935 karma · joined October 16, 2017
But personally I find these very hard to use. Scratch drove me insane, I couldn't work out which order things were getting executed, it was a real pain.
Despite this, non-programmers actually seem to like visual programming systems. So my question is, what aspect of programming is the visual system removing (or adding) that makes it appealing to non-programmers? The syntax is still there, the semantics are the same, all the usual variables, conditionals, loops, functions, etc, are there, just harder to read.
But something must be changing, or maybe it's just a perception thing? Or is it the removal of text? Or maybe it's the bricks, you can't accidentally plug something in the wrong place.
I looked into traditional methods, I also know about Antimoon, AJATT, MIA, RTK, WaniKani, Anki/SRS, etc. But I'm too low in conscientiousness to stick to a plan, and I burn out on SRS and mnemonics after about 500 cards, even with reasonably low card rates. The mnemonics become a frustrating scramble of meaning in my head.
Just last night I learned the words for mirror and crime with almost no effort and I still remember them today. That's two words learned, both only encountered once, in context. I even have the image in my head of one of the in game mirrors. That kind of "fast mapping" just doesn't occur any other way (that I can find). I've also picked up plenty of written Japanese, including kanji, from menu screens, subtitles, etc.
It's odd this is still an issue. I'm not sure why the mute button is not featured more prominently on videochat apps. It's almost the primary feature during a call that makes things go smoothly.
Also, there's always one guy who has to say every bloody time, "are you there, have you forgot to unmute?" if you fail to unmute and start talking <100ms after your name has been mentioned.
I agree. But what I've learned in my short time using Godot is embracing Godot's scene system and not fighting it seems to help.
This area in the documentation is helpful: https://docs.godotengine.org/en/stable/getting_started/workf...
You can also bypass the scene system. The scene system is a optional abstraction on top of a seemingly more data-oriented core where everything is just a RID (Resource ID).
More here: https://docs.godotengine.org/en/stable/tutorials/optimizatio...
> For example if you just straight up write code to add nodes to the scene graph it will create a disconnect between what is displayed in the editor and the actual game
You can solve this to some degree by putting "tool" at the top of your scripts. See https://docs.godotengine.org/en/stable/tutorials/misc/runnin...
That article mentions one example, the Trello clone (frontend?), but there are others like in this Reddit article: https://www.reddit.com/r/godot/comments/a809ij/godot_for_app...
* The Godot editor itself: https://docs.godotengine.org/en/stable/getting_started/step_...
* GUI Toolkit: https://github.com/Quark-Toolkit/Quark
* Pixel art editor: https://www.orama-interactive.com/pixelorama
* Particle effects editor: https://benhickling.itch.io/blastfx
* RPG builder: https://www.rpginabox.com/overview/
* Fantasy map editor: https://www.wonderdraft.net/
* Brainfuck IDE: https://github.com/wmww/BrainfuckIDE
* 3D presentation editor: https://github.com/janparkio/3d-presentation-godotengine
I've looked in to this myself and noted the following:
* It's easy to compile out features you don't want (3D, physics, etc.): https://docs.godotengine.org/en/stable/development/compiling...
* While Godot has a small file size, it's Hello World memory usage is ~300MB, which I think is even more than a Hello World in Electron (perhaps fixable by removing features)
* There is a setting to stop UI updates when the window loses focus which means it doesn't chomp CPU/GPU while not in use
In some examples the light is coming from above you, in others it seems to come from "north" of the screen, and another from north west.
You don't have to be super smart to make games and I don't think you even have to like them. It's more the rich visual feedback that makes it fun. A game engine is like a giant virtual playground for your code.
And in video games there isn't really a "right way" to do anything. There are always weird problems to solve and hacky solutions are fun and even expected. It's the only programming where I've had some laugh out loud moments, like "why are the trees inside out and spinning around?"
There are some great game dev postmortems where you learn about the beautiful horrors going on behind the scenes to make a vision a reality. Game dev is forgiving like that. From the book 3D Math Primer for Graphics and Game Development: "If it looks right, it is right".
I think browsers will continue adding features until they become the inevitable end result, a portable operating system. Once browsers reach this point it will probably slow down and the next goal will be pulling it to pieces and making it modular so we can deploy whatever subset of browser we want for any given use case. And we will probably all be using some "distro" of chromium.
When I traveled through Japan their hygiene culture came across as theatre more than anything. It's more of a social performance than a practical reality. I think 'very tidy' better describes Japan (if you ignore the beaches).
In Creatures Evolution Engine games such as Creatures 3, each neuron and dendrite is a fully functional register machine.
https://creatures.wiki/Brain#SVRules