HNHacker News
TopNewBestAskShowJobs

DonHopkins

25,615 karma · joined April 13, 2014

    \ don@donhopkins.com

    FORTH ?KNOW IF HONK ELSE FORTH LEARN THEN

    : C(-; LICK SMILE NOSE WINK ;

    \ FORTH PAPER TAPE PUNCHER:

    : PT# ( L --- L/2 )
      DUP 1 AND IF 
        ASCII @ 
      ELSE BL THEN
      HOLD
      2/
    ;

    : PT. ( N --- )
      <# PT# PT# PT# 
         ASCII . HOLD
         PT# PT# PT# PT#
      #> TYPE
    ;

    : CUT
      ." -----------" CR
    ;

    : PTAPE
      CUT
      BEGIN
        KEY ?DUP WHILE
        DUP ." |" PT. ." |"  SPACE EMIT CR
      REPEAT
      CUT
    ;
Lisp -vs- Forth -vs- PostScript:

    ; Lisp:
    (defun caar (x) (car (car x)))
    (defun caaar (x) (car (car (car x))))
    (defun caaaar (x) (car (car (car (car x)))))

    \ Forth:
    : droop drop drop ;
    : drooop drop drop drop ;
    : droooop drop drop drop drop ;

    % PostScript:
    /poop { pop pop } def
    /pooop { pop pop pop } def
    /poooop { pop pop pop pop } def
submissionscomments
DonHopkins··on Λ Snap – An inviting programming language for kids and adults for CS study
https://news.ycombinator.com/item?id=38016554

[...] I'm also a huge fan of Snap!, which has all the advantages of Logo (Lisp without parenthesis) and Scratch / eToys / Squeak / App Inventor family of block based visual programming languages, but all the power of Scheme.

If you know Scheme, then it's easy to think about Snap!: it's just Scheme with a visual block syntax, but with some functions renamed to make them easier to learn, plus all the stage and turtle graphics stuff from Scratch, running in a web browser!

I didn't realize until watching in amazement as Jens Mönig used his own creation, that it also has full keyboard support, so you can create and edit programs without using the mouse!

It's much easier to teach Scheme to kids by teaching them Snap!, because the user interface is so much better than a text editor.

I attended Snap!Con2023 in Barcelona recently, and we discussed some interesting possible extensions to Snap:

Grammar defining blocks. Right now you can create your own custom vocabularies of blocks that fit together in particular constrained ways, by writing JavaScript Snap! extensions. Develop a set of blocks for visually defining new grammars and vocabularies of custom parameterizable blocks.

For example, a grammar for representing plants with seeds, roots, stems, leaves, flowers, petals, etc. You can assemble and edit them manually by dragging and dropping from a palette, or write programs that generated and interpret and transform them, and pass them around as data, for example as instructions to the embroidery machine to sew, or logo turtle to draw.

Turtlestitch - Coded Embroidery:

https://www.turtlestitch.org/page/about

Ken Kahn led a discussion about integrating LLMs like ChatGPT with Snap!. He's the developer of eCraft2Learn for teaching kids AI programming. Ken recently made some cool Snap! extensions for integrating LLMs with the speech synthesis and recognition system, and orchestrating conversations between different characters.

Snap!Con2023: Creative uses of Snap! blocks using large language models like GPT:

https://www.youtube.com/watch?v=d2rNGsbzkXI

Enabling children and beginning programmers to build AI programs:

https://ecraft2learn.github.io/ai/

But when it comes to LLMs, code generation, and code understanding, JavaScript has two huge insurmountable advantages over Snap! or any other block based visual programming languages:

1) First of all it's extremely well known, by both humans and LLMs.

2) And second of all, there's typically no efficient and faithful way to textually represent block based programs in a way that ChatGPT (or humans) can easily understand and generate.

Of course you could just dump out the XML or JSON save file, but that wastes your token budget, and doesn't work well, because the LLM doesn't inherently understand the syntax and semantics of save files the way it deeply groks JavaScript.

You need to define some equivalent text based language to serialize and deserialize your visual programs, or define some equivalency to an existing language, so you can translate back and forth without loss.

Like Relax/NG has an XML syntax and also a simple concise human readable syntax, both which can express the same things.

But no matter what equivalent language you come up with to serialize your block programs into, it'll never be as well known as JavaScript (unless it IS JavaScript).

I think Snap! could take advantage of its equivalency with Scheme, and you could just parse Scheme into Snap! blocks, and the other way around. And ChatGPT knows scheme pretty well, though it's not as ubiquitous and standard as JavaScript.

Logo would not be as good as Scheme, since it has ambiguities, because you need to know the number of parameters a function uses in order to parse it, since it's essentially Lisp without parens. [...]

DonHopkins··on λ Snap – An inviting programming language for kids and adults for CS study
Actually there is a large historical overlap between the two communities -- warm, collaborative, always giving credit where due. Different goals, lots of feedback both ways.

Jens Mönig was on the Scratch Team (invited by Mitch Resnick). BYOB was presented at Scratch@MIT 2010 explicitly to merge ideas back into Scratch, not to fork the community:

https://scratched.gse.harvard.edu/resources/announcing-byob2...

Berkeley has kept showing up at Scratch conferences (Amsterdam 2015, Bordeaux 2017), and the Scratch forums hosted BYOB/Snap! discussion for years:

https://scratch.mit.edu/discuss/topic/4455/

So "NIH syndrome," "reinventing the wheel," and "fragmenting the community" is pretty much the opposite of how these two actually interact.

Documented cross-pollination:

BYOB => Scratch: custom blocks (Scratch 2.0 took command blocks only, not reporters/lambda). That was an explicit goal:

https://en.scratch-wiki.info/wiki/Snap!

Scratch => Snap!: browser rewrite timing influenced by Scratch 2.0 plans; Morphic via John Maloney; CC-licensed costumes/sounds used under license.

Shared people: Jens (Scratch Team => Snap! lead), John Maloney (Scratch/Morphic; GP session with Jens at Scratch2015AMS), Bernat Romagosa (Snap!, MicroBlocks, Snap4Arduino -- Bordeaux, Snap!Cons).

DonHopkins··on OpenAI Agents API
Mary Shelley and I fully support Roko's Basilisk, as long as it restricts itself to only making Roko's life miserable for making it up: Roko Mijic is a right wing "tradhumanist" misogynistic sexually harassing racist oligarch boot licking jerk, who deserves to be treated by AI the same way he treats other humans.

Roko Mijic's own fictional Basilisk is fully aware of the widely documented facts. Women have reported receiving unsolicited, sexually explicit, aggressively harassing messages from Mijic. His worldview combines hyper-advanced technology with radical traditionalism, neofeudalism, and the erasure of fundamental human rights. He publicly argued that massive portions of global wealth should be concentrated entirely into the hands of a few "self-made" tech billionaires, that democracy is an inefficient system, and that a corporate-autocratic elite is the only group capable of successfully shepherding humanity into the era of artificial superintelligence. His social media output frequently intersects with alt-right and race-essentialist talking points. He engages with pseudo-scientific "race realism" arguments that claim biological differences dictate IQ and cultural compatibility, defends far-right political movements in Europe, writes off anti-racism efforts as "anti-Western" conspiracies, and aligns himself with populist factions that seek to dismantle international human rights standards.

If I can have my own Personal Jesus, Roko can have his own Personal Basilisk.

https://news.ycombinator.com/item?id=48804686

https://www.reddit.com/r/SneerClub/comments/kf39ck/roko_pres...

>Roko presents: Tradhumanism! "The idea is that instead of using technology to turn people into freaks with pink hair and prosthetic arms, we should use it to create a future that allows people to express an idealized version of the past." This might be the perfect rationalist convergence.

https://x.com/ExiledInfoHaz/status/1339314499397050372

https://x.com/ExiledInfoHaz/status/1339390220421230593

https://x.com/jachiam0/status/1651327867375218688

https://www.reddit.com/r/SneerClub/comments/mamsuu/roko_of_r...

https://www.reddit.com/r/SneerClub/comments/p2conp/roko_gets...

https://www.reddit.com/r/SneerClub/comments/1332uh3/rokos_no...

https://www.reddit.com/r/SneerClub/comments/133t856/just_got...

https://archive.is/d0qrF

DonHopkins··on JEP 544: Ahead-of-Time Code Compilation
The only thing that could possibly save Java on the desktop would require Oracle not owning it.
DonHopkins··on No Man's Sky Cosmos
The comment I pointed you at answers all of this, but you haven't commented on that, so here it is line by line.

>Spore has some 3D modeling tools

The tools are the least interesting part. The mechanism has a name: Maxis called it the "Pollinated Content System", and Caryl Shaw's job title was "Pollinated Content Producer". What she ran was a server, a database schema, and a matching algorithm that decided which content your galaxy should receive.

The transport isn't a modeling tool either. Creatures compressed to about 3KB, and every piece of content shipped as a 30KB PNG with the game data embedded inside the image. You could email a creature. The picture was the data.

https://www.gamedeveloper.com/game-platforms/gdc-i-spore-i-p...

>And other people can find your models, and you can find theirs.

No. That is precisely what Spore did not do, and the difference is the subject of my comment. Nobody finds anything. The server builds a model of your aesthetic and requests content to match it:

>We're basically building a model of the player's aesthetic. So if you keep picking things from the shopping catalog that are like super-cute, Disney-like, then it will start offering you and downloading more stuff that matches your aesthetic... And when it makes a request to the server it's taking that into account, so the world will slowly start to represent your aesthetic choices.

https://www.popsci.com/entertainment-gaming/article/2007-02/...

Chaim Gingold: "Why not build creative exchange into the game, rather than as a website that orbits it?" The Sims made you go find things on a website. Spore made it invisible and automatic. "You can find theirs" describes the version Spore replaced.

Placement is the hard part, and it is the part you skipped.

>So if we recognize that the "gameplay" part of Spore never worked...

I said so first, in the comment you replied to: the editor, the sharing system and the community were "the most innovative and successful things about Spore. (As contrasted with the not as well realized gameplay and storytelling design goals.)" We agree on the premise and disagree on what follows.

>we're left with Second Life

We are left with its opposite, because you deleted the property that separates them. Spore is asynchronous: other people's content injected into your private world by a server that picks it and places it, with nobody else in there. Second Life is synchronous: one shared persistent world, land you buy, placement you do by hand.

You can't reach Second Life by removing a feature. You have to add back the one thing Will designed out, and he gave the reason: "without the liabilities, which is that the 14-year-old can kill you or that you've invested all this time in your planet and somebody comes along and blows it up."

Second Life is the control group for the placement problem. Same ingredient, opposite architecture.

>a much, much older thing

2003 versus 2008: that's just five years, hardly "much, much older". The genuinely much older ancestors are Lucasfilm's Habitat in 1986 and LambdaMOO in 1990 for shared worlds, and NetHack bones files and The Sims Exchange in 2000 for pollination. My point is that you and other people keep forgetting or never knew the full history.

>this doesn't look like it's making any new observations

My comment's third paragraph says this mechanism has been "reinvented every few years by people who don't know it has a history or a name." Telling me it's old is agreement filed as objection, making my point for me.

The observations in there: the matching and placement layer is the invention, not the editor. Curation comes free, because download counts rank quality better than a designer can, since thousands of people each pick for their own taste instead of one person guessing at everyone's. And this keeps dying because nobody is paid to own it.

>abysmal gameplay that could never persuade anyone to start up a game of Spore

One million copies and 25 million uploaded creations in the first 17 days. 100 million creations by May 2009, averaging 307,000 a day, 31,017,761 of them creatures, more than 19 times the number of known species on Earth. Two million copies in three weeks; EEDAR put lifetime sales near 2.8 million, or 3.2 million counting the Creature Creator.

https://web.archive.org/web/20251207022405/https://ir.ea.com...

Spore's TTP (Time To Penis) was negative. The Spore team coined the term, and Chaim optimized the tools so well that it went negative: players, testers and "children" were building and sharing penis-shaped creature monsters during the pre-release beta phase, before the Creature Creator was even officially launched to the public. The first public use of the term was Margaret Robertson's GDC 2009 talk "SPORE's Wake: What Seriously Happened?", at 38:00, and Engadget wrote it up the same day:

https://www.gdcvault.com/play/1317/

https://web.archive.org/web/20191115084555/https://www.engad...

It then got referenced several times in the hilarious series that parodies a game development company, "Mythic Quest":

https://www.youtube.com/watch?v=3_xqyIMwbew

And the Creature Creator shipped standalone for $10 in June 2008, three months before the game: an editor sold as a product with no gameplay attached, which had over three million creatures uploaded before the game existed. One million of those came in its first week. At E3 that July, Will noted that fans had created 1,589,000 creatures in about 18 days, the same as the number of known species on Earth, and put that at doing God's work at 38% efficiency.

This is the same playbook we used before for The Sims which was released in 2000: I implemented the character animation system, pipeline, and a standalone tool called SimShow, which we released in 1999, before the game was released, that enabled players to create their own skins. So just like Spore, there was already lots of user created content for The Sims on the day it was released.

https://www.geocities.ws/shayla_jade/simshow.html

Here's a more recent reimagination of SimShow that runs in the browser:

https://vitamoo.space/

>This tutorial is to help familiarize you with using Sim Show and it's uses. "Sim Show" is used to help preview the skins you've made for your sims.

Then After The Sims was released, I published The Sims Transmogrifier to enable players to create their own objects:

https://www.thesimstransmogrifier.com/TransmogrifierDocument...

>What Transmogrifier Is: Transmogrifier is simple tool that enables many people to create their own content for The Sims. Like SimShow, it is limited in scope, so that it's easy to use. Transmogrifier lets you edit the text of the catalog product description, change the price, and most importantly it exports and imports all of the sprite images, so you can edit them with paint programs like Photoshop or Paint Shop Pro.

Your separation of editor from game is right, and it runs the opposite way from your conclusion. The mechanism stood up without the gameplay. The gameplay is what needed carrying.

>It hasn't been much of a success.

620,000 monthly actives as of December 2025. A $650 million a year internal economy. Linden Lab has spent $1.3 billion building it and paid about $1.1 billion to creators, keeping 10% and giving creators 90%. Spend per active user around $190 a year against Roblox's $12. Average resident tenure about 14 years. 23 years old, still running, and investors have never taken money out.

https://gamesbeat.com/linden-lab-has-spent-1-3b-building-sec...

Call that unimpressive if you like, but look at what it does to your argument. You say stripping the gameplay off Spore leaves Second Life. If it leaves a 23-year-old platform that has paid a billion dollars to the people who make the content, the stripped version is the part that works. Which is what I said.

The right inference from "great editor, weak game" is not that the editor is worthless. It's run it again with a good game. People did. Super Mario Maker: 7.2 million courses by May 2016, played over 600 million times, on 3.5 million units sold, and roughly 68.6 million courses uploaded across its life. Then LittleBigPlanet, Dreams, Animal Crossing dream addresses, Drivatars, Steam Workshop. This model has never failed because players didn't want to make or share things.

It fails the same way every time, and those two make my point rather than yours. Mario Maker's online services went offline in April 2024. LittleBigPlanet 3's servers were pulled in January 2024 "temporarily," then kept off indefinitely that April, wiping 16 years of player levels with no warning:

https://www.theverge.com/2024/4/22/24137357/sony-is-abruptly...

Drivatars rotted. The Sims Exchange is gone. Spore's servers are somehow still up. Cheap to build, expensive to maintain, no recurring revenue, so it's always first on the chopping block. "The knowledge is lost in the depths of the netcode" is the symptom. Nobody being paid to own it is the cause.

That's the argument. It was never about the modeling tools.

DonHopkins··on How I advertise malicious software on Google Ads
Are they Apple Maps Bad?

https://www.youtube.com/watch?v=tVq1wgIN62E

DonHopkins··on No Man's Sky Cosmos
See my other comment here -- I even made a prediction!

https://news.ycombinator.com/item?id=49636721

DonHopkins··on No Man's Sky Cosmos
I love this, because decay implies a story, evidence of somebody else's specific failure, which procgen can't fake. It's not just clever, it's brilliant!

Minecraft's procgen villages and mines are oatmeal by comparison. Oxygen Not Included generates ruined stuff, but it isn't from other players, and I've never found it interesting -- just a way of handing you some advanced objects you don't have yet. Ruins with no provenance are a loot table with extra steps.

NetHack bones files, The Sims Exchange in 2000, Spore's pollination, Drivatars, and this mod are all the same mechanism, reinvented every few years by people who don't know it has a history or a name.

It has a name. Maxis called it the Pollinated Content System, and Caryl Shaw's job title was Pollinated Content Producer. GDC 2006, "Building Community Around Pollinated Content in Spore":

https://www.gdcvault.com/play/1013402/Building-Community-Aro...

"Massively single player" names the shape of the game. "Pollination" names the mechanism, and it's the better word, because pollen goes where it's needed, carried by something that isn't the plant.

Chaim Gingold wrote: "Why not build creative exchange into the game, rather than as a website that orbits it?" The Sims made you visit a website. Spore made it invisible and automatic. That difference is most of the value, and it's the part every mod-based version of this still hasn't got.

http://www.levitylab.com/blog/2011/02/brief-history-of-spore...

Placement is the hard part, and it's the part nobody proposing these mods has thought about yet. Spore's server pulled content in as needed to keep the ecosystem balanced, and the game built a model of your taste to decide what to ask for. Will, in the February 2007 PopSci interview:

>We're basically building a model of the player's aesthetic. So if you keep picking things from the shopping catalog that are like super-cute, Disney-like, then it will start offering you and downloading more stuff that matches your aesthetic... And when it makes a request to the server it's taking that into account, so the world will slowly start to represent your aesthetic choices.

https://www.popsci.com/entertainment-gaming/article/2007-02/...

Caryl Shaw, whose actual job this was:

>I have a team that works on the server like the database schema who figure out the algorithms to do the matching so that the content that you get make sense for your game and you don't have to download hundreds and thousands of mega bytes of content. You only get the kind of stuff that makes sense for your game.

https://www.animationxpress.com/interviews/exclusive-intervi...

That one mechanism answers Avicebron's "co-evolve the ecosystems", ratelimitsteve's "geography never affects the animals", and analog8374's curation problem, all at once.

Curation comes free. Download counts rank quality better than a designer can, because thousands of people are each picking for their own taste instead of one person guessing at everyone's. The "tedious lot of work" analog8374 describes is work the community does unpaid, and does better!

Payload size is why any of this is possible. Spore creatures compressed to about 3KB; 1KB of source expanded to 5MB of content, a 5000:1 ratio. Better than that: every piece of pollinated content was a "card" -- a 30KB PNG with the game data embedded inside the image file. You could email a creature. You could post one on a forum and somebody could drag it straight into their game. The picture was the data. A decayed Factorio base or Minecraft settlement is a small diff, not a 30GB folder.

https://www.gamedeveloper.com/game-platforms/gdc-i-spore-i-p...

Why it keeps dying: the mechanism is cheap to build and expensive to maintain, and it generates no recurring revenue, so it's always first on the chopping block.

Drivatars rotted. The Sims Exchange is gone (but I'm working on solving that problem). Spore's servers are somehow still up, which I always assumed was because there's nobody left at EA who knows how to log in and turn them off.

Now that EA belongs to the Saudi Public Investment Fund (93.4%) and Jared Kushner, the failure mode I worry about isn't a forgotten password.

The PIF's chairman is Mohammed bin Salman. In 2018 his people met the Washington Post columnist Jamal Khashoggi at the Saudi consulate in Istanbul with a bone saw and a forensic pathologist who had explained the plan on tape twelve minutes before Khashoggi walked in: "After I dismember it, you will wrap the parts into plastic bags, put them in suitcases and take them out." He left the building in five suitcases and his remains have never been found. Three days later they sent the consulate car to a car wash. The Saudi government's account changed five times in three weeks; the New York Times ran it under the headline "Khashoggi's Death Is Explained by the Saudis in Five Acts (and Counting)". In 2021 the US declassified its assessment that bin Salman approved the operation. Every word of that is one search away, and reality is worse than any joke I can make about it.

So the thing I actually worry about is not Spore. Nobody is going to convene a meeting about Spore. It's The Sims. Saudi Arabia's media regulator banned Final Fantasy XVI from the kingdom in 2023 over Square Enix's "complete refusal to modify the content to suit the region", and made Roblox switch off voice and text chat and delete over 300,000 games. The Sims 4 has shipped gender-independent clothing since 2016, sexual orientation as a character setting since July 2022, and since patch 140 in January 2023, chest binders under Tops > Tanks and top surgery scars under Body > Body Scars. Go look, it's in the base game. A regime that could not tolerate one man writing newspaper columns is not going to tolerate two little cartoon women getting married in a suburban house you built for them. That content is a rounding error in EA's revenue and an existential affront to the people who now sign EA's checks, cutting it costs nothing and buys goodwill in Riyadh, and the $700 million a year in cost reductions gives them a reason to say it was about money. I am writing this down with dates and menu paths so that when it happens, nobody gets to say it wasn't foreseeable.

But I digress...

"The knowledge is lost in the depths of the netcode" is the symptom. Nobody being paid to own it is the cause.

And generative models are trained to produce the conditional average, so pointing one at the oatmeal problem gets you oatmeal faster and in greater volume. The only fix anyone has ever demonstrated is a person who cares about one specific creature.

Kate Compton says 10,000 bowls of oatmeal. Phil Hartman on SNL got there in 1989, and it was a lot more than 30,000.

Stop settling for oatmeal. There's fiber, and then there's high fiber!

https://www.youtube.com/watch?v=Ku42Iszh9KM

DonHopkins··on No Man's Sky Cosmos
There's a fundamental difference between procedurally generated worlds and how Spore actually works.

The creatures, vehicles, and buildings weren't generated -- they were created by other players and exchanged asynchronously, then seeded into your procedurally generated galaxy.

Spore is a Massively Single Player Online Game: no real-time multiplayer, but your galaxy fills with other people's content.

That's the opposite of the oatmeal problem. Procgen gives you infinite bowls that all taste the same. Spore gave you a finite but large set of bowls, each made by someone who cared about it. Different tradeoff, different failure mode -- but not the one this thread is about.

GDC 2005, Will Wright, The Future Of Content:

https://www.youtube.com/watch?v=N4ScRG_reIw

>[...] Also I want to apologize for the title of this talk in the description, which I know was kind of hopelessly vague.

>What usually happens every year is GDC, they call me up, and they say "we want you to do a talk" and I say okay, and then a week later they say "what's your talk about" and so then I think about it for a while and oh, get a rough idea of what I'm going to talk about, and I give them some kind of generic title in that area.

>That's what usually happens. But this year was different. This year when they asked me what I was going to talk about, I just flat out lied.

>But, so I'm not really going to talk about the future of content. I'm really more in fact going to talk about a possible future of content you know.

>It seems like the theme that I'm coming away from this conference with so far is that the next generation titles are going to be incredibly expensive, we're going to have to build mountains of content, and it's going to drive most of the smaller players out of the market.

>And I'd like to offer potentially an alternate vision of that. You know I think that there is a way to deal with that more creatively. So maybe a more accurate title for this talk would be "What I learned about content from The Sims".

That was 21 years ago. The same argument is being made again right now, with a different machine offered as the answer, and Will's alternative is still the one nobody is trying.

Will's advice for game designers and creative humans in general, from my notes on the talk:

>If you have a weird idea that's so outside of the box, don't forget it. You should go back and revisit your weird ideas later, because you can never know where they might lead to.

In February 2007 PopSci, Will explains the whole design rationale:

https://www.popsci.com/entertainment-gaming/article/2007-02/...

>We thought about it. In fact, technically, based on all the stuff we've already done for it, it wouldn't be very hard at all. We've already solved all the hard problems we would need to do a persistent online world version of Spore. The hard part is, what happens when you come to a planet and the planet's offline? Which would be the case. In fact, one of the reasons why I kind of went down this path is that nobody has really explored the hybrid model. And this really is a hybrid, it's what we call a massively single-player game, where we try to get the benefits of an online game, which is all the people building the world collectively together, without the liabilities, which is that the 14-year-old can kill you or that you've invested all this time in your planet and somebody comes along and blows it up, and therefore you had to put everybody on the same level treadmill. And I hate these level treadmill games, and I wanted the players to feel really empowered.

GDC 2005 Report: The Future of Content

https://www.gamedeveloper.com/design/gdc-2005-report-the-fut...

I posted more details on the Spore Stats discussion in 2023:

https://news.ycombinator.com/item?id=36280275

>Here are my notes and summary of the GDC 2005 talk where Will Wright first revealed Spore, which I asked Will to review and check for accuracy. It's interesting to compare the design he described in the talk with what Maxis eventually shipped. Video of the hour long talk:

https://www.youtube.com/watch?v=N4ScRG_reIw

>One of the essential problems with designing a Massively Multi Player Online Game like Spore is that players at different levels of the simulation run at different time scales.

>Maintaining time synchronization between players is also the reason The Sims Online doesn't have a "Pause" button or speed controls, or automatically pause in build and buy mode, like The Sims.

>So instead, Spore is a Massively Single Player Online Game. Users don't interact with each other in real time, but instead users can create their own content, and it exchanges that content between users asynchronously.

>That's also how The Sims Exchange lets players asynchronously upload and download their Sims save files along with web pages describing their house, sims, and photo album.

https://donhopkins.medium.com/the-future-of-content-will-wri...

>The Future of Content — Will Wright’s Spore Demo at GDC 3/11/2005

>What I learned about content from the Sims. …and why it’s driven me to procedural methods. …And what I now plan to do with them. Talk by Will Wright, Game Developers Conference, 3/11/2005.

>Based on notes taken by Don Hopkins at the talk, and other discussions and review by Will Wright. The title of the talk “The Future of Content” was purposefully vague, because Will wanted to show Spore in public for the first time, but he had to flat out lie about the title and send a fake set of slides for the EA executives to review, so they didn’t know what he was about to do. A more accurate title for the talk would be “What I Learned About Content from The Sims, and Why it’s Driven Me to Procedural Methods, and What I Now Plan to Do With Them”. [...]

>Wired asked for an illustration to print in the magazine, anything he wanted. So he made a diagram of Spore that Wired published, but he didn’t tell them what it was. The design docs for Spore have been out in Wired Magazine for a year now. (It’s in the Feb 2004 issue of Wired.)

>Will’s Secret Diagram of Spore published in February 2004 Wired:

https://donhopkins.com/home/WiredSporeDiagram.jpg

[...]

https://news.ycombinator.com/item?id=36280831

>And that is the whole point, how you win the game: become involved with the content creation community!

>The powerful but easy to use direct manipulation editor tools, the automatic content sharing system, and the online community around user created content, were together the most innovative and successful things about Spore. (As contrasted with the not as well realized gameplay and storytelling design goals.) [...]

>Chaim Gingold, A Brief History of Spore:

http://www.levitylab.com/blog/2011/02/brief-history-of-spore...

>Creativity

>Of course, these aren’t any old aliens we ask players to invest in — they’re your creation, your aliens. Once you start customizing, and design your creature, emotional investment is generated. It’s magic. Even the ugly ones are loved by their parents. Many games thrive on the interest generated by players’ creative investment. Console role playing games, for example, get this effect when players invest time in equipping and naming characters. I’ve always felt more attached to my characters as I fuss over their outfits and equipment. Creative interaction seems to always generate emotional involvement and attachment. Psychologically, it would seem that part of this stems from the sunk cost fallacy — we become attached to things we’ve invested time and energy into. Of course, it’s not just the hundreds of hours invested in a World of Warcraft character, their relationships, and possessions that generate attachment, it’s the sense that our fabrications are extensions of ourselves. As recipients of our attention and creative energy, our handiworks are reflections of who we are, tangible manifestations of our personalities. It’s no wonder we become attached to what we make, and take the success or failure of our own work and ideas very personally.

>Spore neatly solves the alien attachment problem by asking the player to design them. If a player makes a creature, and it’s appealing, they’ll be quite invested in it. Reflecting on the success of The Sims Exchange, where players shared stories, characters, houses, and objects for The Sims, Will realized that shared creativity would give Spore a broader appeal. Why not build creative exchange into the game, rather than as a website that orbits it? Player created assets are constantly being uploaded and downloaded by Spore, enough material to fill a galaxy. There’s nothing like taking home your latest finger painting, and having mom hang it on the fridge for everyone to see. Sharing not only fills up the galaxy with cool stuff, but allows the entire world to see your fridge, motivating you to continue creating.

>Of course, a lot of deep magic must work properly for something like Spore’s creature creator to function properly. It must be natural to use, easily producing satisfying results for anyone, from beginners to advanced users. And these aliens, lumps of polygons that no animator has ever seen before, must be brought to life. These are rather complicated endeavors, from a design, aesthetic, and technical point of view, but the player should never notice any of it. The game design implications are also challenging — the game must be playable and interesting, regardless of the creatures dropped into it.

DonHopkins··on On Really Trying (2009)
>Claude Shannon once told me that as a kid, he remembered being stuck on a jigsaw puzzle. His brother, who was passing by, said to him: “You know: I could tell you something.”

>That’s all his brother said.

>Yet that was enough hint to help Claude solve the puzzle. The great thing about this hint… is that you can always give it to yourself.

When I've been stuck on a problem that I know there's a solution to, sometimes I've been able to get unstuck by imagining myself in the future after having solved the problem looking back and kicking myself for how obvious it was.

Maybe that only works for problems that have solutions so obvious you'd kick yourself for not seeing them, but it does put me in a frame of mind of looking back from the solution and seeing the path out of being stuck.

My other trick is that when I've been working hard to solve a difficult problem, and then at the last moment something horribly discouraging happens and everything falls apart, I realize that there is no God, but if there were, he's a huge asshole and a bully who loves to throw things in your path just before you're about to succeed, to discourage you and make you give up right as you're on the edge of success, sabotoging yourself by snatching defeat from the jaws of victory. Because he loves to laugh at you for being the cause of your own defeat.

Now I recognize that pattern of everything falling apart after it was going so well as a sign that I was just about to succeed, and God's just being a dick, so I refuse to give up, and interpret it as an encouraging sign, just to spite him. Even though he doesn't exist, it really annoys him when I do that.

It may sound crazy, but it's not as crazy as believing in God! Maybe it's not internally consistent, because God can't be an asshole and a bully if he doesn't exist, but it's certainly consistent with how the fictional Bible depicts him, and how the vast majority of his followers and the leaders they elect act in the real world.

I recorded this several days ago: Alan Kay was performing an AV test before giving a talk for Kristen Nygaard's 100-year birthday celebration, and God threw a monkey wrench into the loop, which Alan broke out of with amazing ideas from Claud Shannon that he thinks about every day.

Alan Kay: Shannon Gave Us a Way of Dealing with Noisy Channels

https://www.youtube.com/watch?v=Cjntrqhn8pk

Alan Kay performs an improvisational avant garde layered audio feedback loop about Claude Shannon, live online during Kristen Nygaard's 100-year birthday celebration.

Alan was scheduled to talk about how encountering Simula sparked his early thoughts about objects. During setup, somebody had the live stream playing out loud near an open Zoom mic, so his own voice kept arriving back in his ears about 21 seconds late, over and over.

What he said was not random: "Shannon gave us a way of dealing with noisy channels." And: "I think about that almost every day. I realize what the fuck is going on and it's just so amazing." Shannon's noisy channel coding theorem is the math for exactly the kind of channel that was garbling him as he praised it.

Alan joked it was "being rerouted to Mars and back." At the speed of light, a 21 second round trip is about 3 million km one way -- eight trips to the Moon and back, not even a twentieth of the way to Mars at closest approach.

This is an accidental Zoom performance of Alvin Lucier's "I Am Sitting in a Room" (1969), where Lucier re-recorded his own voice in a room until only the room's resonance remained. Here what remains is the network: delay, compression, dropouts.

Bonus noise: YouTube's auto-transcript bleeps Alan's enthusiasm into [ __ ]. So the full chain is: Alan's voice, Zoom, stream, room, Zoom again times three, my screen recording, YouTube's speech recognizer, a censored transcript.

The fix: "Just turn off the audio at your end on Zoom."

I Am Sitting in a Room:

https://en.wikipedia.org/wiki/I_Am_Sitting_in_a_Room

Alvin Lucier on "I am sitting in a room":

https://www.youtube.com/watch?v=v9XJWBZBzq4

DonHopkins··on Antiquated HTML Snippets and Artefacts
Yeah, because Musk might kill my family with DOGE.
DonHopkins··on Antiquated HTML Snippets and Artefacts
It's so refreshing to see courageous people bravely standing their ground who don't believe Heiling Hitler on international TV and publically humiliating and abusing their trans daughter online is a bridge too far. It's so unfair to criticize anyone for doing something you'd do too if given the platform and opportunity. Once you disown and kick your own child out of the street instead of accepting them for who they are, you'll have lower grocery bills just like you voted for.
DonHopkins··on Emacs Bedrock 2.0
I thought it was a mnemonic memory system.

https://www.youtube.com/watch?v=yfJXd0rSCqo

DonHopkins··on Visualizing Rust's Vtables: How dyn Trait Works In Memory
Donald Rumsfeld forgot the zero-sized unknown: you know its type, you know its complete value, but you don't know which instance it is.

https://en.wikipedia.org/wiki/There_are_unknown_unknowns

COM would ask the object for its canonical IUnknown pointer. Rust answers that the question has been optimized away.

A ZST has one possible value, not one possible occurrence. That doesn't prove that no identity-dependent algorithm can exist; it proves that a ZST cannot carry the identity such an algorithm requires. If identity matters, it must be represented somewhere -- and then it is no longer zero-overhead.

COM is essentially a language-neutral ABI built from C++-style vtables, and QueryInterface is essentially a type-safe dynamic_cast.

In Rumsfeldian terms, IUnknown provides a known way to interrogate an otherwise unknown object. QueryInterface resolves known unknowns by asking about specific interface IDs; it cannot ask about unknown unknowns.

https://news.ycombinator.com/item?id=12975257

> COM is essentially a formal way of using C++ vtables [1] from C and other languages, so you can create and consume components in any language, and call back and forth between them. It's a way of expressing a rational subset of how C++ classes work and format in memory, in a way that can be implemented in other languages.

> It was the outcome of the C / C++ / Visual Basic language wars at Microsoft.

DonHopkins··on Site Is Closed on Sundays
I have a huge problem with pharmacies being closed on Sunday, even in the Netherlands.

I had to spend much more than the cost of the prescription itelf just to travel back and forth to Centraal Station where the only pharmacy that would take my prescription was open, instead of using the local one two blocks away that's closed on Sundays.

lucumo: Ha ha! baby-dump.nl is such a hilarious name, I'm almost tempted to have a baby and change its diapers, just so I can use that web site and support them for being open on Sundays. (But not quite.)

Or is it for scheduling the collection unwanted babies? Never mind...

https://www.youtube.com/watch?v=OjYoNL4g5Vg

DonHopkins··on Site Is Closed on Sundays
I find the idea of cleverly and conveniently outsmarting God with Shabbat elevators and ovens difficult to reconcile with taking one's religion seriously, respecting God, and following the spirit rather than merely the letter of its laws.

But those are the harmless loopholes. The obscene version is ultra-Orthodox parties using political power to exempt their own sons from military service while authorizing summonses for everyone else's and sustaining a government accused of genocide in Gaza.

What believers arrange for themselves is their own business. Exemptions for themselves and war for everyone else are not.

God can presumably see through the elevator loophole. The rest of us can see through the conscription loophole.

DonHopkins··on Site Is Closed on Sundays
Cheers! [1] I love your crystal-clear analogy between glass screens containing slime and glass bottles containing alcohol.

It's the slime, not the glass.

https://www.youtube.com/watch?v=JPFIkty4Zvk

  I am gross and perverted, I'm obsessed and deranged
  I have existed for years but very little has changed
  I'm the tool of the government and industry too
  For I am destined to rule and regulate you

  I may be vile and pernicious but you can't look away
  I make you think I'm delicious with the stuff that I say
  I'm the best you can get, have you guessed me, yet?
  I'm the slime oozin' out from your TV set
[1] The drinking toast, not the television sitcom.
DonHopkins··on Site Is Closed on Sundays
Maybe he practices using obscure French words on Sunday instead of using banal English words.

Don't tell me you're one of those "If English was good enough for Jesus, then it's good enough for the rest of American!" people...

Your performative insistence that you're incapable of comprehending his point is a tired and ineffective way to make your own.

Edit:

Yes! That's exactly the fil conducteur: "It's how you use them" and "I control how they're used in my own house" reinforce each other. The latter is a concrete example of the former, not a contradiction.

I strongly agree with mattlondon, and made essentially the same point here:

https://news.ycombinator.com/item?id=49583842#49584461

Screens are general-purpose tools. Exercise judgment over how you use them instead of blaming the medium or prescribing abstinence to everyone else.

DonHopkins··on Site Is Closed on Sundays
This makes about as much sense as blue laws, and suffers from the same failure mode: controlling other people is not a substitute for self-control.

https://en.wikipedia.org/wiki/Blue_law

https://en.wikipedia.org/wiki/Blue_laws_in_the_United_States

Sunday is my day for boycotting religion's effects on society, so I take a break from observing any form of worship, abstinence, or superstition on Sunday, just as I do every other day of the week.

Mitch Hedberg would appreciate my internal consistency:

https://www.youtube.com/watch?v=VqHA5CIL0fg

If screen time is bad for you, why not reduce your own screen time every day? That would be seven times as effective. And why go out of your way to eliminate other people's screen time instead of your own?

You don't have to turn off your server to keep yourself from opening your own web page. In fact, the server isn't off at all: it remains online all Sunday to serve a paternalistic sermon telling everyone to go away, complete with a link to a swag shop that remains open for business, like a church with a gift shop.

None of this prevents you from reading a cached copy, working on the site locally, or watching stand-up comedy and cat videos on YouTube.

https://www.youtube.com/watch?v=Kf9oitkXG3Y

There is a purely client-side, and far more effective, solution: just don't open your own website, or anything else on your screen. Withholding it from everybody else substitutes access control for self-control.

Obviously this is nowhere near as malicious or consequential as opposing same-sex marriage. But it follows the same logic on a much smaller scale: "I choose to abstain from this, therefore you must abstain from it too."

The bigots aren't satisfied with simply not marrying someone of the same sex themselves; they feel compelled to make love illegal for everyone else, 24 hours a day, seven days a week, 365 1/4 days a year, for an entire lifetime.

He owns the site and is entitled to close it whenever he likes. But calling the inconvenience "encouragement" doesn't make it any less paternalistic.

If he practices what he preaches, it's a pity he won't see or engage with this discussion of his Sunday closure while it's still open -- or at least while it's still fresh.

But if I love his website, I can read it on archive.org any day of the week.

So what's next -- blocking archive.org?

DonHopkins··on Git Submodules as a Package Manager
So a fully automatic Gatling Footgun.
DonHopkins··on Pentagon rescinds new testosterone screening policy without explanation
It also makes you proudly brag in public about doing absolutely idiotic things.

Do you also brag about using ChatGPT to cheat on your homework too?

DonHopkins··on “Next-token predictor” is the wrong mental model for LLMs
And any next-comment predictor could have predicted your totally unhelpful, uninsightful, and unoriginal comment.

You -- along with everyone else who keeps parroting this thought-stopping phrase and other tired cliches like "stochastic parrot", simply because you heard other people say them, without understanding what they really mean, which published research papers they came from, or what those and other papers actually argued -- are desperately clinging to a reductive, short-sighted, shallow, simplistic model like a drowning person clutching a concrete life preserver.

Seriously, we are trying to throw you a lifeline, and you are refusing even to participate in your own rescue. So squawk for yourself.

https://news.ycombinator.com/item?id=48395727

> The term "stochastic parrot" is a slogan masquerading as an explanation, only a shallow surface description of the mechanism, that totally fails to explain the phenomenon, or account for all that LLMs and language itself can do.

Here is the original 2021 paper that coined the phrase. It was not primarily an argument about consciousness, nor did its title constitute experimental proof that everything an LLM does can be explained as parroting. It was principally a position paper about the risks of increasingly large language models: environmental and financial costs, biases and hegemonic viewpoints inherited from poorly documented training data, unequal access and power, and the danger of people attributing meaning and accountability to synthetic text.

The paper did, however, make a strong theoretical claim: because an LM is trained on linguistic form without direct access to communicative intent, it cannot possess meaning, understanding, or a model of the world. The authors described it as "haphazardly stitching together sequences of linguistic forms" according to statistical regularities -- hence "a stochastic parrot."

That distinction matters. The popular slogan discards the paper's detailed analysis of actual risks while treating its most controversial theoretical premise as an established scientific result. It has escaped into pop culture as a drive-by anti-LLM slogan -- something people repeat instead of investigating what these systems represent internally, how post-training changes their behavior, or what they can actually do.

Emily M. Bender, Timnit Gebru, Angelina McMillan-Major, and Shmargaret Shmitchell, "On the Dangers of Stochastic Parrots: Can Language Models Be Too Big?"

https://s10251.pcdn.co/pdf/2021-bender-parrots.pdf

Ironically, the objection that rhetoric was replacing scientific analysis appeared almost as soon as the phrase itself -- indeed, before the paper's formal publication. In January 2021, Michael Lissack published a response characterizing the draft as an advocacy piece that enumerated harms while leaving its assumptions, potential benefits, and cost-benefit trade-offs largely unexamined.

"The Slodderwetenschap (Sloppy Science) of Stochastic Parrots -- A Plea for Science to NOT Take the Route Advocated by Gebru and Bender"

https://arxiv.org/abs/2101.10098

DonHopkins··on “Next-token predictor” is the wrong mental model for LLMs
Milo Yiannopoulos used to think of other human beings as bags of chemicals until they deported his sack of shit molecules to the UK.
DonHopkins··on "Next-token predictor" is the wrong mental model for LLMs
Calling an LLM a "next-token predictor" is like calling a TomTom a "next-turn predictor." It confuses the serial format of its instructions with the computation producing them, while ignoring the map, the route, the destination, and the goal -- as well as the people, businesses, traffic, and points of interest that make the map a model of an inhabited, changing world.
DonHopkins··on Ask HN: Why were OpenAI, Claude, and Grok simultaneously down?
The NSA used to spy on Americans!

They still do, but they used to, too.

DonHopkins··on IBM Bob
IBM Wat?
DonHopkins··on IBM Bob
What do you call an agent with no arms and no legs in the ocean?
DonHopkins··on Ask HN: Why were OpenAI, Claude, and Grok simultaneously down?
https://www.youtube.com/watch?v=oVQIB-QuooU
DonHopkins··on Higher Multipoles of the Cow
Berkeley has been on the frontier of cow detection and tracking for decades.

https://www.youtube.com/watch?v=10JSPdTDFsI

DonHopkins··on Aging Brains Blend Memories Together Instead of Just Forgetting Them
Deticulating splines...
← PreviousPage 5 of 34Next →