Also known as @VeeSilverball

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Joined 1 year ago
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Cake day: June 14th, 2023

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  • Some of my own thoughts, which rebut the article in parts:

    1. Godot does have “barbell performance” - you can make it go fast if you drop to C++ and do low-level engine things to add new nodes, resources, etc. You can also make it go fast when you use the premade nodes without a great deal of script in between(and the nodes are, FWIW, pretty flexible and composable). What it doesn’t do at present is the thing Unity users are used to, which is “fast scripting”. Fast scripting still means working around the garbage collector and the overheads of going between native and a runtime. C# is a kind of flytrap for the needs of high-end games, and Unity has only seemingly surmounted the issues by doing a lot of custom engineering for their use-case. That is, you don’t really code standard C# in Unity, you code Unity’s C#, which is nearly as bespoken as GDScript.
    2. Saying the engine is coded in a naive way is actually not as smart as it seems, because there’s a maintenance cost to always doing things in exactly the most optimal way. The target for what is fastest changes every time the platform changes. As a (up until recently) relatively small project, it’s overall better that the engine stay relatively easy to build and straightforward to modify, which is what it’s done. The path it’s taken has helped it stay “lightweight”. The price of that is that sometimes it doesn’t even take low-hanging fruit that would be a win for 90% of users.
    3. The 3D in Godot 4 is capable of good test scenes, but everyone seems to agree that it’s not really ready for production for speed reasons. Any specific point on this just backs that up. And that’s disappointing in one sense, but pretty okay in others. If you need high-end graphics, Unreal will welcome you for the time being.
    4. On that note, developing for console always comes with fussy limitations, at minimum just meeting TRC/TCR/lot check; that’s why professional porting is a thing. Engine devs usually end up in the position of maintaining these multiple-API abstractions because it’s necessary for porting. It’s the same deal with the audio code, the persistent storage, the controllers, the system prompts, it just goes on and on like that. So, rewriting the rendering bindings to do things in the D3D way and not the Vulkan way is actually a bit of a whatever; it’s more rendering code. It changes some assumptions about what binds to what. But it accesses the same kind of hardware, running the same kind of shaders. A lot of ports in the not-so-distant past basically had to start over because the graphics hardware lacked such a common denominator.

    The author’s bio says that they have been doing this as a professional for about 5 years, which, face value, actually means that they haven’t seen the kinds of transitions that have taken place in the past and how widely game scope can vary. The way Godot does things has some wisdom-of-age in it, and even in its years as a proprietary engine(which you can learn something of by looking at Juan’s Mobygames credits the games it was shipping were aiming for the bottom of the market in scope and hardware spec: a PSP game, a Wii game, an Android game. The luxury of small scope is that you never end up in a place where optimization is some broad problem that needs to be solved globally; it’s always one specific thing that needs to be fast. Optimizing for something bigger needs production scenes to provide profiling data. It’s not something you want to approach by saying “I know what the best practice is” and immediately architecting for based on a shot in the dark. Being in a space where your engine just does the simple thing every time instead means it’s easy to make the changes needed to ship.


  • Arch is always “latest and greatest” for every package, including the kernel. It lets you tinker, and it’s always up to date. However, a rolling release introduces more ways to break your system - things start conflicting under the hood in ways that you weren’t aware of, configurations that worked don’t any longer, etc.

    This is in contrast to everything built on Debian, which Mint is one example of - Mint adds a bunch of conveniences on top, but the underlying “how it all fits together” is still Debian. What Debian does is to set a target for stable releases and ship a complete set of known-stable packages. This makes it great for set and forget uses, servers that you want to just work and such. And it was very important back in the 90’s when it was hard to get Internet connectivity. But it also means that it stays behind the curve with application software releases, by periods of months to a year+. And the original workaround to that is “just add this other package repository” which, like Arch, can eventually break your system by accident.

    But neither disadvantage is as much of a problem now as it used to be. More of the software is relatively stable, and the stuff you need to have the absolute latest for, you can often find as a flatpak, snap, or appimage - formats that are more self-contained and don’t rely on the dependencies that you have installed, just “download and run.”

    Most popular distros now are Arch or Debian flavored - same system, different veneer. Debian itself has become a better option for desktop in recent years just because of improvements to the installer.

    I’ve been using Solus 4.4 lately, which has its own rolling-release package system. Less software, but the experience is tightly designed for desktop, and doesn’t push me to open terminals to do things like the more classical Unix designs that guide Arch and Debian. The problem both of those face as desktops is that they assume up-front that you may only have a terminal, so the “correct way” of doing everything tends to start and end with the terminal, and the desktop is kind of glued on and works for some things but not others.


  • My principle of “blockchain’s fundamental value” is simply this: A blockchain that secures valuable information is valuable.

    To break that down further:

    • “Valuable information” isn’t data - it’s something that you can interpret, that has meaning and power to affect your actions. So, price speculation taking place on a chain isn’t that valuable in a broad, utilitarian sense, but something like encyclopedic knowledge, historical records, and the like might be. The sense of “this is real” vs “this is Monopoly money” is related to the information quality.
    • “Secures” means that we have some idea of where the information came from, who can access it, and whether it’s been altered or tampered. Most blockchains follow the Bitcoin model and are fully public ledgers, storing everything - and just within that model(leaving aside Monero etc.) there are positive applications, but “automatically secure” is all dependent on what application you’re aiming for.

    You don’t need to include tokens, trading, finance, or the specific method of security, to arrive at this idea of what a blockchain does, but having them involved addresses - though maybe without concretely solving - the question of paying upkeep costs, a problem that has always dogged open, distributed projects in the past. If the whole chain becomes more valuable because one person contributes something to it, then you have a positive feedback loop in which a culture of remixing and tipping is good. It tends to get undercut by “what if I made scam tokens and bribed an exchange to list them”, the maxi- “we will rule the world” cultures of Bitcoin and Ethereum, or the cynical “VC-backed corporate blockchains”, but the public alt chains that are a bit out of the spotlight with longer histories, stuff like Tezos and NEM/Symbol, tend to have a more visible sense of purpose in this direction - they need to make a myth about themselves, and the myth turns into information by chance and persistence.

    What tends to break people’s brains - both the maxis, and people who are rabidly anti-crypto - is that securing on-chain value in this way also isn’t a case of “public” vs “private” goods. It’s more akin to “commons” vs “enclosed” spaces, which is an older notion that hasn’t been felt in our political lives in centuries, because the partnership of nation-states and capital has been so strong as a societal coordinating force - the state says where the capital should go, the people that follow that lead and build out an empire get rewarded. The commons is, in essence, the voice in the back of your mind asking, “Why are you in the rat race? Do you really need an empire?” And this technology is stating that, clearly and patiently: making a common space better is another way to live.

    And so there is a huge amount of spam around “ownership”, but ownership itself isn’t really a factor. That’s just another kind of information that the technology is geared towards storing. The social contract is more along the lines that if you are doing good for a chain and taking few risks, a modest, livable amount of credit is likely to flow to you in time. Everyone making “plays” and getting burned is trying to gamble with it, or to advance empire-building goals in a basically hostile environment that will patch you out of the flow of information.


  • To me, a big difference is in the lengthy prelude, which follows the model of TOS, just with an updated production. First the synths layered with strings, which are very 80’s wonder-music(it could be right out of the score for Flight of the Navigator or The Goonies) and then the french horns come in playing a round, which adds a Wagnerian element.

    The percussive “march music” elements quoting TMP are subdued in TNG’s arrangement - it’s a less compressed, “punchy” sound, and I believe the mic has been set farther back or they’ve EQ’d out some higher frequencies. Those decisions, plus a few choices of instrumentation like the harp glissandos, tone down the bombastic energy and add a gliding, romantic quality. Again, more like TOS, but updated.


  • My favorite example of “weird camera” is Journey to the Planets. It’s an Atari 800 game with graphics that are more 2600-esque. It’s mostly side view, but the proportions are abstract, like a child’s drawing: the spaceship is about 1/3rd the size of the player sprite, but then as you lift off it shows zoomed out terrain and the sprite is the same size. The game is based around solving adventure game puzzles with objects that are mostly just glowing rectangles, but your way of interacting with the puzzles involves a lot of shooting. Even though there’s so little detail, every room feels “hand-crafted”.

    I’m pretty sure the game permanently altered my sense of aesthetics.


  • I’ve become comfortable with saying, “it’s not worth it being normal”, and thus am ok with the normie tag, even if I don’t want to turn it into a slur. Normal is a form of social construct that tends to be imposed on us: it’s when the teacher enters the classroom and the class sits down and shuts up, not because they explicitly agreed to, but because it was normalized. There isn’t anything in particular suggesting that normal = good.

    And that does have an elitist ring to it, which does upset the goal of equitable outcomes in some ways. There are certain philosophies in which a premise of elitism is assumed, as in, some people just won’t be able to access the necessary understanding to participate, so it’s better to have a gate than to let anyone wander through. This is the view of Leo Strauss and followers - for a really detailed explanation try Arthur Melzer’s book Philosophy Between the Lines.

    Even if you don’t read that book(it’s a good book), I would make the case in this way: it’s the difference between online gaming that uses automatic matchmaking, versus a martial arts dojo. Online gaming and toxicity correlate because there is no lower bar on who can play, so all sessions are pushed to the lowest common denominator of cheating, griefing, etc. But someone who participates in martial arts like a gamer gets kicked out of the gym, if the standards are high: an instructor who values students does not let them attempt to eyegouge each other or slam their head on the mat.

    Occasionally someone like that will sign up for a tournament, commit an illegal move in the first round, and get themselves disqualified. But they can leave their opponent seriously injured in the process, and maybe end a career. So the standards tend to condition a degree of gatekeeping, respect for others, etc. Not every gym does well at this, and some styles like boxing have a norm of “hard sparring” where full-contact is trained and damage is expected. But predominantly the focus is on getting the techniques and training without destroying yourself or others.

    And I do liken the idea of complete access to, essentially, allowing dirty street brawls to be the only kind of sparring, the only way in which you can interact online with strangers.

    Martial artists also sometimes use the normie term. They will say it outright: you have to be a weirdo to spend so much time getting beat up and choked out. We can have a gate and still be tough on ourselves to do better.


  • Eugen is not the person I would trust for good judgment on this because his agenda has always been user growth-centric, so a Fediverse that resembles Facebook would just be a “yay” moment for him - either way he can still end up with a career by leveraging his role with ActivityPub.

    That said, I don’t believe EEE works here, because AP evolved in an environment that already had to compete like-for-like with corporate options. You’ll still log in for the rest of the fediverse if it brings you better content than Threads…

    …and it has an edge on that, because these spaces are not designed around herding around industrial quantities of users. They have a natural size at which moderators shrug and close the gates if a big instance is too troublesome, because it hurts the quality of the experience for their own users. This peeves instance admins who want the power fantasy of “owning” a lot of low-quality users, but it also basically guarantees defederation with corporate social, because it’s never been able to handle its own moderation problem other than in a “pass-the-buck” way.


  • With big, complex synthesizers made for sound design(which the Peak counts as - generally that’s going to be the case if you have a modulation matrix) you have to approach the programming with a layer of philosophy behind it, because while you can get a result by turning knobs, that’s relying on your muscle memory, which tends to result in just remaking the same go-to bread and butter sounds over and over. The muscle memory is what you’re using for performance with a synth as a live instrument. Knowing what parts you’re intending to make be muscle memory, and what you’re more likely to approach with the manual and note paper, is an important factor in being at ease with a sound design synth. It also explains why people are so happy with simpler synth architectures, since they avoid putting you in that position and let you use every knob performatively.

    To start a patch in a more logical way, you can go at it by brainstorming a few elements to focus on(pitch, rhythm, and other fundamentals) and then doing a Venn diagram of that with the synth features that could emphasize those elements. There are plenty of video tutorials around on synthesizer fundamentals, but the problem is in motivating yourself to actively explore them, which the diagram can help with. Remaking famous patches is also a common way to go about the learning process, and you can get a lot of intuition for what things to try by doing remakes, just following a tutorial for another synth and adapting it to yours.

    Even though you have plenty of architectural power to work with, you may run into limitations in your remake because every synth has slightly different character, usually manifested in how fast the envelopes are, the style of filter or oscillators. This can also tell you something about “what the synth does well”.


  • Not dead, just sleeping. It’s a tougher, higher interest-rate market which cuts out a lot of the gambling behavior. I remain invested but my principle has shifted away from the financial and trad-economic terms to this:

    Blockchains are valuable where they secure valuable information. Therefore, if a blockchain adds more valuable information, it becomes more valuable.

    And that’s it. You don’t have to introduce markets and trading to make the point, but it positions those elements in a supporting role, and gets at one of the most pressing issues of today: where should our sources of truth online start? Blockchains can’t solve the problems of false sensation, reasoning or belief, but they fill in certain technical gaps where we currently rely on handing over custody to someone’s database and hoping nothing happens or they’re too big to fail. It’s just a matter of aligning the applications towards the role of public good, and the air is clear for that right now.


  • I think it’s reasonable for some instances, where there’s good alignment. There was a thread I replied in a few days back around how/if TTRPG creators(who are mostly small enthusiasts themselves) could advertise in related magazines, and legitimizing that business wouldn’t really pose a conflict for the hobby - that’s how it was built in the first place! It’s just a matter of finding a place for it and defining the technical solutions.

    As a general “let in all the advertisers and promise riches for someone” measure, it does cause known problems. There is some freedom to figure out what works in a specific case here, it’s not defined top-down since it isn’t centralized.


  • The thing about larger-scale architecture is that you can be correct in any specific sense that it’s more than you need, but when you actually try to make the thing across a development team, you end up there because the code reflects the organization, and having it broken up like that lets you more easily rewrite your previous decisions.

    At the small scale this occurs when you notice that the way in which you have to approach a feature is linguistically different - it needs conversion to a substantially different data structure, or an interface that compiles imperative commands from a definition. The whole idea of the database having a general purpose structure and its own query language emerges from that - it lets you defer the question of exactly how you want to use the data. The more configuration you add, the more of those layers you need. When you start supporting enterprise-grade flexibility it gets out of control and you end up with a configuration language that resembles a general purpose programming environment, but worse.

    Casey Muratori talks about this kind of thing in some depth.

    In the end, the point of the code is to help you “arrive in the future” in some sense - it’s instrumental, the point of automating it is to improve the quality of your result in some sense. For a lot of computations, that means you should just use a spreadsheet - it aids the data entry task, it automates enough of the detail that you can get things done, but it also gets out of the way instead of turning into a professionalized project.



  • With respect to how it works in the microblogging corner of Fedi, the tendency is to be actively collaborative, and aggregate some moderation resources, sometimes through backchannels, other times through a tag like #FediBlock - all of which have political implications that have been years-long meta discussions. The emphasis, at least among instances that want to moderate heavily, is on allowing users to feel undisturbed in their own space and not be challenged on literally everything they say, but to still expand that space where it makes sense.

    I’m not sure the exact same dynamic will take place over here. The existence of many distinct spaces on the same instance mitigates a major initial problem Mastodon faced in its early waves: when you literally put everyone leaving Twitter on the same public timeline, old grudges spark up and they start campaigns to harass each other off the platform. That’s how it came to pass that Mastodon ended up with a ton of user privacy features, and over years, instances warring over ideology and trying to colonize each other, which of course ends in mutual blocking.

    In our case I think there’s a good chance for small aggregator instances that just “do one thing well” to thrive and see a lot of external traffic, while not having to moderate their entire comments section, since you can opt to not federate that - not your site, not your concern.




  • It will never show an consistent number. The way Activitypub operates is “you see what you’re subscribed to”, and that occurs in a technical/political sense of “these instances have agreed to federate”, and in many cases they don’t federate everything that happens. So if someone on instance A upvotes something posted on instance B, but instance C is not subscribed to instance A, A and B will see the upvote, C won’t.

    You don’t have to give up on your clout-chasing dreams, but the numbers won’t tell the whole story.


  • I’ve had some thoughts on, essentially, doing more of what historically worked; a mix of “archival quality materials” and “incentives for enthusiasts”. If we only focus on accumulating data like IA does, it is valuable, but we soak up a lot of spam in the process, and that creates some overwhelming costs.

    The materials aspect generally means pushing for lower fidelity, uncomplicated formats, but this runs up against what I call the “terrarium problem”: to preserve a precious rare flower exactly as is, you can’t just take a picture, you have to package up the entire jungle. Like, we have emulators for old computing platforms, and they work, but someone has to maintain them, and if you wanted to write something new for those platforms, you are most likely dealing with a “rest of the software ecosystem” that is decades out of date. So I believe there’s an element to that of encoding valuable information in such a way that it can be meaningful without requiring the jungle - e.g. viewing text outside of its original presentation. That tracks with humanity’s oldest stories and how they contain some facts that survived generations of retellings.

    The incentives part is tricky. I am crypto and NFT adjacent, and use this identity to participate in that unabashedly. But my view on what it’s good for has shifted from the market framing towards examination of historical art markets, curation and communal memory. Having a story be retold is our primary way of preserving it - and putting information on-chain(like, actually on-chain. The state of the art in this can secure a few megabytes) creates a long-term incentive for the chain to “retell its stories” as a way of justifying its valuation. It’s the same reason as why museums are more than “boring old stuff”.

    When you go to a museum you’re experiencing a combination of incentives: the circumstances that built the collection, the business behind exhibiting it to the public, and the careers of the staff and curators. A blockchain’s data is a huge collection - essentially a museum in the making, with the market element as a social construct that incentivizes preservation. So I believe archival is a thing blockchains could be very good at, given the right framing. If you like something and want it to stay around, that’s a medium that will be happy to take payment to do so.