dejobaan
Joined 5 years ago
Joined 5 years ago
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.
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!
Note that those are possibly photosensitive epilepsy risks if you turn them up to 60/100.
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"?
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.)
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!
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!