[HN Gopher] Nebu: A Spreadsheet Editor for Varvara
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       Nebu: A Spreadsheet Editor for Varvara
        
       Author : surprisetalk
       Score  : 119 points
       Date   : 2025-03-02 03:06 UTC (4 days ago)
        
 (HTM) web link (wiki.xxiivv.com)
 (TXT) w3m dump (wiki.xxiivv.com)
        
       | ravetcofx wrote:
       | Devine's work on these projects along with the language that it
       | is written in Uxntal https://wiki.xxiivv.com/site/uxntal.html is
       | nothing short of astounding and frankly a much healthier
       | sustainable way of computing. They created the language after
       | getting tired of the endless dependency chain massive language
       | stacks that are required to make ios apps, electron/web apps etc.
       | Having a set of applications that is only a few kb in size and
       | source code that fits in one file could mean that this stack will
       | stick around for decades to come. Their way of viewing
       | sustainability in computing has brought back some passion that's
       | been drained out of me by this industry. Rek and Devine's joint
       | website is also a joy to behold https://100r.co/site/about.html
        
         | dchuk wrote:
         | I can't pronounce two of the four words in that domain, that's
         | impressive.
        
         | anta40 wrote:
         | >> "They created the language after getting tired of the
         | endless dependency chain massive language stacks that are
         | required to make ios apps, electron/web apps"
         | 
         | As a mobile app dev, I definitely understand this pain:
         | 
         | -For developing iOS app: needs XCode and and some simulators
         | which can easily take something like like... 40 GB
         | 
         | -For developing Android apps: after working on some Android
         | projects, your Gradle folder can take at least 15 GB
         | 
         | But what can we do to improve the situation? Many years ago,
         | before Android Studio and Gradle days, Android development was
         | definitely less painful.
        
         | an_ko wrote:
         | For completeness, a critique of Uxn (and other "simpler"
         | computing stacks): https://applied-langua.ge/posts/i-dont-want-
         | to-go-to-chel-c....
         | 
         | This HN discussion about this critique is also quite
         | interesting: https://news.ycombinator.com/item?id=31705239
         | 
         | One of the replies is from Devine:
         | https://news.ycombinator.com/item?id=31708175
        
       | MarceColl wrote:
       | I'm a big fan of everything Uxn related. The architecture is fun
       | to work with, and unlike most low-level architectures it is very
       | event driven making interactive programs quite easy to make.
       | 
       | I'm exploring building a game around it (not in it) with Kikai,
       | an unholy marriage between zachtronics games and starcraft, where
       | units (and buildings) are uxn machines with devices to interact
       | with the outside world. This allows you to fully customize the
       | whole army and strategy to be whatever you like.
       | 
       | Buildings for example, take a bit of the role of linkers (or even
       | compilers), they are just another Uxn machine with a Factory
       | device. The most basic form of a building and the one that you
       | will have by default is just a memcpy of bytes from a source ROM
       | to bytes in the RAM of the newly created unit. But by investing a
       | bit of time you could for example have pre-made behaviours that
       | you can link on runtime based on that particular match needs.
       | Units also have a radio and can send messages between them. WIth
       | some more code you could have a handler that rewrites parts of
       | the code broadcasted from a building allowing you to deliver OTA
       | updates!
       | 
       | My objective for the game is that it works out of the box as a
       | normal RTS but that once you get the gist of it you can start
       | automating here and there so there is no high cost of entry but
       | there is infinite extendibility.
       | 
       | There is another very interesting project in the same direction
       | that Devine (the creator of Uxn, Varavara, Orca and Nebu, as well
       | as many others) shared with me recently when I explained my
       | project to him: Doldrusidus which is incredibly fascinating. It
       | goes in the same vein, small ships in a multiplayer universe each
       | of them running Uxn machines inside.
       | 
       | Kikai and devlogs: https://marcecoll.itch.io/kikai Doldrusidus:
       | https://desertslug.itch.io/doldrusidus
        
         | jfaulken wrote:
         | I did something similar in Unity a few years ago but the agents
         | were all 6502s with memory-mapped peripherals that were
         | software defined. It was neat but I could never really find an
         | application for it. Never considered making an RTS.
        
           | 5- wrote:
           | an rts-lite has been likely the most commercially successful
           | implementation of this concept (later open-sourced):
           | https://colobot.info/
        
         | Martinussen wrote:
         | I assume you've seen it, but Screeps was(/is?) a very enjoyable
         | game to play around with for the programming-strategy/RTS
         | blend.
        
           | MarceColl wrote:
           | Yeah, part of the idea came from Screeps. However I had a
           | problem with Screeps and it's the onboarding. It feels like
           | you have to build a lot of code just to start playing. Which
           | is it's own niche of course, but I wanted the onboarding
           | experience to be more incremental.
           | 
           | I'm a very quick-feedback-loop interactive developer so I
           | kinda struggled with that.
           | 
           | I'd like people starting with my game to start where they
           | feel comfortable. If they want to go directly into full
           | coding and automating they can do that, if they want to start
           | playing, get a feel for the game and automate incrementally
           | they can do that as well. In Screeps you feel like "Immunity
           | will end in a few weeks, hurry up, rush to something so you
           | don't get destroyed" and I want to avoid that feeling if that
           | makes sense.
           | 
           | I think factorio really nailed this, almost everything you
           | want can be done manually first. You start mining coal
           | yourself, then start incrementally automating more and more
           | as you understand how materials flow in your factory. I want
           | a similar feel.
           | 
           | This is also why the first part I'm building is the sandbox
           | where you can edit units, spawn them, play with them and
           | debug them all from the same screen, it serves both to refine
           | the development loop and to help me build the basic unit
           | behaviours.
        
             | MarceColl wrote:
             | Another thing I wanted to do is bring a bit of a lower
             | level programming. Closer to a Zachtronics game, where you
             | have a simplified microcontroler-like architecture and a
             | nicely written datasheet-like manual you can print and
             | browse at your convencience.
        
       | agentk9 wrote:
       | One of my biggest gripes with csv/tsv is that they don't have
       | formulas, for good reason (most of the time) - this format
       | however is REALLY nice imo.
       | 
       | hard (but probably possible) to shoot yourself in the foot, and
       | yet it's not nearly as easy as it is in excel.
       | 
       | Are there other "smart csv" formats/editors out there?
        
       | rcarmo wrote:
       | I love the old-style Mac window decorations. Part of me still
       | associates that with simple, usable UX.
        
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       (page generated 2025-03-06 23:01 UTC)