Ivan Reese

Hest

Ivan Reese thinks out loud about the design of his esoteric graphical programming system.

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Autor

Ivan Reese

Kategoria

Technology

Strona podcastu

ivanish.ca

Ostatni odcinek

8 lis 2024

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Odcinki

15 • One (Hundred) Rendering Trees 26.06.2021

• Glamorous Toolkit's One Rendering Tree: https://medium.com/feenk/one-rendering-tree-918eae49bcff • Natto: https://natto.dev

14 • The Pit of Your Stomach 19.06.2021

Why not just make all data points take the same amount of time to convey along every path?

13 • Begin Third Batch 13.06.2021

My blog post about different approaches to rewind: https://ivy.boo/hest/time-travel Enso: https://enso.org Places to contact me with feedback: https://ivy.boo#contact

12 • Not the Goal 06.06.2021

Caution: This episode may qualify as ASMR content. It might also qualify as irritating, sophmoric philosophizing. But as the previous few episodes have run aground on the muddy bank of the design space, I'm marking the occasion by establishing firmly that WHILST PERFECT IS NOT THE POINT, NOR IS GOOD. And now that that's out of my system, we're going to (in the upcoming episodes) jump back to the c...

11 • Reconcile 30.05.2021

Each part of the whole can have different philosophies.

10 • Fibers 23.05.2021

Last episode, we looked at how the edges-conveying-points execution model leads to problems of synchronization. If you change some small part of your program so that it takes a little longer for data to traverse than it did before, then data leaving that small part will be behind schedule (so to speak) for wherever it needs to go next. Local changes cause non-local effects. This problems exists be...

9 • Uncoordinated Anthill 15.05.2021

Hest is a long way from finished — a long way from viable, even. It's still riddled with design issues. Let's take a look at one of the big ones: with the current design, there are no mechanisms for coordination. Introducing some of the most obvious coordination mechanisms would violate the spirit of Hest. How should that be fixed? Tune in next week!

8 • SpaceChem 08.05.2021

Hest owes more to SpaceChem than any other inspiration. It's a beautiful little gem of a game, released by Zachtronics back in 2011. SpaceChem challenges you to design, develop, and debug complex systems, with an interface that looks a bit like a node-and-wire visual programming language. But the feel of playing it is wholly unique, and worth reflecting on and drawing from.

7 • Focus Mode 03.05.2021

Data as player character. Continuity and intimacy. The well of video games. Putting your finger on the data and following it from birth to death. A patchwork quilt of understanding, versus a single continuous thread.

6 • No Moon 26.04.2021

Virtual edges and pocket dimensions might be key pieces of a workable approach to abstraction, something that Hest sorely lacks.

5 • The Space 19.04.2021

Fully explore the space of your designs, even if it makes you into an infamous grump. Also, I sometimes make up jargon like Graphical Programming, and today we have another: Participatory Execution. Finally, Wallace & Gromit have their long-awaited debut on the show.

4 • Giant Thumb 12.04.2021

Grab the giant thumb, push it all the way to infinity at the top, or negative infinity at the bottom.

3 • Waterslide Kid 05.04.2021

Functions and data, conveyance, points and edges, and execution with a mandatory, explicit notion of time and space.

2 • Why? 29.03.2021

Why am I making Hest? Who is it for? When did I start? When will it end? What is it now? Where is it going? And what of this podcast?

1 • Graphical Programming 22.03.2021

The term Visual Programming is a bit of a misnomer. My preference is Graphical Programming, though it is hard to overcome cultural inertia. Oh, also, welcome to the show.

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