Jack Rusher 2022-08-08 11:25:10
π¦ Yiliu Shen-Burke ζ²ε₯ζ΅ πΊπ¦: @SoftspaceHQ Prototype04 is here!
This prototype explores how a spatial interface can let you better work with the true shape of your ideas.
Yes, I think ideas have shapes, and that their shape matters. ππ:skin-tone-3:π§΅
VR #AR #XR #Quest2 #PKM #buildinpublic
Tom Larkworthy 2022-08-08 11:31:24 I played on prototype #3 at the berlin tools for thought meetup. Very cool and interesting, although quite hard to see how authoring a markdown document from scratch is really possible in AR at this time. I think we are all hoping for the next headset to emphasize pass-through better. You can definitely see potential though! Was a great demo it had cogs in my head turning for weeks.
Jack Rusher 2022-08-08 15:05:49 Yeah, I went through a demo with him and discussed the data model and visualization style while he was working on this version. It's definitely much more interesting for viewing content than creating it at the moment. π
William Taysom 2022-08-10 02:32:10 Good fun. Good, good fun. My VR rule is to steer clear of text. Always asking how I can use spacial/material features in place of words. When I do need labels, I like to manifest them as an overlay pointing to related objects but positioned a meter or ten away pointing directly at you. Seems easier to read. (You can do a weird rendering trick where the objects fade out when you look at a label behind them. That sometimes works great and sometimes breaks your brain, not sure what exactly makes the difference.) And can we please avoid mounting text on handheld objects. Every time I see wrist mounted skeuomorphism in VR, I die a little. The whole damn point is that I don't have to use my hands for things to be handy!
Shubhadeep Roychowdhury 2022-08-12 05:17:57 Tony Worm 2022-08-12 17:09:29 Rob Pike has many talks over the years from GopherCon, all of them are pretty great.
Scott Anderson 2022-08-12 16:10:22
π¦ zep.p8: Using the #picotron code editor to edit itself.
Scott Anderson 2022-08-12 16:12:29 FYI picotron removes a lot of the restrictions of Pico8 and exposes most of the inner workings of the environment, making it modifiable. Seems to fit in the same area as Kartik Agaram's work
Kartik Agaram 2022-08-13 12:12:22 William Taysom 2022-08-14 09:44:21 C1#^2
that's one I didn't know. And the grand finale:
LET(x, SUM(OFFSET(cell#,-1,-1,3,3)), (x=3)+cell#*(x=4))
hamish todd 2022-08-14 18:17:35 John Carmack interview. youtu.be/I845O57ZSy4?t=8969
He's talking about the creative ambitions for Doom as opposed to Wolfenstein. He uses the phrase "Turing complete design space", saying that Doom had one, whereas Wolfenstein didn't.
It's not super hard to see what he means. Mathematically it probably doesn't correspond to any useful concept, but maybe it does? If so, what?
Tom Larkworthy 2022-08-14 18:37:16 Ahh I did not see we were starting at a specific segment, yeah its so big that interview its the only way to do it
Kartik Agaram 2022-08-14 21:07:56 "Turing-complete" doesn't quite feel like a precise analogy here, though it does have memetic traction. You can't make Doom look like Minecraft, or Minecraft look like Doom, so it's not so much universality as the creative depth he alludes to. Each game occupies really a distinct universe, and considerations of gameplay and per-frame latency restrict how much load you can put on emulation. Perhaps a better analogy is the way we compare boardgames by number of possible positions. Doom has a larger state space than Wolfenstein the way Go has a larger state space than Chess.
hamish todd 2022-08-15 02:26:32 You're correct about those games. What is maybe more interesting to discuss is the game engines . You can't make Minecraft look like doom - but you probably can implement doom in minecraft's engine. I don't know how trivial of a statement that is, but that's his point
Kartik Agaram 2022-08-15 02:35:21 I see. I thought he was talking about building levels in the Doom game?