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Read our full review of Tinder Platinum.
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While some women have found relationships on Tinder, that’s usually not why I recommend it. Even as Tinder tries to shed its hookup app reputation, it’s still my go-to choice for casual dating. It has a massive user base, especially among younger people — the SSRS survey found that 73 percent of online daters aged 18-29 have used Tinder.
It’s the app I suggest having in your back pocket if you’re looking for anything more casual than a serious relationship, whether that’s a one-night stand or just an impromptu date while traveling. Just be prepared to do some digging; Tinder’s filtering options max out at age, gender, and proximity to you (based on miles). You’ll have to have the patience to play the swiping and waiting game — and wade through a ton of fish pictures.
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I picked Tinder because, love it or hate it, the instant gratification of the swipe is undeniable, and its massive user pool means you’ll find active users almost anywhere. Based on numbers alone — over 75 billion total matches made in the app’s history and 4.2 million GIFs sent between matches per week — Tinder’s ability to put you in touch with a massive pool of people is hard to top.
But in 2026, Tinder is evolving far beyond the simple swipe and giving users more control to find what they’re looking for. On the Explore page, you can now filter for specific relationship goals, from “Short-Term Fun” to a “Long-Term Partner” or even “Non-Monogamy.” The company has also been testing a paid height preference, so you might be able to get your 6-6-6 after all.
Tinder is also changing how people connect. Instead of one endless feed, you can now switch into specific modes like “Double Date Mode” (for a low-pressure group hang) or “College Mode.” According to Tinder, this is all part of an effort to give Gen Z “easier, low-pressure ways to connect” and, more importantly, to help you find “better matches, not just more of them.”
Most importantly, safety has gotten a serious upgrade at Tinder. The app recently began rolling out mandatory “Face Check” verification for new users in key markets, requiring a video selfie to prove you’re real before you can even start swiping. This, combined with the “Share My Date” feature (which lets you send a link with your date’s location and photo to friends), shows that Tinder is finally taking user safety as seriously as its match count.
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![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)

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