[HN Gopher] Ways to Make Sand (2020) [video]
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Ways to Make Sand (2020) [video]
Author : surprisetalk
Score : 29 points
Date : 2023-10-27 11:21 UTC (11 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| pimlottc wrote:
| This is about digitally simulating sand physics, for a video game
| or something. I thought it would be about
| manufacturing/processing actual physical sand.
| ghayes wrote:
| Probably should add "in SpaceTode" to the title.
| DonHopkins wrote:
| Also:
|
| Top 9 ways to make BIG Sand
|
| https://www.youtube.com/watch?v=9mbs0sx3z2A
|
| And:
|
| Tourism
|
| https://www.youtube.com/watch?v=nCR9zMU2Q_M
|
| More than mere magical pink sand (the bastard stepchild of gray
| goo and pink slime), Tourism is a sweeping tour of many
| different vastly different approaches to visual programming,
| games, engines, cellular automata, user interfaces, and
| simulations! Including the Moveable Feast Machine (both
| JavaScript and C++) and the "SPLAT" language and T2 Tile
| hardware.
| natosaichek wrote:
| Todepond is a treasure. Everything they touch is brilliant. This
| is one of my favorites:
| https://www.youtube.com/watch?v=Q4OIcwt8vcE
| DonHopkins wrote:
| TodePond is such an inspired and inspirational genius! Screens
| in Screens is exactly the one I was going to recommend too,
| that will recursively suck you into watching all the rest.
|
| Screens in Screens (ScreenPond) source code:
|
| https://github.com/TodePond/ScreenPond
|
| TodePond's videos:
|
| https://www.youtube.com/@TodePond/videos
|
| Including the latest stuff on Patreon:
|
| https://www.patreon.com/todepond
|
| ...Where I heard about her recent talk about CellPond at ACM
| SIGPLAN in Lisbon:
|
| https://www.youtube.com/watch?v=cBYudbaqHAk&t=6703s
|
| It's a modern ground-up reimagination of visual computing, as
| foundational as Scott Kim's 1988 PhD dissertation, "Viewpoint",
| but deeper:
|
| https://www.youtube.com/watch?v=9G0r7jL3xl8
|
| >Demo and explanation of Viewpoint, a computer system that
| imagines how computers might be different had they been
| designed by visual thinkers instead of mathematicians. Caution:
| this is basic research, not a proposal for a practical piece of
| software. Part of my PhD Dissertation at Stanford University in
| 1988.
|
| Toward a computer for Visual Thinkers:
|
| https://web.archive.org/web/20230207211417/https://scottkim....
|
| Todepond talked about how she was introduced to visual
| programming as a child by Stagecast Creator (aka KidSim aka
| Cocoa):
|
| https://en.wikipedia.org/wiki/Stagecast_Creator
|
| >Stagecast Creator is a visual programming language intended
| for use in teaching programming to children. It is based on the
| programming by demonstration concept, where rules are created
| by giving examples of what actions should take place in a given
| situation. It can be used to construct simulations, animations
| and games, which run under Java on any suitable platform.[1]
|
| >History
|
| >The software known as Creator originally started as a project
| by Allen Cypher and David Canfield Smith in Apple's Advanced
| Technology Group (ATG) known as KidSim. It was intended to
| allow kids to construct their own simulations, reducing the
| programming task to something that anyone could handle.
| Programming in Creator uses graphical rewrite rules augmented
| with non-graphical tests and actions.
|
| >In 1994, Kurt Schmucker became the project manager, and under
| him, the project was renamed Cocoa, and expanded to include a
| Netscape plug-in. It was also repositioned as "Internet
| Authoring for Kids", as the Internet was becoming increasingly
| accessible. The project was officially announced on May 13,
| 1996. [...]
|
| https://news.ycombinator.com/item?id=33700318
|
| >That's something that Alexander Repenning's "AgentSheets"
| supported (among other stuff): you could define cellular
| automata rules by before-and-after examples, wildcards and
| variables, and attach additional conditions and actions with a
| visual programming language.
|
| >AgentSheets and other cool systems are described in this
| classic paper: "A Taxonomy of Simulation Software: A work in
| progress" from Learning Technology Review by Kurt Schmucker at
| Apple. It covered many of my favorite systems.
|
| http://donhopkins.com/home/documents/taxonomy.pdf
|
| >Chaim Gingold wrote a comprehensive "Gadget Background Survey"
| at HARC, which includes AgentSheets, Alan Kay's favorites:
| Rockey's Boots and Robot Odyssey, and Chaim's amazing SimCity
| Reverse Diagrams and lots of great stuff I'd never seen before:
|
| http://chaim.io/download/Gingold%20(2017)%20Gadget%20(1)%20S...
|
| >Chaim Gingold has analyzed the SimCity (classic) code and
| visually documented how it works, in his beautiful "SimCity
| Reverse Diagrams": [...]
|
| https://lively-web.org/users/Dan/uploads/SimCityReverseDiagr...
|
| >Another great visual programming language for kids that
| supported defining cellular automata rules by example and
| visual programming:
|
| >KidSim (later Cocoa, then Stagecast Creator) Smith, David C.,
| Allen Cypher, and James Spohrer (1994) In KidSim graphical
| simulations are created via graphical rewrite rules, which also
| enables a kind of programming by demonstration. The creators
| argue that most people can use editor GUIs (e.g. paint
| programs), and can give directions, but cannot program. Their
| solution is to "get rid of the programming language" in favor
| of a philosophy grounded in GUI design:
|
| >* Visibility. Relevant information is visible; causality is
| clear; modelessness. * Copy and modify, not make from scratch.
| * See and point, not remember and type. * Concrete, not
| abstract. * Familiar conceptual model. ("minimum translation
| distance").
|
| >They choose a symbolic simulation microworld as a domain
| because it leads to knowing, ownership, and motivation. All
| objects are agents which have appearances, properties (name
| value pairs), and rules.
|
| >Programming by demonstration extends to using a calculator and
| dragging properties around to define conditionals. One of the
| creators of KidSim, David Smith, was also the creator of
| another graphical programming environment: Pygmalion.
|
| >Smith, David C., Allen Cypher, and James Spohrer (1994)
|
| >(Then I ran across TodePond's Spellular Automata video and
| realized I was preaching to the choir! TodePond wrote: "and
| stagecast creator is a big inspiration to me! I name-dropped it
| in a demo I did this week :D")
|
| >Wow I did not realize I was evangelizing to the choir! This
| video by TodePond, is exactly what I was talking about, just
| much more beautiful than I'd imagined possible:
|
| Spellular Automata:
|
| https://www.youtube.com/watch?v=xvlsJ3FqNYU
|
| Finally to know there is somebody who appreciates Dave Ackley's
| amazing work with the Moveable Feast Machine as much as I do!
|
| https://news.ycombinator.com/item?id=24157104
|
| https://news.ycombinator.com/item?id=15560845
|
| https://www.youtube.com/watch?v=XkSXERxucPc
|
| Todepond's work with Max Bittker on SandSpiel Studio is also
| thoroughly mind blowing:
|
| https://news.ycombinator.com/item?id=34561910
|
| https://studio.sandspiel.club/
|
| https://www.youtube.com/watch?v=ifyYITDq1oo
|
| https://www.youtube.com/watch?v=PGTsy79wx4U
| humbugtheman wrote:
| Hello thank you for sharing my 9 ways of making sand. If you have
| any more ideas please let me know, I'm trying to make a sequel to
| this where I do 99 ways.
| DonHopkins wrote:
| How about an MMPORG where each player is a grain of sand, and
| gets to first act out by hand and then gradually automate their
| behavior like Factorio, like programmable dirt. Call it "Ground
| Up Programming".
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