I've been really impressed with "GameMaker Studio 2" after returning to it at long last. Particularly at the streamlining of its user interface and documentation compared to when I last used it. (I am slightly sad that there's no unlimited free trial anymore, but at least "sorry, purchase the Pro edition for the privilege to … Continue reading Post-tutorial tour of GameMaker
It's happened. The energy slowly building up over many years has finally overflowed the potential barrier and caused action to occur. I have at long last gritted my teeth, swallowed my ego and completed my long orbit to return to my starting position... I have once again downloaded GameMaker! What is now clear is that … Continue reading Biting the (obj_)bullet
Note: the following article is entirely fictional. Its use is solely as a sketch of the sort of thing I'd write if/when I eventually succeed in my work. How to create your own introspective sandbox from scratch in 1 hour Today, we will create a web page that: Is made of 2D SVG shapes Which … Continue reading What am I aiming for again?
(Bugger, one of several drafts that's recently turned one year old! Originally titled "The inevitability of late-binding" as I boldly intended to thoroughly demonstrate why late-binding is the most natural way for things to move. However, I'm nowhere near that yet, so it remains merely a hunch. Thus I have added a hasty speculative bit … Continue reading Isn’t late-binding inevitable?
A while ago, I abandoned my graph-drawing track in BootstrapLab and started over in a new direction. This was productive, but now that I'm coming to a stage of increased friction with the sorts of things I'm trying to add, I feel this is a good time to pause and discuss what I've been doing. … Continue reading Reflections on the evolution of a toy system
What follows is a formatted version of something from a little over a year ago that I mustn't keep hidden away. Because I've grown and changed, I should comment on it. Inline comments from the present look like ((this)). view has dimensions; width and height (in pixels, yuck) of its exclusive region of visual real-estate … Continue reading Self-commentary: composites, contexts, reps
The primary aim of expository work should not be to build up 100% watertight proofs or refutations of things we suspect are true. Instead the real value is giving people ideas. In the sense of, writing material that naturally suggests and brings out certain lines of inquiry. The hard parts of filling in the details, are also the least … Continue reading Notes infodump: programming
Shortly after starting my SVG work, I realised I just had to read Ivan Sutherland's 1963 thesis. (I really ought to have already done so, and this was the final kick.) Sadly, it is somewhat hard to read owing to the fact that many fundamental programming concepts had not even been invented back then. And @Pavel, … Continue reading Reading the Sketchpad Thesis
Periodically I must snap myself back into recognising my real aim: to experience the traditional process of bootstrapping, but by doing as much as possible in a "live" system that I can see, feel and persist without touching a single line of "code". After re-orienting myself towards this, I am carefully designing a way to … Continue reading Back to bootstrapping
What distinguishes the computer medium from all the others? What constitutes a "simulator"? What's the minimal "machinery" needed? The Church-Turing thesis says: it's the Turing machine. This does depend on what you mean by "minimal" or "simplest". I actually think that the random-access Register Machine is the best place to start, and I view the … Continue reading Ideas for a “human-friendly” “dumb” substrate