[HN Gopher] Spritely Goblins v0.13.0: Object persistence and eas...
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       Spritely Goblins v0.13.0: Object persistence and easier IO
        
       Author : paroneayea
       Score  : 44 points
       Date   : 2024-04-23 19:11 UTC (3 hours ago)
        
 (HTM) web link (spritely.institute)
 (TXT) w3m dump (spritely.institute)
        
       | dang wrote:
       | Surprisingly little discussion in the past! But I found these
       | two:
       | 
       |  _Spritely Goblins v0.11.0, time travel distributed debugger and
       | more_ - https://news.ycombinator.com/item?id=35864365 - May 2023
       | (1 comment)
       | 
       |  _Growing a Networked Garden with Spritely Goblins_ -
       | https://news.ycombinator.com/item?id=34031136 - Dec 2022 (2
       | comments)
       | 
       | Maybe we should convert this thread to a discussion of the
       | project as a whole, rather than of a point release?
        
         | andrewflnr wrote:
         | People will feel free to comment on the project as a whole
         | anyway, so why go to the bother of making a special thing out
         | of it? :)
         | 
         | I am surprised you didn't find more discussion, though. I'm
         | pretty sure I first heard of the project and have seen it here
         | multiple times. I think it's more often (or in the past) just
         | "Spritely". If your search included the word "Goblins" instead
         | of just "Spritely", that might have narrowed it down
         | excessively.
        
       | kgeist wrote:
       | Reminded me of a game engine of mine. Years ago I was
       | experimenting with a time travel game concept. It had a virtual
       | machine with green threads whose state could be suspended and
       | serialized into a single binary blob at any time. I basically
       | repurposed the GC's reachability analysis to find all objects
       | reachable from the roots (VM's stack and global variables). IIRC
       | it had also some sort of topological sort when serializing so
       | that most references could be restored in one pass. It also
       | serialized the stack itself and the current instruction pointer.
       | "Manual persistence" they mention is actually quite
       | straightforward to do if you're in full control of the VM.
       | Additionally, it also serialized the physics engine's state as
       | well, so that the forces applied were fully restored (important
       | in a game). The concept was about being able to return to any
       | point in time and have N versions of yourself working together to
       | solve a problem. NPCs and objects had running scripts attached
       | and that's why I needed the whole thing. It also allowed to have
       | proper game saves out of the box. Oh, those were the fun times,
       | and now I'm writing boring enterprise stuff :)
        
         | BaculumMeumEst wrote:
         | You may enjoy this talk about the implementation of Braid's
         | rewind:
         | 
         | https://www.gdcvault.com/play/1012210/The-Implementation-of-...
        
       | ryukafalz wrote:
       | This is great! I've been following the Spritely project on the
       | sidelines for a while now and have built a couple toy
       | applications with Goblins; persistence and IO were often my
       | biggest pain points. Looking forward to giving this a try soon!
        
       | cxr wrote:
       | This blog post commits the common sin of showing a screencapture
       | of a terminal emulator session that moves at the speed of thought
       | of the creator rather than presenting things in a reasonable way
       | for the person actually consuming it (i.e. the one in the
       | audience who's trying to work out, without the creator's a priori
       | understanding of what they're doing, the relative
       | significance/insignificance of whatever's flashing on the
       | screen).
       | 
       | This happens constantly with software demos. It shouldn't. It's
       | such a silly thing to mess up and takes more effort than just not
       | including a screencapture whatsoever.
        
         | ryukafalz wrote:
         | The only thing in that screencapture that happens outside of
         | the space shooter game is relaunching the game after closing
         | it. If you know that pressing the up arrow and enter to run the
         | last command is a common thing, I don't think that's too hard
         | to follow.
         | 
         | Granted, I've played the space shooter in question before, so I
         | do have some context :)
        
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       (page generated 2024-04-23 23:00 UTC)