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Tagged: tech

[blog] Embedding Lua vs Python

Nova Dasterin asks, with money:

How about usage of Lua for game development? Love2d etc. Also http://lexaloffle.com/pico-8.php which I recently heard about.

clarification: thoughts on Lua as a ‘good choice’, also Lua vs Python for that subject (gamedev)

There are a couple ways I can interpret this, so I’ll go with: all of them.

(edit: you may be interested in a subsequent post about the game I actually made for the PICO-8!)

[blog] Elegance

Programmers sometimes like to compliment code as elegant, yet I can’t recall ever seeing a satisfying explanation of what “elegant code” is. Perhaps it’s telling that I see “elegant” used much less often by more experienced programmers, who opt for more concrete commentary.

Surely elegance is a quality to strive for, but how are we to strive for something we can’t define? “I know it when we see it” isn’t good enough.

I think about this from time to time. Here’s what I’ve come up with.

[blog] Apple did not invent emoji

I love emoji. I love Unicode in general. I love seeing plain text become more expressive and more universal.

But, Internet, I’ve noticed a worrying trend. Both popular media and a lot of tech circles tend to assume that “emoji” de facto means Apple’s particular font.

I have some objections.

[blog] My first computer

This month — March, okay, today is March 36th — Vladimir Costescu is sponsoring an exciting post about:

How about this: write about your very first computer (e.g. when you were a kid or whatever) and some notable things you did with it / enjoyed about it. If you’ve ever built your own computer from parts, feel free to talk about that too.

[release] I made a Doom level

Yes, dear readers, I have a confession to make. Despite spending 29,000 words explaining why and how you should make a Doom level, I’ve yet to actually publish one myself.

I’ve been
 orbiting? the ZDoom community for over a decade, but only really contributed in the form of minor wiki edits and occasional advice. I started a good few maps when I was a teenager, but I tended to get bogged down in making some complicated contraption work, and then get bored with the whole idea and lose interest.

More recently I’ve actually made a few maps that got as far as having an exit (!), but I never really finished them, and I haven’t published them anywhere.

So when the Doom Upstart Mapping Project 2 was announced, with the goal of just getting something done with the short time limit of a week, I figured I should give it a shot. And I did. I spent six straight days doing virtually nothing but working on this Doom map.

Results: pretty good! I’m pretty happy with it, and a few people have played it and enjoyed it. I put a lot of thought into it — or tried, anyway — and have a lot to say about it, so this is my developer commentary.

I’ve described the course through the map as I go, and I’ve tried to include some context for people whose knowledge of Doom is only “you shoot monsters”, so I hope it’s at least a little accessible. It’s really long, though. Again. Sorry. Not actually sorry.

[blog] Maybe we could tone down the JavaScript

I’m having a really weird browser issue, where scripts on some pages just won’t run until about 20 seconds have passed.

Whatever you’re about to suggest, yes, I’ve thought of it, and no, it’s not the problem. I mention this not in the hope that someone will help me debug it, but because it’s made me acutely aware of a few
 quirks
 of frontend Web development.

(No, really, do not try to diagnose this problem from one sentence, I have heard and tried almost everything you could imagine.)

[blog] The NSA is trying to create a virtual clone of me

update 2016-03-19: I believe the account described below is run by a real human being, but for the sake of their privacy I’m not going to tell you why. I’m leaving this post up, though, because it’s an interesting story and also this was a hecka creepy thing to do.


@softfennec and @orezpraw brought to my attention the following tweet, which I have to reconstruct from memory for reasons that will be clear in a moment:

I like to think I’m okay at math, but then I stumble into Math SE and it’s Latin to me. http://math.stackexchange.com/q/1665383/58532

What a hilarious joke! I liked it so much that it turns out I’d already made it myself:

i like to think i’m ok at math but then i stumble into math.SE and it is basically lorem ipsum to me http://math.stackexchange.com/q/1665383/58532

— @eevee, Feb 21 at 10:49am

[blog] Twitter’s missing manual

I mentioned recently, buried in a post about UI changes, that Twitter’s latest earnings report included this bombshell:

We are going to fix the broken windows and confusing parts, like the .@name syntax and @reply rules, that we know inhibit usage and drive people away

There’s an interesting problem here. UI is hard. You can’t just slap a button on the screen for every feature that could conceivably be used at any given time. Some features are only of interest to so-called “power users”, so they’re left subtle, spread by word-of-mouth. Some features you try to make invisible and heuristic. Some features are added just to solve one influential user’s problem. Some features are, ah, accidental.

A sufficiently mature, popular, and interesting product thus tends to accumulate a small pile of hidden features, sometimes not documented or even officially acknowledged. I’d say this is actually a good thing! Using something for a while should absolutely reward you with a new trick every so often — that below-the-surface knowledge makes you feel involved with the thing you’re using and makes it feel deeper overall.

The hard part is striking a balance. On one end of the spectrum you have tools like Notepad, where the only easter egg is that pressing F5 inserts the current time. On the other end you have tools like vim, which consist exclusively of easter eggs.

One of Twitter’s problems is that it’s tilted a little too far towards the vim end of the scale. It looks like a dead-simple service, but those humble 140 characters have been crammed full of features over the years, and the ways they interact aren’t always obvious. There are rules, and the rules generally make sense once you know them, but it’s also really easy to overlook them.

Here, then, is a list of all the non-obvious things about Twitter that I know. Consider it both a reference for people who aren’t up to their eyeballs in Twitter, and an example of how these hidden features can pile up. I’m also throwing in a couple notes on etiquette, because I think that’s strongly informed by the shape of the platform.

[blog] Everyone’s offended these days

Stephen Fry has deleted his Twitter account after backlash from an incident I can only describe as very British. He vaguely explains:


let us grieve at what twitter has become. A stalking ground for the sanctimoniously self-righteous who love to second-guess, to leap to conclusions and be offended – worse, to be offended on behalf of others they do not even know. It’s as nasty and unwholesome a characteristic as can be imagined.

There’s a bit of a semantic trick in his post, and it took me a couple reads to pick up on it.

[blog] We have always been at war with UI

A familiar story: company makes product, product becomes wildly popular, company royally fucks product up.

The most recent example of this is TimelineGate, but it’s something I’ve had on my mind for a while. Thus I present to you a list of complaints about personally-inconvenient UI changes, carefully disguised as a thoughtful essay.

[blog] Heteroglot: #16 in Pascal, #17 in Inform 7

I was thinking about doing a problem for heteroglot — my quest to solve every Project Euler problem in a different programming language. (They’re adding new problems much more quickly than I’m solving them, so so far I’ve made negative progress.) Then I discovered I’d already done two, but never wrote about either of them. Oops! Here’s a twofer, then.

This post necessarily gives away the answers, so don’t read this if you’d like to solve the problems yourself.

[blog] Shut Up, Paul Graham: The Simplified Version

As often happens when you say something controversial, there have been some very adventurous interpretations of the essay I just wrote about economic inequality. I thought it might help clarify matters for the undecided if I tried to write a version so simple that it leaves no room for misinterpretation.

“I wrote a LiveJournal post so preposterous that even Hacker News didn’t swallow it. I’m painting this as ‘controversial’, which only makes sense if you accept that I am roughly as important as the entire rest of the Internet. Rather than step back and wonder if I might be wrong, I wrote this patronizing Playskool edition, to give the unwashed masses a second chance at appreciating my brilliance. Please admire my generosity.”

No doubt even this version leaves some room. And in the unlikely event I left no holes, some will say I’m backpedalling or doing “damage control.” But anyone who wants to can test that claim by comparing this to the original.

“It is literally unthinkable that my ideas are bad.”

[blog] You should make a Doom level, part 3: cheating

Part 1: the basics · Part 2: design · Part 3: cheating

Tens of thousands of words later, you’ve watched me build a little world, and hopefully tried building your own. All the way we’ve had to deal with Doom’s limitations. Flat surfaces. No room over room. The world can only move vertically. The only tool we’ve found so far that can get around those restrictions is the sky hack, and even that’s fairly limited.

I’ve saved this for last because it’s more complicated than anything else, by far. It also finally, utterly, breaks compatibility with vanilla Doom. You could apply everything I’ve said so far to vanilla with some tweaking — use line types instead of specials, make a Doom-format map, skip the separate light levels and other tricks. But, this, all of this, is very much ZDoom only.

Finally, the time has come.

It’s time to annihilate all of those restrictions.

Mostly.

[blog] You should make a Doom level, part 2: design

Part 1: the basics · Part 2: design · Part 3: cheating

I assume you’ve read the introduction, which tells you the basics of putting a world together.

This post is more narrative than mechanical; it’s a tour of my thought process as I try to turn my previous map into something a little more fun to play. I still touch on new editing things I do, but honestly, you already know the bulk of how to use an editor. Poke through SLADE’s keybindings (Edit → Preferences → Input) to see what hidden gems it has, click that “Show All” checkbox in the prop panel, and go wild. But please do comment if I blatantly forgot to explain something new.

(Fair warning: NVidia’s recent Linux drivers seem to have a bug that spontaneously crashes programs using OpenGL. SLADE is one such program. So if any of the screenshots seem to be slightly inconsistent, it’s probably because the editor crashed and I had to redo some work and it didn’t come out exactly the same.)

[blog] You should make a Doom level, part 1: the basics

Part 1: the basics · Part 2: design · Part 3: cheating

I love Doom. Or, well, I love Doom 2, which is the game we actually had when I was nostalgia years old.

I love the aesthetic — pixely in a 3D(ish) environment, and consistent in a way that meshes together really well. The classic levels are abstract (occasionally too abstract), but still detailed enough to feel like they could represent real places as long as you don’t think about it too hard. The environment is surprisingly dynamic: there are switches and devices everywhere. That seems to have gotten much rarer over time, as climbing polygon counts have required ever-heavier optimizations on environments, which make it harder to move at runtime.

Plus the engine is really simple, so mapping is really simple, and anyone can make a little world they can then move around in and share with others.

And I think that’s fantastic. Everyone should try making games. They’re a great medium, a way to express nearly any kind of creative idea, no matter what your interests. If you like music (Audiosurf), or art (BECOME A GREAT ARTIST IN JUST 10 SECONDS), or storytelling (Photopia), or programming (TIS-100), or puzzles, or human interaction, or ANYTHING, you can probably find a way to express it with a game. You don’t need to be good at everything. You can focus on one thing, or you can focus on everything, or you can pair up with people who have very different interests. A lot of the existing tools are aimed at programming types (probably since they’re all made by programming types), but they’re only getting better over time.

And what better way to get your feet wet than one of the oldest forms of homebrew game development: Doom modding.

I thought I’d try something different this month, especially because I keep writing ludicrously long posts (I say, as if this one were any better), and also this month I’m trying to focus on an intersection of gamedev and writing, and also it’s Christmas (???). So here is part 1 of a three-part series on how to build you a world.

[dev] Did some Spline work, again

Sketch is still buying days of my time, which is super cool of him. Continuing from last month, he asked that I make it possible to disable normal editing and only accept proposals on the wiki.

After some internal debate about how to add a real configuration system, I realized this could just be expressed with permissions, so I wrote some little permissions UI. And actually added them to the proposal code. Which is good.

I wanted to have a nice way to iterate all possible permissions from whatever plugins are currently active, but the way permissions work right now is kind of fucked up anyway, so in the end I just hardcoded a list of existing permissions. Oh, well. I’ll get around to it.

Also I added CSRF protection everywhere. Whoops. Like I said, spline is still lacking in a lot of niceties, such as “being ready for production use”. But it’s getting there, one architecture astronauting session at a time.

While I was in there I finally added UI so Glip can attach videos and cutscenes to Floraverse pages without my intervention. It was pretty easy and I don’t know why I subjected myself to messing with the db manually for so long.

This isn’t very long or exciting; it was my project and I knew what I was doing, and there was a lot of pondering involved, and I don’t have anything to complain about.


Which is why I’m using it to start off a dev log, containing shorter posts about things I have done that don’t merit some deep dive into obscure technology. I also started keeping a notebook (a real, physical notebook) for jotting down stuff I do every day, and maybe I’ll summarize it once a week or so. I’ll also post about little “releases” like Mario Maker levels. In fact I might go make backdated posts for all the levels I’ve made so far.

Remember, if you’re following via the Atom feed and only want to see the blog, there’s a feed with only blog posts.

I’m not sure what this means for the projects page, which has always been kind of a mess. It’s also annoying that you can’t easily filter by project, because they’re just tags, and it’s not obvious which tags are projects. I’ll figure this out as I go, I suppose.