p e r s o n a l |
Green scream
(31 May at 22:58) |
In a fashion that's thematically appropriate for the project, I'm "taking my time" with this video (e.g. I am still writing new code for it today??). It mostly means that I feel behind a lot. But I think I am truly close now to being done. I got all my new gear working together, 3D-printing rig pieces and so on. This has been generally fun. I'm also enjoying the occasion to experiment with new approaches and video editing techniques. I even cleaned out a significant section of my basement for a temporary studio:
![Green scream](http://radar.spacebar.org/images/green-scream.jpg) Green scream
I think I have about 120 seconds of finished video here, which is far worse than my usual bad pace of about an hour a minute. Fortunately the rest should be much more straightforward, and I hope to just record the audio and be done with it this weekend. Pro tip, though: Don't install the new version of Adobe Premiere Pro while you're knee-deep in a complicated edit. Why would you press that button?
My procrastination: I fully beat Teardown and all the stakes in Balatro (but I may try to finish the last few challenges). Both good games, recommended. For light procrastination I have been playing Grapple Dog which has cute graphics and writing and is getting better as the levels get more challenging, but I probably wouldn't fully recommend. It's a stage-by-stage linear platformer with three irritations: The controls are a little too "snap-to-nearest" (like you will often initiate an unwelcome wall jump just because you jump near a wall) for me, the music is annoying, and I really want to get all the purple gems, but I can never tell whether I'm going the "right" way or the "wrong" way, and so I will often miss them just because of that. But I do basically like the game. I also started, for procrastination purposes, Humanity, which was recommended to me a while ago. It is good. The Steam videos do not do justice to how slick the game's graphics are (especially the UI has all these fluid little touches and impressive continuity as you transition between levels); I think it needs to run on a big monitor with a high frame rate. At its core it's mostly a puzzle game, with many things you have seen before, but also some new clever stuff (and I am only on the 2nd world, so I presume they have more surprises in store for me).
I believe this is all. | ![](/spacer.gif) |
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Excited for the video! |
I'm less excited about the video, because the articles in the robot dance proceedings appear to describe the project well enough. I'd be more happy if you made a source code release of BoVeX, especially of the parts that do not require an expensive video card with 128 GB of RAM. The "Coming soon" message currently at "http://tom7.org/bovex/" is teasing me a bit too much. |
Is this what you are looking for, Jonas?
https://sourceforge.net/p/tom7misc/svn/HEAD/tree/trunk/rephrase/ |
Joe: thank you, I was wondering if it was in that repository somewhere, but I'd still like a release too. |
Super excited for it! Take your time :) |
The video about this project is now online at https://www.youtube.com/watch?v=Y65FRxE7uMc |
I really enjoyed the video, Tom! It's such a pleasure to watch you having fun together with your family.
Now, what does it take to make you produce a supplementary, low production cost video on BoVeX (full language description including its type system, semantics, lowering it down to the EL and the IL, and the register machine with its own primops), the boxes-and-glue algorithm, and the PDF generator?
We want to know everything, from how you compile mutually-recursive polymorphic functions through how you traverse the rephrasing tree (any hope for A*?) to how you cope with the missing kerning pairs. What you've tried, what did work and what didn't, what unexpected problems arose, and what's your secret on maintaining sanity while writing a compiler in C++. |
mixmix: I do have a lot to say on all those things and the fact that you're interested is heartening! I am not going to think about making videos for at least 2 days, however. |
Amazeballs video/project. You dot the i in me, and cross the t. |
Hi Tom
Two questions
Have you played Factorio? I think I'm the last person on the planet to discover it.
Is it possible to search your blog? Google is a bust - I presume you banished the spider
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I was somewhat shocked to find that the Epsom's version of the paper uses the fornication epithet "for) and" in describing C++: "AST pools. datatype declarations are for) and annoying in C++."
The Knuth version has the much more polite "AST pools. One of the main things I need to do is
create tree-structureddata to represent the abstract
syntax tree of the various languages involved.
This is very nice in ML (it is what the datatype declaration is for) and annoying in C++."
I also was disappointed that the style for "!" at the end of a line was inconsistent in the Knuth version. Just before "Maybe!" two lines above "The boxes-and-glue algorithm" does not extend beyond end-of-line, while, as expected, "10,000,000,000,000,000,000,000,000,000,000,000,000!" does. |
Rory, Factorio and Satisfactory may be games the he would like. Also Dwarf Fortress. |
Rory: I didn't banish the spider, but I don't do a lot of "SEO," you know? It works for me to search for something like "site:radar.spacebar.org prime".
I haven't played Factorio (or Satisfactory, or Dwarf Fortress), though I am aware of all of those! I'm worried to try them because I would obviously get way too into 'em and lose precious life force. I am mostly playing games that you can just play through and be done with, these days.
On the ! issue, this is because I just crammed zeroes into that line until it looked as good as it could. Only the hyphens go outside the end-of-line, though I agree that other punctuation can look good there too. |
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