Monday, February 24, 2020

THE PAGEMASTER


I have a soft spot for traditional cell animated movies. You can see the effort of every ink and painter up there on the big screen. Even when, like The Pagemaster from 1994, the movie itself is a little mediocre there's no doubt I'll put aside its misgivings and thoroughly enjoy it. That same year, a number of videogame adaptations came out, including this little known adventure game published by Turner Interactive.

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Sunday, February 23, 2020

DE: Black Heart Might Be The Best Kabal

At first, I was afraid, I was petrified.

That's right folks, you heard it here first.  While I was balls deep in Flayed Skull in the beginning of all the rumors and previews, but now I think I might be some kind of Black Heart convert.  OK, hear me out, I can justify it I think.

Here is my reasoning:
  • The 6+++ bonus literally affects everything, from flesh to metal, right from the get-go to the rest of the game.  You always have it.
  • You don't need additional Archon tax to access the best Strategems, Warlord traits and artifacts in the book.  Instead of paying Archon tax, you're one step closer to buying a Warrior unit in a Venom.
  • With the improvement to our weapons, our damage certainly went up for the points. However, one thing remains unchanged and that's our durability.  Spirit Stones on everything will help keep our important pieces alive longer so we don't attrition as hard.
  • The Living Muse artifact makes that one Archon the single biggest damage amplifier in the codex (gives all Black Heart units within 6" of the Warlord re-roll 1s to Wound).  It affects every weapon type and is super good, but you have to walk around like a baller.

Just one little note about Writ of the Living Muse:  It's a huge damage amplifier but keeping everything that I can within 6" of the damn Archon might be a huge challenge.  It also makes that particular HQ a huge pain in everyone's ass and everyone is going to be gunning for him.  However, I'll just have to play him well and use all the long-range firepower that I have to really deliver some results in the opening phases of the game.  Otherwise, I'm kind of screwed!

Now when I look back at Flayed Skull, I think that the 3" extra move is the single best bonus it provides.  The re-roll 1s for Rapid Fire only really kick in with Splinter Rifles and if I'm not taking many Venoms or Warriors double-tapping, I'm not getting the best out of it.  The ignore cover part is also really nice since there's always some crap out there like CW Rangers, but I've been thinking back to all the 8th games where cover was game-changing.  Can't really think of times where it decided the game if I'm to be honest.

With that being said, I could argue that Agents of Vect and Labyrinthine Cunning was enough to win me over, but the sustained durability of all our units really did it for me.  Not paying additional Archon tax means that I can fit in more units and I think my next game will be full Kabal of the Black Heart.

Case in point, I'm going to roll with this in my Weds game this week:

2000 // 7 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, VB, Blaster = 89

TROOP:
5x Warriors, Blaster = 47
Venom = 65
112

5x Warriors, Blaster = 47
Raider, Dark Lance = 85
132

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

>>>

Firepower:
15 Disintegrators at BS3+
9 Dark Lances at BS3+
10 Blasters at BS3+
2 Blasters at BS2+
1 Splinter Cannon at BS3+
44 Splinter Rifles at BS3+
3 Razorwing Missiles at BS3+

If you look at the firepower arrangement of this list compared to the other ones I've poured out over the last couple of days, I think this is the most optimized and most balanced.  I got my command Raider where my Archons can go chill and I'm able to fit an extra Venom in there due to the points gained from not having a third detachment.  This also allowed me to take 4x full gunboats instead of the previous 3 while still having my 3/3 ratio of Ravagers and Razorwings.

I think tomorrow, I'll talk about shoving Wyches into someone's face at the start of the game because why not.  It only costs 160 points for 20 of them and Succubi are much cheaper now!

Friday, February 21, 2020

Tech Book Face Off: Seven Languages In Seven Weeks Vs. Seven More Languages In Seven Weeks

Yes, that's right. I learned fourteen programming languages in as many weeks. Actually, it was more like four weeks, but I just couldn't put these books down. I had wanted to work through them ever since I had read Seven Databases in Seven Weeks a few years ago and loved it. Now I finally made the time to read them, and had a blast the whole time. I shouldn't have waited so long to crack these books open. I started off with Seven Languages in Seven Weeks by Bruce Tate, and then quickly moved on to consuming his follow on book, Seven More Languages in Seven Weeks, co-authored with Ian Dees, Frederic Daoud, and Jack Moffitt. It's not as hard as it would seem to learn about so many languages in such a short amount of time, as long as you already have a few under your belt, because really the hardest programming language to learn is the second one. After you overcome the confusion of holding two different languages in your head, it becomes much easier to add another and another and another. The differences get slotted into your brain more readily, and the major hurdle becomes figuring out how to use the new paradigms and features that you run up against. Let's see how these books handled presenting all of these different languages and smoothing the shock of moving from one language to another in rapid succession.

Seven Languages in Seven Weeks front coverVS.Seven More Languages in Seven Weeks front cover

Seven Languages in Seven Weeks


With such an ambitious goal crammed into 300 pages, Bruce Tate certainly had to take some shortcuts with this book. Those cuts included any installation instructions beyond a link and a version number, detailed descriptions of the literals, operators, and control structures of each language, and extended tours of the standard libraries. There's just no time for that crap, and it's expected that if you're reading a book like this, you've been around the block a few times and can either figure out how to write basic lines of code in any language on your own or you know how to google it. There are more important things to cover for these languages.

Each of the seven languages gets its own chapter, split into three days. The first day introduces the basics of a language with some quick examples and an interview with the language's creator. The second day starts covering the unique aspects of the language and gets further into the programming model. The third day usually gets into the concurrency aspects of the language, if it has special constructs for concurrency, or some other special aspect of the language, like metaprogramming in Ruby or monads in Haskell. At the end of each day Tate gives some good exercises to help solidify the ideas presented for that day and lead into the next day.

The discussions were great—concise and to the point while also being clear and extremely helpful for understanding the difficult parts of each language. To make the material even better, all throughout the book the languages are compared with popular movies. It was entertaining to see Tate go from Ferris Bueller's Day Off to The Princess Bride to The Matrix without missing a beat. I never knew which movie reference would pop up next, and it made me keep plowing through for more. It was a wild ride. So what were the seven languages covered?

Ruby
First off was a language I already knew pretty well. Ruby is a beautiful language that achieves its goal of making programmers happy. It's probably my favorite language of all the ones I (now) know. It's a straight-up object-oriented language where everything is an object, including literals and operators. Tate covers duck typing, code blocks, mixins, the almightly Enumerable module, and of course metaprogramming. In three short days you can really get a sense of what makes Ruby a great language for programmers.

Io
Io is a prototypical language, meaning everything is an object, but there are no classes. Objects are derived from other objects and then changed by adding parameters and functions to slots in the object. It's quite a small language without many extra features or syntax, but it is definitely a flexible language. The programmer has complete freedom to change how objects behave by changing their base functions. It took me a little while to wrap my head around how to program in this language, but it was very satisfying to figure it out.

Prolog
This language is probably the weirdest one in the set. Prolog is a pattern-matching (a.k.a. logic programming) language that excels at certain types of problems like scheduling and natural-language processing. Instead of a program being made up of expressions and executing statements in a sequential order, Prolog programs are made up of facts and rules, and the runtime environment solves for the rules given the facts and a question posed to it by trying different combinations of values for the free variables. It's a fascinating language. Mind-bending, but fascinating.

Scala
Scala is a hybrid language that is equal parts object-oriented and functional. It's the modern day equivalent of C++ for hybrid procedural and object-oriented programming, and it runs on the JVM so it has access to the entire Java edifice. Bridging these two programming paradigms makes it an important language to watch, but I could tell Tate thought it was rather boring. This chapter was the dullest of the bunch, and programming in Scala seemed fairly straightforward using either paradigm, compared to many of the other languages.

Erlang
Erlang is built on top of Prolog, so it retains much of the same weirdness of Prolog's pattern-matching logic programming paradigm, but softens it somewhat. What makes Erlang unique is its incredible robustness for highly-concurrent programs. Instead of threads, Erlang spawns lightweight processes for each task that needs to run in parallel, and those processes can be monitored and quickly restarted if they fail. It's a compelling concurrency model. You just have to get over the Prolog roots.

Clojure
Here it is—the one Lisp language of the set. Clojure runs on top of the JVM, like Scala, but it takes the path of a functional language. Personally, I love programming in Lisp. It has a certain elegance and expressiveness that other languages can't duplicate, and it's great to see a version of it have a chance at wider adoption in Clojure. It even eases the code syntax a bit by removing some of the parentheses. This chapter was especially enjoyable to work through.

Haskell
Tate saved the most challenging language for last. Haskell builds on many of the features of the other languages with pattern-matching, lazy evaluation, and list comprehensions. It is strongly-typed like Scala and uses type inference to take much of the burden of specifying types off of the programmer. Haskell's type system is truly legendary, and this chapter only scratches the surface of it. Haskell's also a purely functional language, so monads are needed to handle I/O and mutable state. I feel like I barely caught a glimpse of this language, but this chapter has motivated me to learn more.

I had such a blast going through this book and learning all of these languages, many of which I've been meaning to take a look at for some time. This book allowed me to do that efficiently, and now I know what I want to explore in more depth. While I wouldn't say I learned any of these languages in any detail, I was able to see the strengths and big ideas surrounding each of them, and I have a better sense of which languages are well suited for different kinds of problems. Sometimes that's half the battle of solving a problem. This book is a phenomenal resource for quick tours of different languages and programming paradigms. I can't recommend it highly enough.

Seven More Languages in Seven Weeks


Whereas in the first book I had at least known of all of the languages and was already fluent in one of them, nearly all of the languages in this book I had never heard of before, save one: Elixir. That ended up not mattering much, since almost every language was related to one that I already knew in some way. That meant I could slot the various programming models into my brain based on how they compared and contrasted with other languages. Not knowing of them before hand didn't make any difference in being able to learn about them during the course of the book.

I certainly learned plenty of new things as I went through the book, but by now you may be wondering, why am I subjecting myself to this onslaught of languages between these two books? As Bruce Tate explained in the introduction:
Each new language exposes you to a vocabulary, but not one of words. This new vocabulary is composed of the ideas that you use to shape your world. Though the precise syntax will almost certainly not commute from your sandbox into your production solutions, you'll see that many of the idioms do.
Different languages excel at different things. They have different programming models, and different things that they make easy or hard to do. They have different ways of solving problems. Learning about those different ways of doing things makes every program you write better because you can bring more resources to bear on the problem, even if you don't get to use the language that would be best suited to it. With that perspective in mind, let's see which languages this cadre of authors chose to explore.

Lua
Lua is a scripting language in the truest sense of the word. It's commonly used as the scripting language for video games and big scriptable applications. It runs almost anywhere, and is commonly used in embedded systems as a higher level language than the old stalwart embedded workhorse, C. It also integrates easily with C, and they showed how to do exactly that on day 3 of this chapter. The overarching abstraction in Lua is the table. Everything in the language is a table, and data and functions are added into an object's table to enable state and behavior. Tables even have metatables that allow the programmer to write their own programming models and override basic language behavior. It's an amazingly flexible paradigm for a language.

Factor
This language was the weird one of the bunch for this book. Factor is a stack based language as well as a functional language. While most functional languages use prefix notation (+ 1 1), and most other languages use infix notatation (1 + 1), because of the stack, Factor uses post-fix notation (1 1 +). Prefix notation is hard enough to switch to, but post-fix notation will melt your brain. It took awhile to get the hang of mentally parsing the code, and I don't feel like I truly grasped the advantages of this stack language. It was a fascinating exercise trying to learn it, though, and I'm glad it was included.

Elm
Elm was created specifically to bring some sanity to client-side JavaScript programming. It's a strongly-typed functional language that compiles to JavaScript, and is intended to be used for user interface development. The killer feature that makes Elm so interesting in this regard is signals. Instead of using callbacks to write asynchronous UI code in the browser, Elm programmers can configure signals that are generated by various interface elements and can be received by other code in the program to initiation relevant processing. It's a welcome escape from callback hell, and a really clean programming model for the browser. If only the language would hold still for a little while. It had changed significantly between the writing of the book and now, so it took some time to get certain parts of the code examples working.

Elixir
What I knew of Elixir already was that, like Ruby, it has a ton of syntax sugar to make code compact and beautiful. That's true, but it's not all. Elixir is built on the Erlang VM, so it comes with the same robustness and safety for concurrent programming that Erlang has refined for decades, as well as access to the Erlang libraries. Elixir is also a functional language, and adds other fresh programming features like the pipe |> operator for chaining functions together and for comprehensions, which are kind of like list comprehensions on steroids. To top it all off, Elixir has a powerful Lisp-like macro system to enable metaprogramming.

Julia
Julia is meant to be a scientific programming language in the same vein as MATLAB, R, and Python (well, Python is not specifically for scientific programming, but it's heavily utilized for that purpose). Julia is a dynamic language, but it's compiled so it doesn't suffer from the same performance slowdowns as the other interpreted languages. The goal is to get scientific computing performance from an easy to use language, and Julia makes some interesting trade-offs there. It also has plenty of syntax sugar for doing linear algebra and DSP calculations. I'll be curious to see if it makes any inroads into the machine learning space.

miniKanren
This language is the logic programming language of the group, but it doesn't have the weird syntax of Prolog. It's built on top of Clojure, so it has the weird syntax of Lisp instead. The neat idea with miniKanren is that because it's layered on top of Clojure, it's a logic-and-functional programming language, and that combination greatly increases the problem space for which it's well suited. Clojure can be used for program I/O and pre- and post-processing, and miniKanren can be used precisely where it shines with solving logical problems cleanly and efficiently. Another fun fact is that miniKanren is an implementation of the logic programming language developed in The Reasoned Schemer, which is another book I've been meaning to read.

Idris
The final language is another pure functional language with a strong type system, like Haskell in the previous book. They always save the most complicated language for last, don't they? Idris is written in Haskell, and it takes Haskell's type system to the next level with dependent types. This type system enables new kinds of type-checking sorcery by specifying that a vector type must be a certain length, for example, or that the output matrix must have the same dimensions as the input matrix. Types can even be dependent on operations of other types, so we're really programming in types here. I'm not sure, but Idris' type system might be Turing complete in and of itself.

The format of these seven chapters was fairly similar to the last book, but with four different authors, the tone was a bit different. The analogies with movies were still there, although I would say they weren't quite as entertaining. Instead, on each third day the authors showed the reader how to implement something relatively significant in the chosen language, and that exercise was quite satisfying. From a mini-game with bouncing heads in Elm to a rudimentary JPEG compression algorithm in Julia, the programming tasks they came up with were good and showed off the strengths of each language. It's another highly recommended book on multiple languages that was extremely well done.


So did I learn fourteen languages in four weeks? No, of course not, but that's not the point. All four authors from the second book said it best near the end of the book:
Some will try to tell you that this journey is worthless, that you can't truly learn a language in seven days any more than you can learn Italian by eating at the Olive Garden once a week. If you've worked through these exercises, you know different. Traveling for the sake of traveling is not worthless. True, on your brief trip you've not yet accumulated the fluency of a permanent resident, but you have been there.
I've learned a ton of new things from these two books and fourteen languages. They were all so different that the number of ideas covered was incredible. I had no idea that the world of programming languages was so rich and varied, and I've come away from this experience wanting to learn even more. I'm certainly going to explore Clojure, Prolog (or miniKanren), Elixir, and Elm more deeply, and I may even delve into Io and Haskell if I can find the time. These books have shown me much more of the map, and that it is filled with fascinating destinations. Now I know better where I want to go.

Thursday, February 20, 2020

Windows 10 Gets A New Look As Revamped Icons Roll Out To Testers - Ars Technica

Windows 10 gets a new look as revamped icons roll out to testers

Complete Tensorflow 2 And Keras Deep Learning Bootcamp - ScanLibs

Complete Tensorflow 2 and Keras Deep Learning Bootcamp

Hiring: Project-based Programmer



Title: Gameplay Programmer
Type: Full-time, project-based (1 year)
Last day to apply: 8th of July 2018


Frictional Games is famous for its immersive, atmospheric first-person games; games created by a small team working closely together. For our next game, we need to expand that team! We need a gameplay coder who can support the rest of us, taking on responsibility for game-wide systems such as inventory, AI, first-person body, and other features that the player's experience will depend on. Join us, and help us transport our players to strange and terrifying new realms.

The position is full-time, and project-based for the period of 1 year. After that period there may be a possibility for the position to become permanent.

What will you work on?
Here are some of the specific gameplay systems you will find yourself working on:
  • Inventory management
  • AI behavior
  • Physics interactions
  • User interface
  • Game-specific systems (think Sanity system in Amnesia: The Dark Descent)
  • Inverse kinematics
It is a big plus if you have already worked on most of these before. While we value experience, it is more important that you are willing and able to dig into challenges and learn new things. We are interested in playing to your strengths, so the things listed will not be the only ones you will be working on.

What are we looking for?
The person we're looking for should have a solid understanding of different gameplay systems. You need to be able to see the big picture and have a firm grasp on how information flows between modules, and how complex behaviour can be reduced into simple rule sets.

We use our own engines, so you need to be able to adapt to the existing system and code base. We also value the end user experience, so we hope you can step into the players' shoes instead of only focusing on the nitty gritty technical stuff.

You have to be a European resident to apply!

Here are our other essential requirements:
  • You have worked on a game that uses 3D environments.
  • Well-versed in C++, C#, Java or similar.
  • Strong linear algebra skills.
  • Major role in completing at least one game.
  • Strong self-drive and ability to organise your own work.
  • A critical approach to your work, ability to reflect.
  • Confidence in implementing your own designs.
  • Fluency in English.
  • Team communication skills.
  • Knowledge of game design.
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office).
  • A fast and stable internet connection.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.

What we offer:
  • Flexible working hours, a no-crunch approach.
  • Opportunities to influence your work flow.
  • Variety in your work tasks, and ability to influence your work load.
  • Participation in Show & Tell of games, having a say in all aspects of the game making.
  • An office in central Malmö you can use.
  • An inclusive work environment.
  • A possibility to become a permanent employee.

Apply? Yes!
Did the tasks above sound like your cup of tea (or other beverage)? Are you the person we're looking for? Then we would love you hear from you! The last day to send the application is 8th of July 2018 - but the sooner the better.

Please send us your:
  • Cover letter
    • Tell us why we should hire YOU!
  • CV
  • Portfolio
    • PDF or links to your works
Please note that we require all the attachments to consider you.

Send your application to apply@frictionalgames.com!

Privacy Policy
By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Wednesday, February 19, 2020

Dead Or Alive 6 Review (XB1)

Written by Anthony L. Cuaycong


Developer: Koei Tecmo Games Co., Ltd.
Publisher: Koei Tecmo Games Co., Ltd.
Genre: Fighting
Price: $59.99
Also Available On: PS4, Steam



Considering that the Dead or Alive franchise first came about due to necessity, it couldn't but have drawn inspiration from successful titles in its genre. Pressed to produce a videogame that would prop up Tokyo-based Tecmo's flat sales figures, designer Tomonobu Itagaki saw fit to survey the landscape and take what he felt were the most popular features of the best titles on the market. Dead or Alive, the result of his exertions, combined aspects found in such notables as Sega's Virtua Fighter, SNK's Fatal Fury, and Midway Games' Mortal Kombat series. And, even as it was so named in reference to his do-or-die mandate, it took coin-operated machines by storm in 1996 and promptly spurred work on Sega Saturn and Sony PlayStation versions.




That Dead or Alive gained a foothold in the already-crowded arcade scene despite the pressure on Tecmo to produce a hit speaks to the polish of Itagaki's creation. Setting out to mesh disparate elements and make them work is much easier said than done; the industry's history is littered with examples of failures to pluck juicy fruits from low-hanging branches. In this regard, it proved the exception to the rule. It tried to cast as wide a net as possible, seeking to entice newcomers with cutting-edge graphics and longtime fighting-game fans with gameplay depth — along with a twist: It aimed to bank on its three-dimensional presentation for visual provocation, showing fighters in skimpy attire and, more tellingly, employing exaggerated physics to show bouncing bosoms.

For all the obvious objectification, Dead or Alive was a certified hit. It sparked controversy, got the attention it sought, and then made gamers stay on for more because of its sheer complexity. It separated itself from the competition by pushing the envelope on both fleeting visuals and lasting value. It may have appealed to baser instincts to catch the attention of otherwise-occupied consumers, but it most definitely relied on far more crucial elements to get them to keep dipping on the well. It found a winning formula, and not surprisingly replicated it in subsequent releases for the main series, and even for spinoffs.




Close to 25 years later, Koei Tecmo continues to adopt the same tack. As the fifth sequel in the series, Dead or Alive 6 again follows the exploits of familiar characters, again banks on their outsized manifestations, and again thrives on the intricacies of its interface. At the heart of its differentiation is its utilization of offensive and defensive "hold" — as opposed to the traditional, and purely passive, "block" — mechanics, which afford gamers four options to counter specific attacks given proper timing. Active commands in Dead or Alive provided freshness to the genre, and, in its latest iteration, remains the series' single biggest come-on.

At the same time, Dead or Alive 6 ramps up its visual effects, tapping slow motion to highlight crucial movements, accentuating character reactions during fights, and affording gamers the luxury of adjusting sexiness and violence levels to their preferences. Interestingly, it likewise increases its attraction to neophytes by introducing the Fatal Rush mechanic, which rewards button mashing with the execution of a simple combo at any given time, and of a Critical Blow when the Break Gauge (essentially an attack meter) is full. Needless to say, these serve to put to the fore its proactive predilections; such seemingly neutral maneuvers as crouching and sidestepping become preambles to forward thrusts.




Dear or Alive 6 takes fighting seriously, and thus goes through extra lengths to make sure gamers are fully apprised and completely aware of move lists and how to consummate them. There are three — yes, three — training modes to prep them for collocated or online matches, DOA Quest being the most interesting with a unique carrot-and-stick approach to foster learning; rewards by way of character costumes are unlocked following the mastery of instructions, earned through the fulfillment of set objectives. Which is to say education comes by way of what is akin to the Story Mode, but without the story.

Speaking of the narrative, Dead or Alive 6 picks up from where its immediate past predecessor left off. All the main characters are back, with developments on their end told separately. The disjointed exploits, including those of the new additions to the roster of fighters, don't always tie up in the end, but there can be no denying the purpose they serve in enriching the series lore. Creditably, the cutscenes are well-produced, with the audio-visual presentation complementing the game's technical proficiency.




Taken as a whole, Dead or Alive 6 is a testament to the efforts of Team Ninja to improve on the franchise and subsequently present a title that appears to have everything for everybody. Whole slews of options are at gamers' disposal — from the characters to their fighting styles to their moves to the manner in which familiarity with them can be gained. it even offers, albeit at a whopping price tag, a season pass that offers more content for completionists. Proficiency requires not considerable investment of time and effort, but the inordinate degree of handholding en route to the inevitable payoff makes them worthwhile.



THE GOOD:
  • Outstanding fighting mechanics
  • Tons of options presented to gamers
  • Tutorials abound, allowing newbies to hit the ground running

THE BAD:
  • Disjointed narrative
  • Still too much fanservice
  • Some unlocks have extremely difficult hurdles



RATING: 8.5/10


[IACR] ePrint Report: SodsBC: Stream Of Distributed Secrets For Quantum-safe Blockchain

ePrint Report: SodsBC: Stream of Distributed Secrets for Quantum-safe Blockchain

Thursday, February 13, 2020

Brave Browser the Best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

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