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    <description>Thoughts, stories and ideas.</description>
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    <title>Service Worker Side Template Rendering</title>
    <link>https://death.id.au/b4.0018/</link>
    <description>HTMX + Mustache with a service worker fetching external data and rendering HTML from a template. Fun? Practical? You decide!</description>
    <pubDate>Tue, 30 Sep 2025 04:05:43 GMT</pubDate>
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    <title>My new website (again)  - 11ty+Friendica</title>
    <link>https://death.id.au/b4.0017/</link>
    <description>So, I&#39;ve re-jiggered my website *again*, and moved away from Ghost, back to 11ty, with a Friendica instance along for the ride...</description>
    <pubDate>Mon, 22 Sep 2025 00:33:00 GMT</pubDate>
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    <title>What I Want From the Fediverse</title>
    <link>https://death.id.au/b4.0016/</link>
    <description>Was going to Ghost the right choice for me? I thought it was a good move. My website, blog, and Fediverse presence are all on the same platform and all on the same domain. But it&#39;s not quite what I wanted...</description>
    <pubDate>Wed, 27 Aug 2025 07:08:09 GMT</pubDate>
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    <title>Going on Safari (Chapter Two)</title>
    <link>https://death.id.au/b4.0015/</link>
    <description>This is part of a series I&#39;m writing documenting my efforts to establish native messaging communication between my MarkDownload web extension and a native app. Go check out the motivation or my previous efforts</description>
    <pubDate>Fri, 06 Sep 2024 00:00:00 GMT</pubDate>
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    <title>Going on Safari (Chapter One)</title>
    <link>https://death.id.au/b4.0014/</link>
    <description>As mentioned in my previous blog post, I went down a bit of a rabbit hole regarding native messaging. I couldn&#39;t figure out how to communicate properly via stdin/stdout from a MacOS Swift app. If anyone has any pointers, that would greatly simplify the process; because oh boy is this a process.</description>
    <pubDate>Thu, 05 Sep 2024 00:00:00 GMT</pubDate>
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    <title>Going on Safari (Prologue)</title>
    <link>https://death.id.au/b4.0013/</link>
    <description>I&#39;m currently working on a complete rewrite of my browser extension, MarkDownload. In the current version, most of my logic and processing takes place on a persistent background page. An invisible webpage, just sitting there taking up memory, waiting for someone to click that button and get the process started.</description>
    <pubDate>Tue, 03 Sep 2024 00:00:00 GMT</pubDate>
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    <title>Johnny Decimal (Part One)</title>
    <link>https://death.id.au/b4.0012/</link>
    <description>I&#39;ve taken a leap and have started organising all the things with a Johnny Decimal system.
It&#39;s been something I&#39;ve been mulling over for some time, and with the Johnny Decimal workshop coming soon and an attempt to switch to a new OS, it seems like a perfect time to get organised.</description>
    <pubDate>Tue, 09 Apr 2024 00:00:00 GMT</pubDate>
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    <title>OBTF, Subtext, ELF... Oh my!</title>
    <link>https://death.id.au/b4.0011/</link>
    <description>Some random ideas that have popped up are sort of coalescing. Into what, I&#39;m not sure yet. But I fell down a rabbit hole, and this article represents my climb back up. As such, I wouldn&#39;t consider this a proper, professional think piece. Just some notes, thoughts and scratchings that I decided to share.</description>
    <pubDate>Tue, 20 Feb 2024 00:00:00 GMT</pubDate>
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    <title>Procrastinations issues</title>
    <link>https://death.id.au/b3.13/</link>
    <description>I barely managed to get this written at all...</description>
    <pubDate>Mon, 03 Feb 2020 00:00:00 GMT</pubDate>
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    <title>Sculpting myself</title>
    <link>https://death.id.au/b3.12/</link>
    <description>Oh, that&#39;s right, I never introduced myself...</description>
    <pubDate>Mon, 20 Jan 2020 00:00:00 GMT</pubDate>
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    <title>An outlet for my writing</title>
    <link>https://death.id.au/b3.11/</link>
    <description>It&#39;s the first issue. Do you really expect a witty subtitle?</description>
    <pubDate>Mon, 06 Jan 2020 00:00:00 GMT</pubDate>
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    <title>5 Types of Wireframes &amp; Prototypes</title>
    <link>https://death.id.au/b2.13/</link>
    <description>So, what even is wireframing and how do you do it? What tools do you use? How does it tie in with the eventual &quot;complete&quot; design? Why is it even necessary? Wireframes are a crucial tool in the early stages of any project – the clarity they provide to your conceptualisation, refinement and features is unparalleled. They can come in all shapes and sizes (depending on your type of app) as well as a varying level of detail included in them.</description>
    <pubDate>Tue, 10 Dec 2019 00:00:00 GMT</pubDate>
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    <title>How Slack Can Help Drive Customer Engagement</title>
    <link>https://death.id.au/b2.12/</link>
    <description>You may already know Slack as the team communication platform it was designed to be. But did you know you can also use it as a customer engagement tool?</description>
    <pubDate>Thu, 14 Nov 2019 00:00:00 GMT</pubDate>
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    <title>Just Give Us the Throttles We Can Use</title>
    <link>https://death.id.au/b2.11/</link>
    <description>Modern touchscreen applications leave old mechanical controls behind. And it&#39;s not always for the better. In this case, lives were lost...</description>
    <pubDate>Tue, 13 Aug 2019 00:00:00 GMT</pubDate>
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    <title>Game Idea — The Humble Indie Rumble</title>
    <link>https://death.id.au/b1.22/</link>
    <description>Well, this blog has well and truly fallen by the wayside...</description>
    <pubDate>Sat, 09 Jun 2012 00:00:00 GMT</pubDate>
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    <title>The FoFiX Days</title>
    <link>https://death.id.au/b1.21/</link>
    <description>I started this blog in response to the frustration I feel in things I start never getting finished. Things I’ve had ideas about or started, but never got around to completing. Nowhere is this laid bare more than my involvement with FoFiX.</description>
    <pubDate>Fri, 24 Jun 2011 00:00:00 GMT</pubDate>
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    <title>Martyrdom sucks: why it&#39;s so wonderful</title>
    <link>https://death.id.au/b1.20/</link>
    <description>I just finished my second play-through of what has quickly become one of my favorite games of all time. An iOS-only game called Superbrothers: Sword &amp;amp; Sworcery EP. That&#39;s &amp;quot;EP&amp;quot; in the same way that a musician would release an EP. And while there&#39;s no rhythm component to this, the music does play a big part. The music is from a fella named Jim Guthrie, who I&#39;d never heard of until this game, but I might look up. I love the sworcery soundtrack.</description>
    <pubDate>Thu, 23 Jun 2011 00:00:00 GMT</pubDate>
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    <title>iOS IM With Quick Reply</title>
    <link>https://death.id.au/b1.19/</link>
    <description>I’d love to see an IM program for jailbroken iPhones with QuickReply support like BiteSMS or MobileNotifier.</description>
    <pubDate>Tue, 14 Jun 2011 00:00:00 GMT</pubDate>
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    <title>Narbacular Science – A Portal Map Pack Idea</title>
    <link>https://death.id.au/b1.18/</link>
    <description>An idea for a Portal or Portal 2 map pack. On the surface, it is simply porting all the Narbacular Drop levels into portal, set in the Aperture Science Enrichment Center testing facility. Although it would definitely add an extra something to it to include a story of sorts.
Basically the player will be a small child, a young girl, which ambiguously may or may not be a younger Chell. All that is ever made clear about her story is that she is a daughter of an employee, perhaps somehow caught up in the unknown events of the infamous Bring Your Daughter to Work Day.
The (admittedly little) story of Narbacular Drop would have been invented by an employee as the premise for a test sequence involving a child. His theory being that children would be much more suited to thinking with portals due to their lack of knowledge about the laws of physics. They have not yet learned what is impossible, as it were. As you progress through the test, nooks, dens and secret areas not present in the original Narbacular Drop can contain papers and possibly security clips detailing the inception of the current test, codenamed “Narbacular” and its subsequent dismissal due to putting children in danger. I’m thinking the person in charge would have been passionately against it, stating words to the effect of “We will not be testing children while I’m still alive”. In this way, GLaDOS can deem it acceptable to test children because that person is no longer alive.
Perhaps after the Narbacular Drop levels are over there can be an extension with more levels of an escape sequence (now typical of Portal) that could explore some currently unexplained aspect of the story, like the post-activation attachment of the morality core on GLaDOS. The final boss battle could involve attaching cores to GLaDOS in a similar manner to the final battle of Portal 2.</description>
    <pubDate>Fri, 13 May 2011 00:00:00 GMT</pubDate>
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    <title>Wikinauts — Multiplatform Scribblenauts</title>
    <link>https://death.id.au/b1.17/</link>
    <description>This is an idea I&#39;ve had since the first Scribblenauts game was released: A community-driven version. The basic premise is identical to that of Scribblenauts: solving puzzle-based levels using just about anything you can think of by summoning items, NPCs, etc by writing the name down. For example, the objective is to get a star out of a tree. You could summon a lumberjack to cut the tree down, or a saw/chainsaw/axe/etc to cut it down yourself. Or you could summon a ladder to climb up into the tree. Or a jetpack, helicopter, wings... The possibilities are endless. The point of difference between Scribblenauts and my idea of Wikinauts is the social, community-driven aspect.</description>
    <pubDate>Wed, 27 Apr 2011 00:00:00 GMT</pubDate>
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