If you want to go overboard, you can even create something akin to a macro by assigning multiple actions to the same key, so that a single keypress registers a different action when you’ve pressed half-way down, as you bottom out and when the switch pushes the keycap up again — and maybe another one somewhere in-between. I haven’t quite found a personal use case for this yet, but somebody surely will.
From the article. Cool stuff!
I’ll be over here with my 1/64 keyboard.
Don’t think of it as a Switch 2, any more than the Wii was a GameCube 2, or the NDS was a GBA 2.
That said, I personally think the Switch was a realization of what the WiiU tried to be: blending handheld and console, exploring motion controls, and solidifying online play with titles like Splatoon and Super Mario Maker.
The Switch itself experimented with VR with the Nintendo Labo headset, bringing VR modes to Super Mario Odyssey and Mario Kart, Smash Bros and Breath of the Wild.
They really could have pivoted strongly into VR, since the biggest barrier – the hardware buy-in – was already out of the way.
I wouldn’t be surprised if the next console picked up where the Switch left off there.
I think you and those responding to you are conflating Matrix and Element and Synapse.
Spaces are a UI feature in Element for grouping rooms. Element is only one of many Matrix clients.
Element, the client, is written in typescript and kotlin.
https://github.com/vector-im
Synapse, a server implementation using the Matrix protocol, is indeed written in Python.
There are several other servers, written in Go, Rust, C, and C++.
https://matrix.org/ecosystem/servers/
Matrix is the protocol itself. Blaming it for UI problems is like blaming TCP for the toolbars in Internet Explorer: very remotely correct.
…does…
…does b-boy stand for basketboy