Kube Doom, Kill Kubernetes Pods Using Id's Doom
github.com
github.com
https://www.wired.com/2000/02/commando-line-interface/
Wish I still had some of these
Do you think that a 3D environment can in some way be(come) a better GUI for development/operations than the 2D stuff we have now?
Relevant community commentary on the potential ridiculousness of VR interfaces: https://www.youtube.com/watch?v=z4FGzE4endQ
Unless someone thinks of something to increase information density in the VR environment by an order of magnitude (or several,) it will be about this ridiculous.
So 2D programming isn't really a thing. That's probably why 3D isn't a thing either.
The need exists, how to turn that into a solution with a useable interface that I'd use for multiple hours a day is beyond me though.
For me Bret Victor's talks point to this problem where we treat code as something we only interact with as text but it can be so much more: https://vimeo.com/36579366 https://vimeo.com/64895205
Constantly translating my thoughts and ideas manually through my hands and eyes directly is annoying.
I think this might open up new ways of interacting with systems that are more accessible than they are today. Currently, system diagrams are limited by how much info you can cram into 2 dimensions; without some kind of abstraction it becomes mostly too information dense to be useful.
What could we do with 3D? What if we could build and lay out different systems/ system designs in a 3D space? What if I could point to our MySQL cluster, our kubernetes cluster, our applications etc?
Only half formed thoughts but I am super excited by what avenues VR will open up for developers.
That is, too many for 2D, but in 3D the connections wouldn't even cross each other.
Which is to say, yes, we do seem to have difficulties with overlapping multiple surfaces slightly differing on the (virtual) depth axis.
Curiously, DOOM was more of 2D game with 3D graphics. The altitude was irrelevant in gameplay except for the falls and the elevators. I mean two objects weren't allowed at (x,y,z1) and (x,y,z2). Just about that time I remember "Descent" and it was much less playable chiefly because it was full 3D and on higher levels often didn't give any "ground" reference (i.e. axis z was not special at all).
There's a whole new dimension to work with. Working with it is optional. In principle I'd say yes.
That assumes we've found ways to efficiently use the extra dimension, including visualizing and interacting with it.
I would say the key thing is to understand the specific properties that differ when adding another dimension.
The main thing you gain in terms of expressing information, or in terms of designing an interaction scheme, is another axis on which you can 'analyze' your problem: this is a generalization of the basic idea you see with a 3D data plot vs 2D. This 3rd dimension is a new element of the 'syntax' of your UI, which can be made to map to a specific concept in your program.
So then the question is: does the problem you're trying to solve have a matching structure that would be clarified by having an additional axis to map its visual representation on to?
Additionally, the property that caught my attention initially was about using 3D space + human visual processing to define an information prioritization scheme: 'depth' into a 3D scene is is a natural, ready-made system for indicating priority:
Objects nearer to the camera (less 'depth'), occlude further objects. Further objects have their (projected) size reduced as a function of their depth, and are often darkened as well. All this adds up to a convenient/flexible way of talking about priority (from the programmer's perspective) and a natural way of reading priority (from the user's perspective).
That's the theory anyway: my experience with it was a mixed bag, and at least for my specific project, when I've thought about how I'd do things differently now I think I'd just stick with 2D—at least to start with.
There are a lot of more unsolved problems that show up when thinking about UI in 3D, possibly because the design space is larger, but certainly at least because it's less explored. And the number of possible ways things can go wrong, or at least considerations needing to be made, from both programming and design standpoints, is also significantly larger in my experience.
You happen to have good resources on 3D visualization research?
I think VR might have potential (forgetting motion sickness), but one thing I think we need is the ability to see our hands. Therefore I think AR is realistically the productivity interface of tomorrow.
I think ultimately AR solves some massive problems:
1. Your "display" is wherever you need it to be. No need to lug around a laptop or monitor. It's as large or small as you need it to be, even partially transparent if required.
2. The ability to integrate information overlay on reality will be really useful, especially if natural hand tracking continues to get better. Imagine a sat nav app helping you navigate some populated area or building. Imagine an app guiding you through the shopping mall based on an optimal route computed from your shopping list, performing price comparisons for you. Imagine working on a document or piece of code and being able to walk over to your colleague and share your display with them. The possibilities are potentially endless.
3. Energy usage should be much less, as you're not wasting light making your background brighter. Suddenly your only real energy concerns are computation, and with cloud computing and internet connectivity improving, maybe you can offload most of the energy usage onto dedicated machines elsewhere.
My guess would be within 10 years we see some key break through. It's really a shame that Google backed out with their glass project.
For this reason even if we had flying cars, we would crash all the time. Pilots get disoriented easily, and they are cream of the crop.
So if there are development or work scenarios where VR is beneficial, the benefit could come from VR being better for realtime collaboration between people in some scenarios.
It seems like a slam-dunk idea. Stack images like https://battle.shawwn.com/sdb/visualizations/2020-09-16-117m... in 3D space, like a cube. Put them in order of layers. Ditto for activations.
The spatial structure is important. Right now there's nothing, not even tensorboard, that preserves spatial structure. For example, look at these two images:
https://battle.shawwn.com/sdb/visualizations/2020-09-16-117m...
https://battle.shawwn.com/sdb/visualizations/2020-09-16-117m...
You're looking at weights, followed by bias. You can see visually that the bias lines up with the weights. If you tried visualizing that with tensorboard, it'd shrink the images to squares with padding. Which would be fine if you could rearrange squares so that one is above the other, but you can't. Meaning you lose the ability to correlate visually what's going on.
Someone please make an ML doom blaster so that I can at least reset layers of my ML model by shooting them.
A 3D environment might be the most intuitive one in the long run but it will never be faster because you either are moving through 3D space just to manipulate a virtual object, or you're waving your hands around in AR/VR space to manipulate virtual objects.
While on the other side I'm simply moving my fingers and hands swiftly across a small surface to perform the same action.
It a bit like the discussion of Gui's vs Terminal even if both of them are 2D.
Where I think 3D has much more potential, is using something like google glass or full on VR headset to augment what is seen in the "real world" in professional settings.
E.g. a couple years back I had a conversation with my sister who is anesthetist (at the time in the heart surgery department if I remember correctly) about them experimenting with robotically-assisted and remote surgery. If you only see what you are working on trough a camera where depth perception can be problematic, I could see it beneficial to have real time overlays to outline shapes or other augmentations to what you are seeing.
Also there might be interesting things in manufacturing, like showing you if you are within tolerances during assembly or have some algorithms/AI running over it to highlight aspects that seem out of the normal.
But in either case it might well be more distraction that actually useful for those people.
Infrastructure As Games to make it all fun again.
I see attempts at remote work like Sococo https://www.sococo.com/
and I'm thinking---maybe...but there's not much to do in those environments.
On the other hand, I'm not sure I'd want to be swarmed by antagonistic kubernetes pods.
If you're storax and I got that wrong, please let us know at hn@ycombinator.com and we'll put it back.
> This is a fork of the excellent gideonred/dockerdoomd using a slightly modified Doom, forked from https://github.com/gideonred/dockerdoom, which was forked from psdoom.
Here you go: http://psdoom.sourceforge.net/screenshots.html
Check it out here : https://medium.com/@eric.jadi/minecraft-as-a-k8s-admin-tool-...
> I've slaughtered more machines than any of you.