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March 18, 2024

The 'T' in Tailwind is for... and Fantasy Workstations

Hey friends,

I've decided that age is relative, not a number... and this week I feel OLD. Old in the sense that you swing some kettlebells and THIS week, unlike all the other weeks, your body decides to become very angry about it 👴. You know what else makes me feel old? The Matrix is 25 years old this year... 1999 baby. 😎💊

Whew...


Thinking Too Hard

I came across several articles last week about how Tailwind is bad and wrong and makes people really angry.

I dislike sensationalism. I do not think Tailwind SOLVES CSS (far from it, actually) but I feel obligated to provide a few counter points that don't seem to get mentioned often:

  • Tailwind is best used by TEAMS, not individuals.
  • Tailwind improves long-term maintenance for TEAMS with it's tree-shaking only-what-you-need compilation.
  • Tailwind removes arbitrary naming and ordering arguments for TEAMS.
  • Tailwind helps TEAMS avoid writing same-but-slightly-different rules thanks to the config file and IntelliSense completion.
  • Tailwind can provide a unifying layer across several different technologies (JS, Ruby, PHP, whatevs) for a TEAM that has to hop between them.
  • Tailwind is best used as a TEAM-mate with with other tools in areas it is weak (ok ok, I'm stretching the bit here).

We might as well call it TEAMwind, because that's the use-case that it shines in. If you're not using it in a team, as many of it's loudest detractors seem to be, then you really should use CSS. It's not CSS on training-wheels, it's an advanced friction-remover for TEAMS to focus on what matters.

Perhaps I'll expand on this soon, but like the folks at HTMX say :

Drake meme about how memes are preferable to well reasoned, detailed, and insightful comments explaining strengths and weaknesses of other perfectly value approaches to front end web development.


Interesting Web Bits

  • I think it's more than just 90% of designers are unhirable, I think this is universal. We don't like exposing the rough bits of a project but THOSE are the parts that are really interesting. (And hey, I'm just as guilty of selectively polishing too...)
  • Nikita's favorite animation trick: exponential smoothing
  • Michelle Barker explores the new CSS color-mix() function. It's still hard to believe we can actually use OKLCH in production now...
  • Stephanie Eckles talks about her 12 favorite CSS one-line upgrades.
  • Lucas Pope (maker of Papers, Please and the Return of Obra Din) released his new game, Mars after Midnight coming out for the Playdate.

New creator-based releases this week:

Phew, there's a lot for creators this week!

  • Downpour, is a hypercard-esque tool that helps people make their own custom experiences. It's pretty neat, there's some fun stuff on there already.
  • Pixi releases v8. If you haven't used Pixi, it's a great canvas helper library. Check out some examples
  • Lexaloffle (makers of PICO-8) are releasing a new 'fantasy workstation' called Picotron for pixel games, art, and 'other curiosities'. I'll be interested to see how this progresses.
  • The Phaser team has released an integrated PWA documentation/code explorer called, aptly, Explorer and is perhaps the nicest API documentation I have ever seen.
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