35 karma · joined May 16, 2013
If you're being sarcastic, I love you anyways.
My human programming experience is encouraging me to keep going on the debugging, like I did when it was my code that I invested a lot of time and energy into.
Now that the code is cheap, I am trying to "learn" to throw away everything, go back to a stable checkpoint, and try a different approach that is more likely to succeed. (Probably having the new plan incorporate the insights I gained the first round.)
It is hard to do that when you coded for a week (or even a weekend) but it should be much easier when you got it faster with Claude. I think people (me at least) need to learn new norms.
Giving it large tasks that take 40 minutes basically always fails for me. Giving it small tasks that take 30s to a minute feels like it is my typist and not a worker. I find that I am happiest and most effective at the 5 to 7 minute cycle timeframe.
As far as planning the next steps, that's definitely a valuable thing and often times I find myself spending many cycles working on a plan and then executing it, reviewing code as I go. I tend to have a plan-cycle and a code-cycle going on at the same time in different projects. They are reactive/reviewing in different ways.
http://docs.racket-lang.org/scribble/config-style.html?q=css
The documentation discusses the features of the Web framework, many of which have to do with its unique aspects. As you can see in this post, all normal Web programming is possible and easy, but there's very little special to say about it, because it's just a normal program.
In any case, this post is really about what's going on in the pattern matching and macro template underbelly, and not really a recommendation for how to program macros.
I agree very much with both of you. I assemble all the tiles into texture atlases (and earlier post discusses the technique) and then use a fairly simple shader to render. If you look in the gb/graphics directory [1], then you can see the GLSL code. It was originally coded for OpenGL 3.3 with geometry shaders but I switched to OpenGL 3.00 as a stepping stone to ES 2.
The whole model is based on the concept of "SNES Unbound": I want to have effectively infinite numbers of sprites with many layers and any Mode 7 effects with arbitrary scaling and rotations. This is a very small level of expectation of a modern GPU, so I can get about 1,000 FPS on my laptop with millions of sprites, because I only use a single OpenGL draw call per layer.
Anyways, I'd be happy to comment or chat more with you. Maybe I should post some screenshots of the editor.
Jay
1. https://github.com/get-bonus/get-bonus/tree/master/gb/graphi...