Recent submissions

Comment · 29 days ago
I've seen this around from time to time. I haven't used it, but wanted to mention that (as someone who grew up on the 6502), I love these retro things, and always appreciate seeing your project's progress. The breadth of cool stuff folks are making is delightful too.
Comment · 2 months ago
Pretty neat. It tangentially reminds me of when we used to be able to hear HDDs clatter away, or waaaaay back when we used be able to hear EM interference from whatever was going on in a computer.

There was an episode of Cowboy Bebop, where a mechanic held a wrench against an engine cowling to see how much it vibrated (likely a real thing people do with real engines?) and, of course, the computer sounds in the Enterprise-D, along with blinkenlights.

All this seems like the same kind of "translate data into a form humans can perceive." I'm not sure what immediate value this utility has, but I like it.

Comment · 2 months ago
> My wife and I have blogged about every trip since our honeymoon 10 years ago.

I love stuff that starts out like this. I realize it's not always possible, but whenever I build stuff for other folks that I ALSO personally find useful, it seems to come out better.

Congrats on the launch!

Comment · 2 months ago
I always thought it was something like https://www.moodlight.org/ (set to 60 colors/second) or https://flashing-colors.com/ (set to 100 colors/second).

Note that those are possibly photosensitive epilepsy risks if you turn them up to 60/100.

Comment · 2 months ago
This is "old Internet" style fun territory (along the same lines as the Tom7 fun, if not quite as deep). I felt that the olive oil + fingerprint + phone screen was a really nice way to illustrate the core concept. Especially clever because it used something common and annoying to help describe how the plotter does its thing.
Comment · 2 months ago
Not a data lake expert here, but I think there's a parallel with telemetry/logging for video games. The author talks about mass "ingestion without purpose," which is what I've sometimes flubbed in the past—during playtesting, we'd collect piles of data about where the players won/lost/moved/whatever, and there was so darned much of it that we'd just toss our hands up and not do anything with it.

The article suggests (sensibly!) that the right thing to do is to actually go in and design what's being logged with purpose (i.e., everything should answer a known question). But I don't always know what I'm looking for when I'm testing a thing. At the risk of using LLMs as a hammer that hammers everything, I wonder if they'd help with that problem?

I've pointed Codex at Posthog logs, for instance, and it's been able to say, "yeah, well, look at this pile of residential proxies hitting your site." I wonder if it'd similarly be able to say, "hey, I notice a pattern where everyone who picks the Cleric class stops playing after level 3"?

Comment · 6 months ago
This is lovely. My daughter's in grammar school, and keeps bringing them home. She now has the site open on my iPad, and is drawing them. Thank you for sharing this!
Comment · 11 months ago
I've been keeping an eye out on AI disclosures on Steam (https://www.totallyhuman.io/blog/the-surprising-new-number-o...). While it's unsurprising that devs are using it, what was surprising was the number of games that disclose it. I believe, as of November, it's up to 8% of the while library. The biggest game to disclose AI use right now is Stellaris (with many many millions in sales), though having initially launched many years ago, their GenAI usage is in product updates.
Comment · 11 months ago
Raph is, at once, incredibly accomplished, thoughtful about design, and humble about it. I once caught him coming off an international flight, and he was excitedly showing off a game he'd coded on the plane. He genuinely loves working on the stuff and thinking about it.

His writing is often SO full of ideas that I can't absorb an entire piece in one sitting. It's like a 12 course tasting menu. The neat thing with his writing is that, despite what he says here about all 12 pieces being important together, you can often just pick an isolated bit and chew on it for a while, and still learn something.

(Presumably return to the other 11 courses later; they'll still be fresh.)

Comment · 1 year ago
There's a neat demo of this in action here: https://jaxry.github.io/wave-function-collapse/

Another, where you can set cells and then have it solve: https://oskarstalberg.com/game/wave/wave.html

And an itch.io game where you are the wave function selector: https://bolddunkley.itch.io/wfc-mixed

I thought this concept would have found more traction in the world of procgen (in games), because it's pretty neat. But I found it difficult to work with, so perhaps others also did!

Comment · 1 year ago
I was just walking down demoscene memory lane yesterday. Some of my favorite demoscene demos were Amiga ones (playlist: https://www.youtube.com/watch?v=RPdB_zdyMbM&list=PLwds84NCmJ...), which lead me to "The Greatest Video Game Tech Demo Ever," Shadow the Beast: https://www.youtube.com/watch?v=ovwFjgAFhOs

That video's great because it breaks down how Psygnosis managed to get 12 layers of parallax scrolling at 50fps and 128 colors on-screen. I never really loved the game as much as (say) Blood Money, but it was an awesome accomplishment in the same way demoscene demos were!

Comment · 1 year ago
Comment · 1 year ago
Fantastic piece. I love stuff with interactivity; and the comparison between blur types is great, as your eye can evaluate them side-by-side. Thanks for putting it together!

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