is to be expected, since the contract-based approach to integration testing is, again, quite different from what they’ve been doing for so long. To better cater to this, I redesigned my contract testing workshop a year and a half or so ago. It is now a full-day workshop (half a day is simply too short), and I take much smaller steps and repeat them more often. From what I see, this has led to a better understanding of the concepts with my audience, and that’s the whole point. Contract testing === Pact I’ve talked to quite a few teams that had heard of contract testing somewhere, decided that that was the way out of their integration testing problems, and then immediately started writing contract tests with Pact. Understandable, because Pact is a very useful, very powerful and very popular tool, plus, it’s open source, which makes it easy for teams to get started. Often, they skipped a step in the process. Pact is very much a consumer-driven contract testing tool by nature, and while consumer-driven contract testing is the richest and most powerful of the different approaches to contract testing, it is not necessarily the best fit for every team and every context. It’s a classic example of using the wrong tool for the problem at hand, because they didn’t take enough time looking at the problem and the available solutions. That’s not the problem of Pact, even though it is often framed that way (‘Pact didn’t solve my problems, therefore Pact is not a good tool’). That’s a ‘we didn’t fully understand the problem and the context’ problem. Contract testing removes the need for communication Another challenge that I often see when I talk about or help teams with contract testing is the fact that teams don’t talk to each other. This then leads to integration issues, because team A expects something from team B that team B doesn’t supply. Contract testing is not the solution to these problems. It can’t be - tools alone do not solve problems, let alone communication problems. What contract testing does do is make potential integration issues visible early on in the development process, often earlier than (again) more ‘traditional’ approaches to integration testing. That’s where the value of contract testing can be found. It is not a means to replace communication between teams. In fact, and this is especially true for consumer-driven contract testing, contract testing cannot succeed without good communication between consumer and provider teams. Contract testing replaces all other types of integration testing This one comes up less often than it used to, but sometimes, I still hear people saying that when they will have contract-based integration tests in place, they don’t need other types of integration tests anymore - including E2E tests. That’s simply not true. While contract testing is a great way to find out earlier about the impact of a change in a specific consumer or provider further downstream, in many cases, I wouldn’t rely on these tests alone before moving to production. Because of its asynchronous nature, contract-based integration testing only verifies whether a consumer and a provider speak the same language - can a consumer understand the message returned by a provider in a specific situation? It does not verify that the request or the response message reaches the other party in the first place, for example. In other words, it doesn’t test connectivity between a consumer and a provider. And because integration testing is broken down into individual consumer-provider pairs, you don’t see the entire system working ‘as a whole’. This means you might want to keep a few end-to-end tests in place, even when you’ve got good contract testing coverage across the board. The above is not a complete list of challenges with contract testing, but the ones I mentioned here are those that come up most often.

23 hours ago • 1 votes
Suffering as a Feature

Have you seen this? If you haven't, you should. I think everyone needs to. Wealth inequality on a scale this extreme is almost impossible to explain. You have to experience it to understand. Go ahead. Try it out. Where is the top of this graph? Good question. Keep

yesterday • 1 votes
The upvote dilemma

Hiding upvotes on the discovery feed

2 days ago • 2 votes
The slopocalypse survival guide

Slop is without a doubt everywhere. Be it in restaurant’s menus, music playlists, or online game storefronts, it is now impossible to escape it. Yet, I’ve never met anyone who was actually looking forward to consuming that. No matter how hard it’s shoved down our throats, the human longing to connect with other people through art still remains. Raymond Kotewicz They will not let you filter A simple solution would be to have slop filters. Automatically label AI-generated trash, and let users hide it if they don’t want to see it. So far, I don’t think any of the major internet platforms has implemented this. The common excuse for why they don’t let you easily filter out slop is that it would be technically too difficult. Let me be clear with everyone here: this is complete bullshit. We’re talking about companies that can hire some of the most talented engineers in the world. I don’t think anyone seriously believes they can’t come up with a way to guess if a file has been generated by AI or not. 90% of the slop out there stands out so much everyone can see how it was made after looking at it for 5 seconds. A more plausible reason for the lack of slop filter is that they are simply testing out the waters. They are checking if users will tolerate it. The question tech executives want answered is: will people buy this garbage? And if the answer to that question is yes, here’s what they will do: they will start generating it themselves. They don’t need the useless meat proxies who think typing ten words and pressing enter makes them creative. They definitely don’t want to verse anyone royalties when they could just be making a one time purchase of tokens. If you think this is not real, just ask Tim Sweeney. I bet he will be more than happy to confirm. Roman Navarro Curation by humans for humans So now that it’s clear that tech companies will not save us from drowning in slop, it’s time to turn back to actual humans instead. The good news is they are a lot of people who are here to help you. There are thousands of people on the internet who will search through mountains of content to find the perfect piece of art they want to share with the world. We don’t explicitly call them curators. They are streamers, bloggers, journalists, DJs, overly enthusiast fans, or simply your friends. Some of those people are seriously amazing. There are DJs out there who will spend thousands of hours digging through crates to craft you the perfect ninety minutes of music. Why do you still need those machine-generated playlists? The alternative to blindly trusting the output of a recommendation algorithm isn’t always to become an expert in every field of art. Sometimes you just have to put the trust you had in a machine back into another person. Back to the real world? The real long term solution would be to stop relying only on the internet for distribution. This is already a thing in the music industry. Every city has a record shop that will sell you a carefully selected set of vinyls. For many musicians, physical sales (and concerts) are a much better source of income than streaming. The same goes for the movie. While text-to-video AI is a thing, the real money isn’t made by generating 30 second TikTok dramas. The real money comes from people paying tickets to see a full-length movie in a theater. Sadly I’m not too optimistic about my own field: video games. Somehow it seems the direction we’ve taken is the opposite. We’re all in on online distributions platforms. We have fully accepted them as our new digital overlords. Next month GTA V is coming out without a disk in the box. Sony already announced that the next Playstation will not support physical media. Physical distribution is not even mentioned in the pitch of the average indie publisher. In Breda, the small Dutch city where I live, we used to have two dedicated video games shop. Higher interests rates, expensive rents, and various policy failures have done their jobs: they are both closed. I don’t think this is a good sign for the survivability of the gaming industry.

2 days ago • 2 votes
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2 days ago • 1 votes
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