255 karma · joined June 25, 2008
The complexity of boilerplate does not only exist for the author but every future author.
It is not my experience that LLMs and other complex automations are nearly as good as refactoring and changes as they are at generating boilerplate in the first place. In the end this code lives on as a human concern despite the automation.
Joe Armstrong made a proposal for this (I’m pretty sure half tongue in cheek).
https://joearms.github.io/published/2015-03-12-The_web_of_na...
While I mostly agree that creators of today's web forget that there are a number of simple techniques to render fast pages, there are also a bunch of places where the HTML+CSS+JS web technologies serve us poorly.
* Content Editable is a terrible editing canvas
* Dom and CSS are pretty terrible core animation primitives
* DOM and CSS make for pretty poor interactive graphics capabilities
And in these cases WebGL offers some interesting alternatives to explore.
On the one hand I think you could argue that if you have a lot of text maybe html would suit your needs better. On the other hand a lot of UIs just need some text and it’s so east for it to look like junk.
I’m exhausted by the modern web. There are so many layers and layers and layers, and none of it works very well!
But WebGL rendering on the web offers a unique and compelling alternative. I can write my frontend and backend in Rust. I can use gui libraries like egui directly if I want or write my own UIs if I prefer.
It’s almost like going back to the bad flash days, but with open web standards.
There are a bunch of downsides (some the article mentions. Accessibility isn’t there yet, the platform is immature so a lot of basic stuff you have to write yourself (form handling, etc), and a big one for me is: text rendering! There appears to be few if any mature text rendering libraries that you can drop into a webgl project and get good crisp text, shaping, and kerning.
Many years ago I wrote a rust program to decode some game save data and it looks like what you’d expect.
https://github.com/aconbere/monster-hunter/blob/master/src/o...
The game is presenting one thing “this is very dangerous you could slip and fall and die at any minute!” while the mechanics are saying another thing “There is no danger just a linear path”.
It’s not that the author thinks we should remove decoration but that the decoration should be authentic to the situation the player is is in.
If the game is presenting danger, BE DANGEROUS! If the game is presenting anxiety, BE STRESSFUL! But this in between of presenting danger without the play mirroring the experience is disengenuous.