Sounds like the Discord I mentioned is technically the Roblox discord. The #luau-lang and #luau-lsp channels are where I lurk.
595 karma · joined November 5, 2009
https://twitter.com/kineticpoet https://store.steampowered.com/app/2168330/Helmscape/
Sounds like the Discord I mentioned is technically the Roblox discord. The #luau-lang and #luau-lsp channels are where I lurk.
But otherwise I really like it. My Luau code hot reloads almost instantly while the game is running, and my C++ project compiles quickly when I update it. I like that it provides sandboxing if you want to support modding. And there's an active community of people on the official Discord, which is better than nothing.
I always assumed this was a bug-turned-feature, like skiing in Tribes. When I saw the repo just now, I looked for clues, but didn't spot any related comments around the line of code where this ultimately happens:
https://github.com/kevinbentley/Descent3/blob/142052a67d4318...
For context, I first started using Luau as an experimental hack by integrating it with Unity. I mostly just wanted fast and simple hot reloading. I found myself writing more and more of it, and now I'm writing most of my code in it.
VS Code support is pretty good via the luau-lsp language server [2]. Type support for certain code patterns isn't great yet, but there are RFCs to improve this.
They're also quietly working on native code gen and JIT support, e.g. this PR from a few hours ago [3].
Overall, recommended! You're not crazy.
[1] https://twitter.com/kineticpoet
So it’s actually more like finger clapping. The “snap” part just lets you build energy for the “clap” part. Maybe obvious to some but I amazingly only learned this later in life.
Oh neat, a new systems language, probably nothing but let's take a peek. Docs look legit. Hmm some thoughtful ideas in here around ownership. Syntax makes sense. But is it different enough to justify its own existence? Who makes it?
Oooh, Dave Abrahams is working on it. We crossed paths at Apple and I remember his Crusty talk about Swift [1]. It was great, loved the strong opinions, but Apple sadly removed it years later because it had some outdated advice. Wait, he's at Adobe now? So is this an Adobe language?
Conclusion: keep an eye on it, will watch the linked talks, wait and see.
[1] edit: I found the Crusty talk! "I don't do Object Oriented!" https://www.youtube.com/watch?v=p3zo4ptMBiQ
[1] https://www.reddit.com/r/Archapolis/
(his subreddit is called Archapolis but he recently changed the name)
With that I'm able to create some pretty fun time lapses of progress. I've been doing this at an arbitrary milestone, whenever my Luau [2] LOC surpasses C++ by another factor. This post reminded me I'm overdue for another now that Luau > 3x C++ LOC.
I find it rewarding to look back at my progress. I'll share in case it's interesting for you too [3].
[0] https://store.steampowered.com/app/2168330/Helmscape/
[1] https://github.com/AlDanial/cloc
[3] https://twitter.com/kineticpoet/status/1619508466212831232
- "what if" feedback loops (crudely, "live programming")
- direct manipulation (an old idea but beautifully captured in his projects)
- making logic feel more geometric / concrete
- visualizing and manipulating data, especially over time
- humane interfaces (putting "computing" into the world around us, but without AR)
- etc.
Bret Victor is very much Alan Kay's protege and has unfortunately inherited the curse of people cherry-picking particular ideas and missing the bigger picture.
So as others have pointed out, the only person who may be fully attempting Bret Victor's vision is Bret Victor with Dynamicland. You may also be curious to check out Humane [1] which is a hardware startup founded by ex-Apple people. They're rumored to be shipping a projection-based wearable device this year. This device could potentially be a platform for people to experiment more in the direction of Bret Victor's vision.
[1] http://hu.ma.ne
We got pretty far with this a few years ago using more basic ML/NLP. The app was called Moatboat: https://twitter.com/moatboat/status/1082425681210859520
The area I think is most exciting (and in need of more innovation) is using natural language to create (and modify!) the actual simulation / rules / behaviors. Our approach was to map language outputs to actions that could be chained together using Goal Oriented Action Planning plus an Entity Component System. The user's verbs / prepositions / etc. would add layers of goals, each of which would enable or disable certain behavior components when triggered.
More details here for anyone interested: https://medium.com/@mikejohnstn/whatever-you-say-happens-2fa...
Directly generating source code from natural language would be a fun alternative approach to try today.
In the tradition of borrowing terms from the games industry (where we often see early popularization of good ideas), I wonder if "modding" could be a helpful addition somewhere in your marketing.
This seems to have worked for the term "multiplayer", though "moddable" probably isn't as widely appreciated yet.
Verse is believed to include ideas from SkookumScript, which Epic acquired [1], and Simon Peyton Jones, a main contributor to Haskell [2].
[0] https://twitter.com/saji8k/status/1339709691564179464?s=20
[1] https://skookumscript.com/blog/2019/01-23-epic-aquires-agog/
[2] https://discourse.haskell.org/t/an-epic-future-for-spj/3573
I'm not sure anyone's actually using it, but there are some good ideas in there.
It does get lonely. I'm a former YC founder and I left Apple earlier this year to be a solo game dev. Making games (compared to apps or tools) is especially hard because "fun" is so nebulous that "make something people want" is a blurry goal at best.
I also work on my own tools and I'm using them to build the game. I'm very interested in tools that help a very small but talented team (1-4 people) build ambitious games more successfully.
I post progress here if anyone's interested: http://twitter.com/kineticpoet
Agreed, and this is on my mind as I work in this direction.
By the way, I was really inspired by The Nebula Device back in the day, and even used it for some side projects. Thanks for working on it.
I'm working in this direction. My focus is on higher-level editors for making worlds, meshes, animations, sounds, and visual effects. So far it's mostly written in Luau (Roblox's open source version of Lua) and the first engine integration is Unity. You use the editors and a Luau API to make your game. The API for now is part Unity-inspired and part Roblox-inspired.
I have the editors and Luau integration working well enough that I'm now using them to build a game. I plan to do that before supporting other engines. I've been building with other engines in mind (including having an abstraction), but I wanted to prove (to myself at least) that the editors have value before going down this path.
I'm kind of taking some risks with the editors, e.g. they're diegetic (all in-world UI). My main goal is to build higher-level editors that are actually fun to use, and then supporting multiple engines is secondary. Good to know someone else is thinking about that though!
I post about progress here if you're interested: https://twitter.com/kineticpoet
I've been using Unity in a similar way but with Luau (a gradually typed Lua by Roblox) for the API. It's been very educational to treat Unity as a box like this, and I've been making the Luau API very high-level, often following Roblox patterns (more coarsely grained).
As a side-effect of this separation, it's also refreshing to have the option to make everything work with other engines.
— E.O. Wilson
Now I'm at one of the big tech companies that is suddenly all-remote. I miss P2. It gives you a place where ideas can "stick" much better than with async chat, email, or wikis. At the top-level (per-team or per-project) P2s feel like much more than just another wiki aggregation page. You actually want to visit them to catch up on the latest.
The per-post threaded conversations promote more thoughtful, ongoing discussion. These naturally fade over time as new posts are made, a bit like HN or reddit. Generally this is a useful, organic default, and complements (rather than replaces) async chat.
It can be overwhelming once you're interested in tracking many P2s. But you can address this with discipline, culture, and more tools.
Moatboat (http://moatboat.com) is a way to think creatively inside virtual reality and augmented reality. It lets you create and command the world around you by simply saying your ideas out loud.
We're looking for an experienced, hands-on technical leader to join us on-site and spearhead our development efforts. The ideal person is excited to help build unique VR/AR experiences at the intersection of apps and games. Although job titles don't matter too much on a small team, this could potentially be (or become) a CTO role.
We’re a small, ambitious team in downtown San Francisco with experience building products, apps, and games at companies like Microsoft, Apple, and Irrational Games. We don’t have ping pong tables or crazy free meals. But we do have a bright, airy office near Union Square, lots of VR gear, and a healthy perspective on work-life balance. We celebrate uniqueness, and encourage people to follow their passions.
More details here: http://www.moatboat.com/jobs/
Contact jobs@moatboat.com
Looking to the horizon, post VR hype, they're trying to take this further with experiments like Carte Blanche, which is creating VR from within VR itself for non-technical users [2].
But a consumer-oriented approach isn't in their DNA and isn't well aligned with their core business. Meanwhile, VR/AR startups who are entirely focused on this view of the world will evolve the right DNA and could build significant consumer-oriented value over the next few years. A war chest will come in handy if Unity wants to acquire that value and inject new DNA.
[1] http://venturebeat.com/2015/11/13/unity-has-democratized-gam...
Moat Boat is a tool for thinking creatively together inside virtual reality. Whatever you say, just starts happening around you. It's a little crazy. We're very early (two of us), pre-product, post-prototype, funded, and excited to be working from first principles to figure out what it means to think and create inside this new medium.
I previously made Simplenote/Simperium (YC S10), which we sold to WordPress.com, and before that I worked at Irrational Games (makers of BioShock). My co-founder Katrika led design on Labs teams for Office, Xbox, and Windows at Microsoft. It's just the two of us. This is our first public job posting. We don't have a hiring page yet. Our site will be refreshed soon (moatboat.com).
We don't have free lunch or lots of ping pong tables. We're not killing it or growing explosively or hiring Engineer #20 to fulfill specific duty X.
We do have reasonable salary, generous equity, a strategy/runway for riding out the VR hype until it goes mainstream, and many fun technical and design challenges. We're looking for another lady and/or gentleman to join the founding team as peers. A good fit could be a very experienced fullstack or frontend dev looking to dive into something more game-like, or an experienced game dev looking to build something that's not just fun, but also impactful. hello-AT our domain if you're looking for a change.
What's new is that filmmakers and game makers are building VR experiences for the same audience and hardware. They're on the same turf. Outside of VR, filmmakers create for TV/cinema, and game makers create for PC/console/mobile.
I think Ken Perlin is suggesting that new discoveries will be made as this collision of worlds happens. The friction you mentioned becomes more visible to a larger number of people with a wider variety of skills and goals.
Circuit-based skins work well in the right context. Do a Google Image search for "unreal blueprints" to see many examples of them in use. Blueprints visual scripting probably powers the high-level logic in a video game you or someone you know has enjoyed.
The other popular approach is fill-in-the-blanks, a visualization that looks more like a tree than a graph. The first good version of this I saw was the Warcraft 3 scripting system. It inspired the visual scripting system we built for Tribes, SWAT, and the first Bioshock back in the day.
You can also follow Eve for some modern experiments along these lines: https://github.com/witheve/Eve
http://www.bloomberg.com/news/articles/2015-01-29/sap-looks-...
The team focused on internal use though, and hasn't had a chance to open source the backend and flesh out the web side of things. I hope they get a chance to do another iteration (we were bought by Automattic/WordPress and I'm no longer there).
[1] https://github.com/Simperium/simperium-ios
[2] https://github.com/Simperium/simperium-android