Ivan Reese
Hest
Ivan Reese thinks out loud about the design of his esoteric graphical programming system.
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Episodes
15 • One (Hundred) Rendering Trees 26.06.2021 15:02
• 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 14:27
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 19:28
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 16:12
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 9:30
Each part of the whole can have different philosophies.
10 • Fibers 23.05.2021 14:07
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 16:10
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 9:53
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 18:44
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 26:54
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 19:37
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 15:03
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 13:36
Functions and data, conveyance, points and edges, and execution with a mandatory, explicit notion of time and space.
2 • Why? 29.03.2021 13:03
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 13:26
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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