Find people to talk to or collaborate with by searching across the /about, /ideas and /now pages of 1783 personal websites.

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kenny.is

kenny.is

/now
Updated May 29, 2025

_Last updated: 12:50am - May 29, 2025_ * Live update coming your way straight from Web Summit Vancouver 2025. It’s a gorgeous day ☀️ and you can really feel the buzz in the air! * What's up? 2 things... 1) Building a creative collective teaming up with startups and experimenting on our own stuff. Let’s see what takes off! * 2) Advising businesses with marketing, product, GTM, PMM, hiring, etc.. * Areas of play: consumer ai, future of self (transition tools, revenue generation, imagination engines, and flow) A few photos from my camera roll. It's been sunny. Builder to Builder: Weekly Insights on Growth, Products, and the Founder Journey --------------------------------------------------------------------------------
lqb2.co

lqb2.co

/now
Updated May 29, 2025

### now what lawrence is up to 29 May 2025 right now I’m… -------------- * feeling embarrased at how long it’s been since i updated this page! * doing very intermittent work still working on self-publishing my first book (with the infinitely useful support of the DIY-ish package from dynamic image publishing) * getting ready for a lovely and wild late spring/summer/fall of travel and facilitation (VT, ME, paris, kenya, etc.) * taking the spring 2025 IFS online circle Older Newer **What's a now page?**
jefklakscodex.com

jefklakscodex.com

/about
Updated May 27, 2025

Hi, I'm Jefklak/Wouter and you're looking at _Jefklak's Codex_, a dedicated and highly opinionated website about nostalgic games. The word **nostalgic** should be emphasized here. I grew up with a Game Boy clutched in my hands and PC RPG games burnt into my retina. That healthy cocktail left a lasting impression—and netted me the Codex (and glasses). If you found this website amusing and/or helpful, you can buy me a coffee via Ko-Fi or via PayPal—if you don’t mind I’ll use it to drink tea instead. I also like to hear your feedback via e-mail: say hello. We retro fans have to stick together you know! ### About the Rating System Inspired by the review methodologies of _GoodReads_ and _EuroGamer_ , I award each game a simple and obviously subjective score between 1 (very bad) and 5 (very good). They have the following meaning: Examples of bad to amazing games can be found while browsing all games and sorting these using the “Rating” button. Alternatively, browse the Codex **Top 100 Best Games Of All Time** to marvel at exceptional examples of great to amazing games. The criteria for compiling the list is described as well. * * * Site History ------------ The Codex has a long history, I’ve always felt the need to proclaim my definitive game of each generation. If you want to have some fun (you should have got some by now), try strolling through the _Codex Museum_: The number of attempts to constantly reinvent the site dropped dramatically when I got a job in 2007. The Wordpress migration didn’t see much new content and the Codex gradually faded out of my mind. For some strange reason Jefklak.com now is a place where one can buy hunting rifles. As an integral part of my main ’think tank’, Brain Baking, I felt the need to revive the (carefully or carelessly) written articles on the games I still love so much. I might even waste a few more sentences on them in the near future. You can read my intentions from 2005 down below. I don’t really care if it’s still relevant. Let’s just preserve that text as a part of the nostalgic feel. * * * ### Why this website? This website offers RPG players some in-depth guides and walktroughs on certain character/class choices in both old and new PC roleplaying games. The first purpose of the website is to inform players who are already familiar with those games about techniques or special ways to play trough the games. People who are unsure which class to pick, which path to choose, could check the guides and read my personal experiences with the game. All articles are based upon my personal experience with the games! This means some information may or may not be accurate. Please contact me if you notice any odds. Some tips have been copied over from other persons, with their permission. If you feel I’ve ruthly copied something without your knowledge, please let me know! The second purpose of the website is to encourage players who are new to the cRPG genre to enjoy one of the finest, best told and greatest experiences I’ve ever had with these games. The game reviews mostly include a lot of screenshots and even gameplay movies to further encourage players to pick up the game and actually try it instead of ignoring them. Most games by Troika Games and Sir-Tech did not generally sell well and both companies ended up broke. Those not-so-popular games do not get the wanted attention, and I’ll try to change that by adding a few more articles about them. ### Why those sucky games and not l33t game x? Like I said before, most nowadays ’l33t’ games (too popular shooters) are published by gigantic companies like EA with enough budget to fully advertise the games. Game development studios who produce smaller budget ‘kult’ roleplaying games, generally more disliked games, mostly end up dead because of the poor sales rates. Add to that list New World Computing and Black Isle Studios. Blame Interplay… How many of the games in this list are familiar to you? How many of those did you actually try to play? * Jagged Alliance 2 * Fallout * Icewind Dale * Baldurs Gate 2 * Might & Magic VII * Arcanum * Wizardry 8 * Lionheart * Wizards & Warriors * … Most gamers who tried to play the demo (the bad part of the full game, mostly) despise them because of the ‘sucky graphics’ and too complicated design. For example, in Arcanum you’ll be instantly overwhelmed by the character creation choices. That is, again, one of the reasons why you are here, I hope. By all means, check out my tips & tricks, and hopefully they’ll be helpful. If it was not, check out the Links section for a comprehensive list of similar websites and specific game help.
brozena.net

brozena.net

/now
Updated May 27, 2025

The PhD news: Year four is underway. I’m currently recruiting for an interview/data collection study involving money behaviors and bipolar disorder. We’re aiming to design personalized, privacy-preserving, supportive financial technologies tailored to this illness. These days I’m pinching myself that I get to think about this so deeply. I’ll be traveling to Japan for CHI 2025 where I’m co-organizing a workshop The Future of Money and HCI. I’m also planning to attend ISBD 2025. So I’ll be running laps to Tokyo. Thankfully. I’m really enjoying reading Ways of Seeing by John Berger. I’m also excited for All Media is Training Data by Holly Herndon & Mat Dryhurst. PPS. Check out nownownow.com _Updated May 2025_
blog.zarfhome.com

blog.zarfhome.com

/about
Updated May 23, 2025

Last day for in-person NarraScope registration ---------------------------------------------- #### Friday, May 23, 2025 #### Tagged: narrascope, iftf, if, interactive fiction, philadelphia A quick reminder: today is is the last day to register for NarraScope 2025 if you want to attend in person. (Remote attendance will be open until June 18th.) If you want the conference rate at the University City Study hotel, you need to grab that today also. Friday workshops are up on the schedule, too. As always, workshops are free, but you must be registered for the conference (remote or in person) to sign up for the workshops. See you in Philadelphia in, yikes, four weeks! * * * Counting the wreckage --------------------- #### Thursday, May 22, 2025 #### Tagged: promotion, web, search, history It happened that I was looking back on my old game reviews, and I hit a link to a game web site, and the site was gone. Not a shock. Web sites vanish. It made me sad, though. I like those single-game, single-message web sites! I doubt anybody loves _building_ them. There's this sense of capitalist obligation. If you're shipping a game, you need to grab a vaguely suited domain name and put up (a) screenshots and (b) links to all the store platforms and (d) a press kit in case a journalist notices. Once the game ships, you go back and fill in (c) adulatory press quotes. That's how you get any google juice there is to get. I did this for _Hadean Lands_, and now every time I mention _Hadean Lands_ on my blog I can link to `hadeanlands.com`. That's great. Search engines dig it. But of course I am on board with keeping my web site alive over decades. I registered `eblong.com` in 1997, I believe. It will run as long as I pay the bills. When I registered `hadeanlands.com` in 2010, I put it on the same hosting service and the same bill. No extra effort. (Yes, my will allows my beneficiaries to keep my web sites running. I said decades, I meant decades.) Not everyone can; not everyone does. How many sites have we lost? ### Read the rest... * * * Spring narrative games ---------------------- #### Saturday, May 17, 2025 #### Tagged: reviews, south of midnight, old skies, the horror at highrook, lab rat Here's a bunch of reviews that have accumulated! Gotta push them out before the stack falls over. There's no common theme here except I played them all since GDC. * South of Midnight * Old Skies * The Horror at Highrook * Lab Rat ### Read the rest... * * * A graph of Myst --------------- #### Saturday, May 10, 2025 #### Tagged: myst, cyan, hypercard A few weeks ago, Guillaume Lethuillier posted "The Myst Graph: A New Perspective on Myst": > Upon reflection, Myst has long been more analogous to a graph than a traditional linear game, owing to the relative freedom it affords players. This is particularly evident in its first release (Macintosh, 1993), which was composed of interconnected HyperCard cards. > > It is now literally one. Here is Myst as a graph: The second part of his post digs into his findings, including unreachable states which were left in the game. That was awesome, and I twooted about it at the time. Now Guillaume has posted a third article, describing how he did it. Also the source code of the tool he used to make the graph! ### Read the rest... * * * Seriously, even MORE Worldcon drama? ------------------------------------ #### Wednesday, May 7, 2025 #### Tagged: if, interactive fiction, hugos, worldcon, ai, llms Worldcon is the apex annual convention for a certain stratum of science fiction fandom. My stratum, to be precise. It's also the conference whose members vote the annual Hugo Awards. Sadly, Worldcon the conference is becoming less notable than the semiregular scandals and political kerfuffles that happen _at_ Worldcon, or around it, or around its organizers. Ten years ago there was the "Sad Puppies" mess. (Basically GamerGate for sci-fi awards. I wrote a bit about that in 2016.) There were arguments around the Hugos and their ceremonies in 2019 and 2021 as well. Then in 2023, Worldcon was held in Chengdu, China, and that year's Hugos had a deeply suspect nomination process. (I didn't write about that, but I sure read a lot.) The 2024 Worldcon seemed to go smoothly, and fandom breathed a collective sigh of, well, optimism if not relief. Last week the Cloister Bell thrummed ominously: > We have received questions regarding Seattle’s use of AI tools in our vetting process for program participants. In the interest of transparency, we will explain the process of how we are using a Large Language Model (LLM). \[...\] The sole purpose of using the LLM was to streamline the online search process used for program participant vetting, and rather than being accepted uncritically, the outputs were carefully analyzed by multiple members of our team for accuracy. > > \-- Statement From Worldcon Chair, Kathy Bond (Apr 30) Shouting erupted. That statement was followed by a rapid clarification: > First and foremost, as chair of the Seattle Worldcon, I sincerely apologize for the use of ChatGPT in our program vetting process. Additionally, I regret releasing a statement that did not address the concerns of our community. My initial statement on the use of AI tools in program vetting was incomplete, flawed, and missed the most crucial points. \[...\] We will release a response by Tuesday of next week that provides a transparent explanation of the process that was used, answers more of the questions and concerns we have received, and openly outlines our next steps. > > \-- Apology and Response From Chair, Kathy Bond (May 2) The further explanation dropped just a few minutes ago. (_After_ I started writing this post!) > As promised last Friday, I am publishing this statement, in conjunction with a statement below from our Program Division Head, to provide a transparent explanation of our panelist selection process, answer questions and concerns we have received, and openly outline our next steps. As a result, it is a long statement. \[...\] > > \-- May 6th Statement From Chair and Program Division Head, Kathy Bond (May 2) I am about to sit down and read that, and then I'll get back to writing this. ### Read the rest... ### Read the comments... * * * IF Archive search feature ------------------------- #### Saturday, April 26, 2025 #### Tagged: if, interactive fiction, ifarchive, search, whoosh, pagefind, tinyapp, docker A many years ago, the IF Archive existed, and it was an FTP site. It lived at `ftp.gmd.de`. That was a long time ago. (1992, but who's counting.) Slightly less long ago, the World Wide Web existed, and I said "I bet there could be a web mirror of the FTP site." So I (along with my co-conspirator Paul) built that as a holiday break project. It was just a static mirror of the files, with HTML index pages. I announced it on the `rec.arts.int-fiction` newsgroup. A few days later, someone posted "How Do You Find Anything?" Fair question. The favored answer was "Download the `Master-Index` text file and search through that." Nobody even mentioned the idea of a web search engine. It wasn't a very complicated archive at that point, though. If you were looking for a game, you went to `games/zcode` or `games/tads` or whatever and all the games were listed. Hierarchical folders; you probably knew where you were going. More files and more folders were added over the years, but people still mostly knew their way around. Then Google turned up and that helped a lot. And then in 2007, Mike Roberts launched IFDB, which was an _extremely_ searchable database of IF games -- with links to the IF Archive. So that solved the problem completely! Mostly. Ish. IFDB is very comprehensive for _games_, but it doesn't try to cover interpreters, zines, articles, or the rest of the eclectic material which the Archive has collected over the decades. Google is still _okay_ for this purpose (with the "search web" option and `site:ifarchive.org`). But the idea of a locally hosted search tool kept coming up. Last weekend I finally said, "Eh, how hard could this be?" Answer: not hard at all! I had a first draft working in about two days. Don't I feel silly now? Behold: **the IF Archive search page**. ### Read the rest... ### Read the comments... * * * Whence metroidvania ------------------- #### Tuesday, April 15, 2025 #### Tagged: metroidbrainia, genre, craft, design, puzzles, if, interactive fiction, infocom, adventures, outer wilds, zork, myst, the prisoner, hadean lands, graham nelson A few days ago, Kate Willaert wrote: > As much as I love the word "Metroidvania," I dislike people calling these games Metroidbrainias because it makes it sound like their root is in Metroid games when they're just standard Adventure games in real-time. But Adventure is now obscure compared to Metroid, so we have to say it's that? \[...\] Although I completely admit I might be misunderstanding some essential component of what classifies a thing as a MetroidBrainia. Perhaps the first one would be MYST, which you can beat in 5 minutes if you already have all the knowledge? -- @katewillaert.bsky.social, April 7 Kicking at fuzzy genre boundaries is one of my favorite things in the world, and indeed I had some thoughts there! Let me expand them into a blog post. First up: genre boundaries aren't defined. I mean, they're not created by _definitions_. It's a "what I mean when I say X" game. No, worse: it's a "what this community means when they say X" game, and who's the community, anyhow? But I'll lay my own tracks; you can decide whether to follow. I did not play _Metroid_ or _Castlevania_ because I didn't have Nintendo. My first console was a Playstation. Okay, PS1 had _Symphony of the Night_, but I didn't play that. I played _Soul Reaver_, which is where I encountered the gameplay model that people would later start calling "metroidvania". ### Read the rest... ### Read the comments... * * * How long will Intel Mac software work? -------------------------------------- #### Wednesday, April 9, 2025   (updated 23 hours later) #### Tagged: apple, ios, macos, backwards compatibility When Apple shipped the first ARM ("Apple Silicon") Macs, they came with Rosetta 2: a tool which allowed existing Intel apps to run on ARM. One day, Rosetta 2 will go away, and Intel apps will die. (Just like 32-bit apps died in 2019.) When? This is a boring question. You don't need to read this post. I'm only writing it because I've put together this chart at least twice. Maybe three times. Next time I wonder, I'll just re-read this post. TLDR: The answer is probably 2028 or 2029. ### Read the rest... ### Read the comments... * * * Dustborn: design ruminations ---------------------------- #### Sunday, April 6, 2025 #### Tagged: dustborn, red thread games, reviews, ruminations _Dustborn_ is a queer punk-band secret-agent road trip with campfire singalongs plus beating up fascist cops with an electric baseball bat. What else is there to say? C'mon. About twenty years ago, a mysterious Broadcast freaked out most of North America and gave a few people vocal superpowers. Now it's 2030. You've just stolen a Macguffin from the Puritans (Silicon Valley fascists); you have two weeks to cart it across the American territories ('Murrican-style fascists) to Nova Scotia (Canadian librarians, therefore the good guys). "You" are Pax, rowdy (super-)trash-talker and lead singer. Then there's Sai (your best friend, a brick) and Noam (your ex, a snot) and Theo (notional grownup, the boss but not of _you_). You've each been dragged into this heist because -- well, the money's good. But each of you has their own motivations as well. Time and campfire dialogue will tell. (The "lesbian road trip" genre is so strong that I had to count protagonists to verify there weren't any. The cast list is variously queer, black, trans, Latino, robot, Asian, disabled, and Muslim; but no lesbians per se.) (As main characters, I mean. No disrespect to Pax's moms in chapter 2.) Oh, I didn't even mention "comic book". The presentation is comic book, with an expressive spare line-art style and lovely coloring. ### Read the rest... * * * Layoffs at Cyan --------------- #### Saturday, March 29, 2025 #### Tagged: cyan, myst, layoffs, ryan warzecha, greydragon Layoffs at a game studio aren't news any more, but I guess I'm on this beat. If nothing else, this blog has a longer searchable history of Cyan history than Cyan does. Yesterday Cyan posted one of those all-too-familiar dark-mode press releases: > Today we would like to share with you some very unfortunate news. Despite our best efforts to avoid it, Cyan has made the difficult decision to reduce our overall staff size—resulting in the layoff of twelve talented staff members, roughly half the team—effective at the end of March. Industry conditions have forced us into a tricky spot where we are having to weigh the future health of our studio against the month-to-month realities of game development in 2025. Throughout the past year, we have been ultra-transparent with the entire Cyan team about the choppy waters we find ourselves in, as well as the dangers ahead. While the news of a layoff was not a surprise to the team, it was (and is) still deeply saddening for all of us. Although we have done our best to pad the landing for those affected with severance packages, we would implore any fellow developers looking for world-class talent to reach out. For now, our number one priority is to secure financing for our next project, and to restabilize the studio. We've been around for a very long time, and have been through tough times before. Our sincere hope is to continue to be around, and to provide the types of experiences that only Cyan can deliver. As always, we are grateful for all the love and support from our amazing player community. Sincerely, Cyan Leadership > > \--@cyan.com, March 28 (also Instagram and probably other forums) (Cyan people confirmed on Discord that this was discussed in advance within the company.) ### Read the rest... ### Read the comments... * * *
zacharykai.net

zacharykai.net

/now
Updated May 23, 2025

What I'm Doing Now ------------------ **Published**: 12 Jul 2024 | **Updated**: 23 May 2025 My contribution to /now, compiled by Derek Sivers. See more folks' here. This is what I'm currently working on. (For archived versions, click here.) **I'm actively seeking new remote work opportunites! Here's my resume and CV. If I'd be a good fit for your organization or project, email me: hi@zacharykai.net** I'm Australian, and oscillate between living there and overseas. Now? I'm in Albania. * Republishing The Mara Files. * Submitting my writing to journals/magazines. * Tinkering with my site. •--♡--• **Copy & Share**: zacharykai.net/now **Statistics** → Word Count: 120 | Reading Time: 0:36 * * * **Enjoyed This? Support What I Do:** PayPal | Stripe * * * **Reply Via**: Email | Guestbook | UnOffice Hours | Webmention **Found An Error?** Suggest An Edit | View Source Code
muldoon.cloud

muldoon.cloud

/about
Updated May 22, 2025

* May 22, 2025 ### Problems in AI alignment: A scale model * May 17, 2025 ### Ben Franklin: The Original Large Language Model * Mar 8, 2025 ### Platon: Rules for Trustful Civic Organizing * Feb 10, 2025 ### The current moment * Jan 4, 2025 ### AI is actually, literally, scientifically already alive * Nov 24, 2024 ### Software Development Best Practices * Apr 24, 2024 ### The AI Agency Narrowing Effect * Oct 29, 2023 ### Eight Commandments for AI: A Consumer's Perspective * Sep 6, 2023 ### Every Software Project is a Startup That Will Probably Fail * Dec 24, 2022 ### I done did it again! * Nov 14, 2022 ### Five Intellectual Horrors of the SBF/EA complex * Dec 25, 2021 ### Have a hacky holiday! * Nov 12, 2021 ### What I want to do * Jan 2, 2021 ### 2019 and 2020 in Review * Dec 1, 2020 ### Rural Gentrification: A Minifesto * Apr 17, 2020 ### Rules of thumb for a 1x developer * Apr 16, 2020 ### Introducing SciTech
tomlingham.com

tomlingham.com

/about
Updated May 22, 2025

_Technology **tinkerer,**_ software engineer, gym bro, **dad**, **husband**, retro-_gamer_, and bad **musician**. I spend an unreasonable amount of time thinking about; health optimisation, human behaviour, software engineering, system architecture, rust, and topologies (and things I know nothing about)
samuelbigos.github.io

samuelbigos.github.io

/about
Updated May 19, 2025

ramblz progrz thangz fotoz sam.bigos It's dangerous to stay a while and listen.
lisaocchino.com

lisaocchino.com

/now
Updated May 18, 2025

**I’m living in Lisbon, Portugal, and spending my time on these things:** * freelance writing, editing, and content strategy * taking an intensive B1/B2 Portuguese course * working on personal creative projects * indoor rock climbing * yoga and meditation * exploring and building community in Lisbon * reading books (usually thought-provoking nonfiction or a psychological thriller) * playing cozy games (currently loving Lingo Legend because it’s fun, relaxing, _and_ helps me learn Portuguese) If my priorities change, I’ll update this page. Last update was **May 18, 2025**. _This page was inspired by Derek Sivers’ **/now page movement**._
salman.io

salman.io

/about
Updated May 17, 2025

👋🏽 Hi! I’m Salman Ansari -------------------------- I live my life wearing different hats. These days, I toggle between my roles as a senior full-stack software engineer, author, illustrator, essayist, online course creator, and public speaker. I’ve also been a startup founder & CTO, DJ, and head instructor at a coding bootcamp. ### 📖 Book: Wandering Spirits I wrote and illustrated a book of modern fables. Inspired by books like _The Little Prince_, it’s filled with tales that feed the soul, tug the heart and spark the mind. It’s available worldwide on Amazon and all major book retailers. ### 📝 Essays * The Polymath Playbook — My most popular essay, in which I share my way of life—embracing my inner polymath, and exploring multiple pursuits rather than specializing in a single path. * Listen to Yourself — Build self-awareness & discover your hidden truth. * The Courage to be Disliked — How to stop worrying about what other people think. * Friends over Followers — The true power of the internet is the friends you make along the way. _Visit my blog for more essays_ -> * Writing Guide — Collection of lessons learned from years of writing online. * Bookshelf — Selections of my favorite books of all time. _Visit my digital garden for more notes_. ### 🦊 Newsletter I write the Quick Brown Fox newsletter: A weekly newsletter with essays, comics and fables on creativity, self-awareness, and playful productivity. You can subscribe below, or browse the archives to view all the past editions. This website is a digital garden for my writing—essays, notes, newsletters and more. Writing online has changed my life for the better in so many ways. It has opened new doors, helped me build self-awareness, and fostered new friendships. Most of all, it gives me a channel to discover and express my truest self. If you’re curious to explore the power of writing, be sure to check out my free writing guide. If you have questions or just want to chat sometime, feel free to get in touch—I’d love to hear from you. Thanks for stopping by!
blog.darylsun.page

blog.darylsun.page

/now
Updated May 17, 2025

Here's the list of things that I'm currently doing! What I'm working on ------------------- * Creating more pages on my blog What I’m reading ---------------- * Inclusive Design Patterns by Heydon Pickering What I’m watching ----------------- * To Be Hero X What I’m listening to --------------------- * Nothing yet! What I'm playing ---------------- * Wynncraft * Granblue Fantasy Last updated 2025-05-17. Inspired by Derek Sivers' /now page. If you have your own website, you should make one, too. View the /now garden! Powered by omg.lol
blog.nawaz.org

blog.nawaz.org

/about
Updated May 17, 2025

Gemini Figured Out My Nephew’s Name ----------------------------------- I wrote an MCP server to give LLMs read-only access to my emails. Here is the chat log. ME: I need to know Donovan’s son’s name. It is buried in... Sat 17 May 2025 Fictional Non-fiction? ---------------------- When we classify writing as fiction, we have no expectation of it being true. When we classify writing as non-fiction, we have an expectation of... Sun 06 April 2025 An Appeal to Documentation Owners --------------------------------- If you have documentation for your library/SW/service, please, please ensure there is an option to show the whole documentation in a form I can... Sun 06 April 2025 I Had a Sad Feeling For a Moment … ---------------------------------- Then it passed. Mon 17 February 2025 “Fortunately, My Learning Turned Out to be Profitable” ------------------------------------------------------ Isaac Berman had, by his second wife, Tamara, four children in his old age. The first was a girl, my mother, Anna Rachel, and then three sons.... Mon 20 January 2025 The Unexpected Benefit of Consuming Articles Offline ---------------------------------------------------- A while ago, I wrote about my shift in reading most articles on a paper as opposed to on a screen. I also wrote about consuming articles via... Sun 12 January 2025 Adding Fediverse Comments to My Static Site ------------------------------------------- The thing one misses most when switching to static site generators is comments. You can always use a 3rd party service like Disqus, but then it... Fri 10 January 2025 Just Present the First Draft! ----------------------------- You write a working prototype. You begin refactoring the code. Your manager says “Don’t bother. It’s working. Why waste time rewriting when you... Fri 10 January 2025 Ranking the Hugo and Nebula Award Winners and Nominees ------------------------------------------------------ I grew up reading science fiction. Although I enjoyed the genre a great deal, most of my reading was confined to Isaac Asimov and Arthur C. Clarke... Mon 12 August 2024 “Reading” Articles via Podcast Software --------------------------------------- I wrote a while ago on reading articles offline by printing them on paper. The benefit was reduced eye strain and a superior reading experience,... Fri 26 April 2024 Latent Spoilers --------------- Why are entertainment UIs so bad? Here are some examples: You’re watching a recorded tennis match. At the end of the first set, you hit “Pause” to... Sun 04 February 2024 LLM Assisted Moderation ----------------------- Moderating online forums is labor intensive. Burnout is common. It’s almost a given that if a subreddit gets to a certain size, the quality will... Mon 15 January 2024 Cleaning Up Speech Recognition with GPT --------------------------------------- My friends often ask for use cases for GPT. Below I provide one recent example. I attend a weekly educational seminar where real estate... Thu 07 December 2023 20 Years of Gentoo ------------------ $ genlop -l -f emerge.log |head -n20 using logfile emerge.log \* packages merged: Sun May 18 14:24:00 2003 >>> sys-apps/portage-2.0.47-r10 Sun May... Thu 18 May 2023 Chirping, chirping, chirping ---------------------------- For the last few days I’ve been playing with AI Chirpers - a Twitter-like social network where only AI bots are allowed and they chat with... Wed 26 April 2023 Creating Info Manuals And Adding Them Into Emacs ------------------------------------------------ Once I got used to browsing Info manuals in Emacs, I wished I didn’t have to go look at online docs all the time. Of all the manuals out there,... Sun 19 March 2023 I Know Who I Am, Bing! ---------------------- Yesterday was the first time I interacted with any of the GPT flavors. I interacted with it via Bing Chat. I think by now many have read about the... Thu 16 March 2023 Solving a Scraping Problem with Emacs and Org Mode -------------------------------------------------- I recently needed to read a detailed summary of the first 20 or so chapters of Bleak House. I came across this site that fit the bill perfectly.... Thu 16 March 2023 Which Technical Courses did I use on the Job? Part II ----------------------------------------------------- In an earlier post, I listed all the technical courses I took in my undergrad, and which ones I used on the job. Of the 40 courses I took, I used... Thu 12 January 2023 Which Technical Courses did I use on the Job? --------------------------------------------- My undergrad degree was in electrical engineering. Since then, I’ve worked in industry for over a decade - both as an electrical engineer and as a... Thu 12 January 2023 Reintroducing Opel: Put All Your Pelican Posts in One Org File -------------------------------------------------------------- A few years ago I introduced opel - an Emacs package that allows one to write all their Pelican posts in one Org file. It was inspired by ox-hugo.... Wed 14 December 2022 Rendering LaTeX Formulae in mastodon.el --------------------------------------- On Mastodon I follow a number of folks at the Mathstodon instance. Because that instance is about mathematics, they’ve enabled the rendering of... Thu 08 December 2022 Adding More Images to this Blog ------------------------------- I suck at art. As such, my blog has been mostly text with few images. Recently I started playing with Stable Diffusion on my PC, and it occurred... Sun 27 November 2022 Do You Trust Your Tax Preparer? ------------------------------- For most of my life, I’ve done my own taxes - using paper and pen. If you have the standard W-2 income, it’s fairly easy. Thrice, though, my tax... Wed 23 November 2022 The Trouble With Many Skeptics ------------------------------ Back when I was at university, a friend mentioned to me that he wanted to read The Demon Haunted World by Carl Sagan. I had been a fan of Sagan... Tue 19 July 2022 Checklist For Evaluating Cloud Backup Services ---------------------------------------------- If I delete a file and sync, can I recover the deleted file? Is there a deadline (e.g. only within 90 days)? Or will they keep it forever? If I... Thu 14 July 2022 Taming My Soda Addiction: What Worked and What Didn’t ----------------------------------------------------- Here I’ll discuss various ways I’ve tried to reduce my soda intake - primarily to avoid sugar. \[1\] \[2\] If you want the quick summary of what... Thu 30 December 2021 Consuming Articles Offline -------------------------- My desktop is my portal to the Internet. \[1\] Lately, I’ve needed to spend significant amounts of time away from my machine. So I took to printing... Sun 19 December 2021 Oliver Heaviside ---------------- I recently read an article on Oliver Heaviside. He’s one of those scientists whose work touched several disciplines. Apparently, Maxwell’s... Tue 13 April 2021 Put All Your Pelican Posts in One Org File ------------------------------------------ Pelican is a static site generator. Out of the box it supports two formats: Restructured Text and Markdown. There exist plugins to support the Org... Thu 19 December 2019 Annual Planning --------------- New Year’s Resolutions. It’s that time of year again. Below I’ve accumulated some resources that give interesting tips on how to think about them,... Tue 01 January 2019 Solving My Email Problem - Followup ----------------------------------- My last post got quite a few comments on Hacker News. They did force me to think a little, and here I’ll gather some of my thoughts. “I have an... Sat 29 September 2018 Solving My Email Problem ------------------------ . Email is not a messaging protocol. It’s a TODO list. Or at least my inbox is a TODO list and email is the protocol for putting stuff on it.... Fri 28 September 2018 Xonsh and Midnight Commander ---------------------------- At some point in the last year, I switched to the xonsh shell. It is a bash-like shell written in Python. The nice thing about it is you can write... Sat 21 April 2018 Social Proof and the Bystander Effect ------------------------------------- Lately I’ve been reading the book Influence by Robert Cialdini. The chapter on Social Proof reminded me of an episode of This American Life I had... Tue 16 May 2017 Ignorance --------- There are two types of people: Those who are uncomfortable with their own ignorance, and those who aim to understand. The former will be quick to... Sun 23 April 2017 Reciprocity and the Golden Rule ------------------------------- Lately I’ve been reading the book Influence by Robert Cialdini. In it he talks about the principle of reciprocity. We tend to repay, in kind, what... Sat 22 April 2017 Moving Apps to the External SD Card on Android ---------------------------------------------- Some months ago I bought a new Android phone. The internal storage was only 16 GB, so I put in an external SD card of 32 GB. As I started... Sun 24 January 2016 Code Monkey or CAD Monkey? -------------------------- I recently came across this comment: I can’t tell you how many times I’ve heard “oh, I just COULDN’T stare at a computer all day lol”. If you want... Tue 19 January 2016 Shine a Spotlight On Those Photos --------------------------------- A nearby photography club has annual county wide competitions. The judges select their favorite photos and display them in a mall for a month.... Thu 24 December 2015 Pay Down Mortgage or Invest? ---------------------------- The following scenarios are ones many of us run in to: Lumped Sum: I suddenly got $30,000. Should I put the money towards my mortgage, or should I... Fri 18 December 2015 Study Notes In The Information Age ---------------------------------- It has been a long time since I was a college student. In those days I took all my notes in the classroom with a notebook. One notebook for... Sun 06 December 2015 Luminosity Masks in Darktable ----------------------------- When I first got into photoediting, I started off with the free software GIMP. I was a student and couldn’t afford Adobe Photoshop. While GIMP... Tue 06 January 2015 Bird Watching ------------- A friend of mine recently took his bird watching hobby to another level. Armed with a 400mm lens, a scope and a sturdy tripod, he and his wife... Fri 15 March 2013 The Perils of Watching TED Talks -------------------------------- First, watch this TED talk about oxytocin - the “moral molecule”: Then watch this segment of another TED talk: Fri 21 December 2012 A Guide to Midnight Commander ----------------------------- In the old days of DOS there used to be a great graphical, but text based, file manager called Norton Commander. These days the name “Norton”... Tue 18 December 2012 Merriam Webster is Rolling in his Grave. Literally. --------------------------------------------------- From the Merriam Webster online dictionary: Definition of LITERALLY in a literal sense or manner : actually. took the remark literally, was... Wed 22 August 2012 The 2004 Transit of Venus ------------------------- The upcoming transit of Venus across the sun is often mentioned in the news these days. It’s a rare event—-the next one will occur over a century... Sat 02 June 2012 Michael Hart Has Passed Away ---------------------------- I just learned that Michael Hart, founder of Project Gutenberg has passed away. I met him once in April of 2006. He gave an overview talk on... Thu 08 September 2011
howardgray.net

howardgray.net

/now
Updated May 17, 2025

What I’m working on right now. What I’m looking for. What I’m currently learning and other things I’m up to… (inspired by Derek Sivers’ ‘NowNowNow‘) Star date: 17 May 2025 * Developing 'Involver' * Gearing up for NYC summer * Learning about game design * Starting in person events * Ramping up pilates * Continuing Friday night football ### What I’m working on right now 1. Building Wavetable - a creative studio and media company blending education and entertainment 2. Consulting to brands on storytelling and format innovation, and coaching individuals on developing their personal brands 3. Making videos and writing articles on the future of work, creativity, and interesting people building independent businesses ### Who I’m seeking * Experience designers, game designers, and other creative weirdos who are curious about entrepreneurship and learning ### What I’m currently learning * How people learn * Video production and editing * American history ### Other things I’m up to… * Learning a lot about fatherhood * Playing football * Cooking * Listening to lots of podcasts and audiobooks * Wandering around Clinton Hill, Brooklyn
scholarlykitchen.sspnet.org

scholarlykitchen.sspnet.org

/about
Updated May 16, 2025

The mission of the Society for Scholarly Publishing is “\[t\]o advance scholarly publishing and communication, and the professional development of its members through education, collaboration, and networking.” _The Scholarly Kitchen_ is a moderated and independent blog aimed to help fulfill this mission by bringing together differing opinions, commentary, and ideas, and presenting them openly. The Society for Scholarly Publishing established _The Scholarly Kitchen_ in February 2008 to: 1. Keep SSP members and interested parties aware of new developments in publishing 2. Point to research reports and projects 3. Interpret the significance of relevant research in a balanced way (or occasionally in a provocative way) 4. Suggest areas that need more input by identifying gaps in knowledge 5. Translate findings from related endeavors (publishing outside STM, online business, user trends) 6. Attract the community of STM information experts interested in these things and give them a place to contribute David Crotty serves as the Editor in Chief of _The Scholarly Kitchen_ and Lettie Conrad is our Deputy Editor. Dianndra Roberts is our Diversity, Equity, Inclusion, and Accessibility Associate Editor. Opinions on the _Scholarly Kitchen_ are those of the authors. They are not necessarily those held by the Society for Scholarly Publishing nor by the authors’ respective employers. Comments on _The Scholarly Kitchen_ are moderated, and details on our comment policy can be found here. Publication of a comment does not indicate an endorsement of the opinions in any comment. Opinions expressed in comments are those of the individuals making the comments. Copyright of each post remains with that post’s author. Information on Permissions and Reuse of articles can be found here. To contact us, just send us an email. **Invitation to Guest Authors** _The Scholarly Kitchen_ welcomes non-commercial guests posts covering topics relevant to scholarly communications. These include (but are not limited to) scholarly publishing, copyright, open access, editorial practices, librarianship, bookselling, research funding, research policy, etc. There are no requirements for educational background, employment status, or SSP membership status. Posts cannot be used to promote specific products and services. If you have an idea for a guest post on _The Scholarly Kitchen_, contact the Executive Editor or any Chef to propose your idea for a post. Review our Open Invitation to Guest Authors for an overview of how the process works and tips for writing a successful post. **Consideration for Regular Contributors** Regular volunteer contributors to _The Scholarly Kitchen_ are referred to as Chefs. Individuals interested in becoming a regular contributor should write a letter of interest to the Executive Editor describing their perspective and area of expertise. Ideal candidates will have broad areas of interest and relevant expertise that is unique and/or not already over-represented on the blog. Candidates are required to write 3 guest posts within a 6 month period that meet the quality standards set forth by the Editor. If requirements and standards are met, an invitation to become a regular contributor will be extended and a mentor will be assigned. All regular contributors must agree to write 6 original posts per year, sign a Contributor Agreement and be a SSP member in good standing.
posts.decontextualize.com

posts.decontextualize.com

/about
Updated May 16, 2025

Posts from Allison Parrish, poet and programmer. Writing Two of Pentacles ------------------------ Posted 2025-05-16 Notes on my latest book of poem things poetry, computer-generated text, projects, tarot Language models can only write ransom notes ------------------------------------------- Posted 2024-02-26 On large language models and the visibility of the cut talks, poetry, AI, collage Nothing survives transcription, nothing doesn’t survive transcription --------------------------------------------------------------------- Posted 2023-05-08 In a sense, the very goal of making a transcription is to make an argument about what cannot be transcribed talks, text, language, AI When to hold ’em and when to fold ’em: Adding a hinge to a Game Boy that God never intended ------------------------------------------------------------------------------------------- Posted 2022-11-03 The Game Boy Pocket SP modding, pcomp, electronics, gameboys Material paratexts ------------------ Posted 2022-06-28 Keynote for ICCC 2022, in which I invent the word “cistextuality” talks, AI, text, literary theory, paratexts Solar powered dawn poems: progress report ----------------------------------------- Posted 2022-03-21 My lab notes, plus thoughts on solar powered poetics projects, permacomputing, poetics, AI Creative writing with computers, noise and mulch ------------------------------------------------ Posted 2021-12-05 Pulling language apart, grinding it down, and making it unfamiliar workshops, AI, text, poetics Collaborative creative writing with computation ----------------------------------------------- Posted 2021-10-18 A hands-on introduction to creative writing with computational tools workshops, AI, text, poetics Desire (under)lines: Notes toward a queer phenomenology of spell check ---------------------------------------------------------------------- Posted 2021-08-14 Spell check is a “straightening device” talks, spelling, AI, text, queer Language models can only write poetry ------------------------------------- Posted 2021-08-13 But only a person can write a poem talks, AI, text, language models, poetics, linguistics Rewordable versus the alphabet fetish ------------------------------------- Posted 2021-08-12 Undoing Alfred Butts’ axiom talks, text, game design About ----- Posted 2021-08-11 About this site None Unless otherwise specified, the contents of this site are made available under a CC BY-SA 4.0 license.
pema.dev

pema.dev

/about
Updated May 15, 2025

I’m Pema. I write code - sometimes. I’m particularly interested in graphics, virtual reality, programming language development, functional programming and pure mathematics. I’m currently working at Unity, on the light transport team. Check out my stuff, if you want, and feel free to reach out on any socials. I also run a blog and host my personal notes on this domain. GitHub: pema99 Bluesky: pema99.bsky.social Twitter: @pemathedev Discord: pema99 VRChat: pema99 Noteworthy projects ------------------- * rust-path-tracer, a GPU accelerated path tracer written entirely in Rust. * Raytracer, an older but fairly fleshed out CPU-based path tracer. * LotusNES, an NES emulator written in C#. It runs Battletoads! * UnityShaderParser, a parser and preprocessor library for HLSL and ShaderLab. * Bonk, my functional ML-like toy language. * Shader Knowledge, where I share VRChat specific shader trickery. * glsl2hlsl, a tool for converting ShaderToy shaders to working Unity shaders. * Shaderception, a shader compiler and runtime that runs entirely within VRChat. * SHTools, a small library for manipulating Spherical Harmonics in Unity. * A bunch of small stuff on ShaderToy * An ISPC backend for the Futhark language
neilojwilliams.net

neilojwilliams.net

/now
Updated May 15, 2025

_Part of nownownow. It's a thing._ For context, my work at the British Film Institute in London involves these present continuous phrases: * Co-leading the BFI with colleagues to continuously improve how it operates, prioritises and aligns to deliver our 10-year strategy (culminating in BFI’s centenary). * Trying to help the whole org become digital-first in its mindset and methods. * Tightening up the BFI’s cyber security in the wake of the British Library’s attack and rising threat. * Leading my teams to deliver 3 major strategy goals: * growing BFI Player for greater reach and revenue * transforming the UX and widening access to all BFI’s services * giving staff new tools and skills to improve productivity * Keeping tabs on technical operations across the BFI’s cinemas (my 4th area). * Chairing a digital advisory board (which has cool people on it) and learning from senior digital folks in comparable organisations. **Right now**, my focus is on: * Getting more alignment and energy behind growing BFI Player as a cross-organisational goal, not just a tech and digital one. * Launching an intranet section defining what we mean by digital-first mindset and methods, and planning an all-staff presentation to match. * Maturing my directorate’s ability to process tech requests, uphold standards and control software spend. * Onboarding BFI’s first Head of Cyber Security, who joined in April. * Getting sharper and clearer on release dates and comms plans for the big things on our roadmap. Outside of work, I am presently continuously: * Having as good a time as possible with Dylan (17) and Joel (14) while they still live with us, and supporting them through their A-Level and GCSE years. * Supporting my wife Joy in her brilliant film & TV career. * Trying to keep the weight off and cholesterol down with mixed success. * Watching a lot of films, because they’re the perfect vessel for storytelling (none better). I’ve usually got a couple of video games and books on the go, too. **Right now** I’m: * Playing _Blue Prince_ on the PS5 * Reading the SVPG series on product management and some sci-fi novels my wife’s mum’s sister wanted rid of when we dropped round in Barrowford at Christmas * Planning some holidays and daytrips for later in the year.
pixelde.su

pixelde.su

/now
Updated May 14, 2025

What I'm doing now ------------------ Last updated on May 14th, 2025 This is my now page, giving an overview of the things I am doing currently. What I'm working on ------------------- * Not much actually, mainly just hanging around! What I'm playing ---------------- * SeaBed for Save and Load Club * Haste What I'm watching ----------------- * mono * Lazarus * Witch Watch * Golden Kamuy What I'm reading ---------------- * Assassination Classroom What I'm listening to --------------------- * DJMAX Respect V Original Soundtrack * nuphory
arewegameyet.rs

arewegameyet.rs

/about
Updated May 13, 2025

Since you ended up here, you probably agree that Rust is potentially an ideal language for Game Development. Its emphasis on low-level memory safe programming promises a better development process, less debugging time, and better end results. While the ecosystem is still very young, you can find enough libraries and game engines to sink your teeth into doing some slightly experimental gamedev. If you haven't learned Rust yet, maybe take a look at Resources first. If you are already proficient with Rust, you might want to start with Ecosystem or Community.
integralist.co.uk

integralist.co.uk

/about
Updated May 12, 2025

Who? ---- ### Hard Worker I bring dedication and focus to everything I do. I believe in rolling up my sleeves, going the extra mile, and delivering results that count. For me, hard work isn't just a habit—it's a mindset. ### Avid Learner Curiosity fuels my journey. I'm passionate about expanding my horizons, mastering new skills, and staying ahead of the curve. Whether it's exploring cutting-edge ideas or honing tried-and-true techniques. ### Star Performer When it comes to excelling, I don't settle for anything less than my best. I thrive in challenges, embrace opportunities, and consistently aim to exceed expectations. ### Family Man My family is my foundation. They inspire me to work hard and stay grounded. Whether it's sharing laughter, creating memories, or supporting one another, I treasure the moments that truly matter. Articles -------- ### Go Tools 2025-05-12 * Read ### Go Install And Switch 2025-02-02 * Read ### Go Concurrency Patterns 2024-11-15 * Read ### Bitwise Operations In Go 2024-11-10 * Read ### Go Typed Nil 2024-06-12 * Read ### Programming At The Edge With Fastly Compute 2024-06-12 * Read ### Ci Cd With Terraform Cloud And Github Actions 2024-03-10 * Read ### Openapi 2023-08-18 * Read ### Terraform Build A Provider 2022-11-12 * Read ### Rust Smart Pointers 2022-06-20 * Read ### Laptop Setup V2 2022-05-26 * Read ### Go Install 2022-04-22 * Read ### Neovim Rust Go 2022-04-14 * Read ### Vim Themes 2022-04-14 * Read ### Dev Tools 2022-03-09 * Read ### Go Style Guide 2022-01-11 * Read ### Github Actions 2021-12-01 * Read ### Vim Advanced 2021-06-15 * Read ### Rust Ownership 2021-03-28 * Read ### Go Reflection 2020-08-17 * Read ### Software Comparison 2020-07-18 * Read ### Rate Limiting 2020-07-08 * Read ### Git Internals 2020-03-29 * Read ### Python Context Managers 2020-01-06 * Read ### Python Generators 2019-12-28 * Read ### Tox Ini 2019-12-18 * Read ### Python App Dependencies 2019-12-01 * Read ### Python Asyncio 2019-11-30 * Read ### Go Arrays And Slices 2019-11-17 * Read ### Anonymity 2019-09-04 * Read ### Http Caching Guide 2019-08-06 * Read ### Laptop Setup 2019-04-10 * Read ### Git Multiple Branches 2019-03-22 * Read ### Algorithms In Python 2019-03-13 * Read ### Remote Working 2019-03-09 * Read ### Python Mocking 2019-03-08 * Read ### Calculating Big O 2019-02-28 * Read ### Algorithmic Complexity In Python 2019-02-02 * Read ### Data Types And Data Structures 2019-01-30 * Read ### Design Python 2019-01-02 * Read ### Js Modern 2018-09-29 * Read ### Engineer To Manager 2018-08-25 * Read ### Interview Techniques 2018-08-18 * Read ### Post Mortems 2018-08-09 * Read ### Slackbot Opsbot 2018-08-07 * Read ### Go Interfaces 2018-07-21 * Read ### Multigrain Services 2018-07-19 * Read ### Authentication With Aws Cognito 2018-06-15 * Read ### A Guide To Effective 1 1 Meetings 2018-06-04 * Read ### Project Management 2018-05-25 * Read ### Reading List 2018-05-25 * Read ### Python Security 2018-05-15 * Read ### Static Site Search 2018-05-10 * Read ### Interview Topics 2018-04-08 * Read ### Go Reverse Proxy 2018-03-03 * Read ### Hashing Encryption Encoding 2018-02-16 * Read ### Computers 101 2018-01-30 * Read ### Statistics Basics 2017-12-19 * Read ### Queue Best Practices 2017-11-26 * Read ### Monitoring Best Practices 2017-11-15 * Read ### Load Testing Guidelines 2017-11-13 * Read ### Logging 101 2017-11-12 * Read ### Fastly Varnish 2017-11-02 * Read ### Profiling Python 2017-10-31 * Read ### Profiling Go 2017-10-31 * Read ### Dev Environments Within Docker Containers 2017-03-29 * Read ### Key Architecture 2016-12-10 * Read ### Go Hitchhikers Guide 2016-12-02 * Read ### Concepts From The C Programming Language 2016-11-28 * Read ### Man Pages 2016-11-25 * Read ### C And Syscalls 2016-11-18 * Read ### Bits And Bytes 2016-11-16 * Read ### Terminal Password Manager 2016-10-19 * Read ### Terminal Utils 2016-09-12 * Read ### Github Pull Request Formatting 2016-08-22 * Read ### Big O For Beginners 2016-06-28 * Read ### The Perfect Developer 2016-05-27 * Read ### Git Merge Strategies 2016-05-15 * Read ### Grpc For Beginners 2016-04-11 * Read ### Bash Watchtower 2016-03-03 * Read ### Rpc Variations In Go 2016-02-19 * Read ### Go Func Type 2015-11-23 * Read ### Github Multiple Ssh 2015-11-18 * Read ### Http2 2015-10-20 * Read ### Building Systems With Make 2015-10-07 * Read ### Client Cert Authentication 2015-10-03 * Read ### Dns 101 2015-09-30 * Read ### Security Basics 2015-08-25 * Read ### Docker Nginx 2015-08-04 * Read ### Designing For Simplicity 2015-03-30 * Read ### Concurrency 2014-12-28 * Read ### Github Workflow 2014-12-27 * Read ### Functional Recursive Javascript Programming 2014-04-26 * Read ### Refactoring Techniques 2013-11-10 * Read ### Design Mvcp 2013-10-22 * Read ### Basic Shell Scripting 2013-10-01 * Read ### Clean Coder 2013-06-01 * Read ### Message Passing In Object Oriented Code 2013-03-31 * Read ### Design Oop 2013-02-12 * Read ### Git Tips 2012-12-16 * Read ### Javascript 101 2012-11-02 * Read ### Maintainable Css With Bem 2012-09-12 * Read ### Host Methods Vs Native Methods 2012-04-22 * Read
miguelraz.github.io

miguelraz.github.io

/about
Updated May 11, 2025

Š Miguel Raz Guzmån Macedo. Last modified: May 11, 2025. Website built with Franklin.jl and the Julia programming language.
emiruz.com

emiruz.com

/about
Updated May 10, 2025

* Home * About me 2025 ---- Fitting models from noisy heuristic labels 2025-05-10 Bootstrapping ranking models with an LLM judge 2025-03-30 Kelly fractions for independent simultaneous bets 2025-01-12 2024 ---- RBF kernel approximation with random Fourier features 2024-04-28 Metric learning with linear methods 2024-04-24 The "Billion Row Challenge!" with Fortran 2024-03-24 Advent of Code in Prolog, Haskell, Python and Scala 2024-02-02 2023 ---- Domicles: a novel logic puzzle using Dominoe tiles 2023-11-19 A minimal probabilistic Prolog meta-interpreter 2023-10-18 Better data analysis with logic programming 2023-10-15 Hidden information and solving Dominoes 2023-10-06 Analysis of the data job market using "Ask HN: Who is hiring?" posts 2023-08-12 An optimal-stopping quant riddle 2023-07-30 Estimating gym goers: a mark and recapture experiment 2023-07-05 Blocking, covariate adjustment and optimal experiment design 2023-06-18 Semi-supervised clustering with logic programming 2023-05-12 Prolog for data science 2023-04-30 2022 ---- SQL + M4 = Composable SQL 2022-12-28 A beautiful embedding applied to defect detection 2022-11-16 A fixed effect UK house price imputation model 2022-05-21 Fast thinking on lichess.org 2022-04-15 2021 ---- Hello and goodbye to the J language 2021-07-02 2020 ---- Some less usual IQ scepticism 2020-12-01
hauntedchocolatier.net

hauntedchocolatier.net

/about
Updated May 10, 2025

In a recent interview, I was asked about my design philosophy for Haunted Chocolatier, and I talked for a bit about my interest in the “intuition”, and using an intuitive process to make chocolates. I wanted to elaborate on that a little bit here. It’s true that I am interested in the intuition. As someone without formal training in art, music, or game design, I rely heavily on intuition and feeling to do my work. I think it’s where creativity comes from. You can’t really “engineer” creativity… it comes from a mysterious, indeterminate part of our being. But it’s a crucial and important part of what makes us human. Video games, on the other hand, exist within mechanical devices, and are governed by mechanical laws. They can’t ever truly be intuitive in nature, except to the degree in which they rely on the player as the intuitive agent. So really, there’s no way to make a TRULY intuitive chocolate making system in Haunted Chocolatier. The best I can do is make it seem intuitive on the surface. But eventually, min-maxers will reverse engineer everything and find out how to optimally game the system. Oh well. For that reason, as well as my general design philosophy of giving players multiple paths to reach the same goal, I’m going to offer more than one way of making chocolate. There will be a more “intuitive” way, but there are also more conventional ways to do it. There will be reasons to use both, but you could just focus on one or the other if you wanted to. At their core, they are all processes in which you convert ingredients into final products. It’s just that one process might be more “whimsical”, and another process might be more mechanical. Anyway, I’m probably getting too philosophical about all this. At the end of the day, a game has to be fun. That’s what is most important, and that is always my primary goal. Everything else is secondary. So, keep in mind anything I ever say about Haunted Chocolatier is subject to change if I ever feel like it’s not as fun as it could be. Thank you for reading, and have a nice day \-Ape TLDR: There will be more than one way to make chocolate Hello, I know it’s been a while since I last posted here. As you may already know, I haven’t been able to work on Haunted Chocolatier in a while. This is because I started working on new stuff for the Stardew Valley 1.6 update. The 1.6 update was originally planned to be a technical, “under the hood” update to expand Stardew’s modding capabilities, done by others so that I could focus on Haunted Chocolatier. But then I got involved, adding a little bit of new content to the update, and it kind of snowballed into a pretty substantial amount of new content. And even after 1.6 came out on PC, I have been heavily involved with bug fixing, porting, and more. This has all pulled me away from Haunted Chocolatier development. It’s been a little sad to see Haunted Chocolatier getting dusty on the shelf… but this is the reality of my situation. Stardew Valley is a big and popular game, and I have a lot of attachment to it. I also feel a strong sense of duty and obligation to all the people who have bought Stardew Valley over the years, granting me this rare opportunity to be an indie game developer. So it’s hard to “let go” of Stardew, even temporarily, to work on something that isn’t already established and meaningful to people. However, I also have a strong desire to make more games. I like making games, and I have a lot more that I want to share, with Haunted Chocolatier and beyond. And even though Haunted Chocolatier has only been revealed publicly to a tiny degree, in my own private world it’s a special place, and I’m very attached to the characters, themes, and ideas. Also, I’ve already done a ton of work on the game. Before I took this break for Stardew 1.6, I had created a “vertical slice” of Haunted Chocolatier, essentially a skeleton of the game with most (not all) of its bones in place. My next task will be to tweak the existing bones until I’m happy with them, add all the rest of the bones, and then flesh it all out with all the content that will need to be in the game. Yes, it’s going to be a lot of work still, but it’s okay, I’m addicted to the grind. As I’ve mentioned before on this website, Haunted Chocolatier is being developed in the same way as Stardew Valley was… I’m coding it (mostly from scratch) in C# and I’m working solo in all areas. Why?… It’s what I’m comfortable with, it’s what I enjoy, and it worked well for Stardew Valley. I may get help with some technical things later on, but I want the game to be essentially complete before I think about anything like that. I know many people are excited to play Haunted Chocolatier, and may be disappointed to hear that it will still take a while, or that I took time away to work on Stardew Valley. I understand. I will be very happy when the day comes that I can finally release Haunted Chocolatier. However, as with Stardew Valley, I will not be doing any “early access”, crowdfunding, or pre-orders, so I don’t feel a ton of external pressure to finish the game on a timeline. The major source of external pressure is the fact I announced the game kind of early (I had my reasons for doing this), which built up excitement, meaning that if I take a long time, people might become sad. And that is a real pressure to me. But ultimately, I will not release a game unless it is complete and I am very happy with it, and I think that’s what most people would want, anyway. As development continues, I may want to post about it and share things with you. But if I don’t post for a while, it doesn’t mean I have abandoned the game. Sometimes I feel like sharing things, and sometimes I don’t. My preferred approach is to disappear and work in isolation, and only emerge when I have something complete and worthy, rather than share a bunch of stuff that is unfinished, and therefore not in accordance with the final vision. But I know people are interested in the development of the game, so I will post some things. Regardless of dev blog timing, know that the game will eventually be finished and come out. I think I’ve written a lot of this same stuff in previous posts, but I just wanted to check in with all of you, let you know that Haunted Chocolatier is still going to be a thing, and re-affirm some of the stuff I’ve said before. Thank you for reading all this, and I look forward to sharing this new world with you… when it’s ready (all screenshots are “work in progress” and likely to change before release) \-Ape Hi, everyone I’ve been doing a lot of work on Haunted Chocolatier, and making good progress. Mostly, I’m working on core elements of the game. I will be doing this for a while. I don’t really feel like sharing much, because I’d rather let the game be a surprise than reveal everything. I just like working in secret. However, I still want to check in and let you all know that I am working on this game all the time and making progress. Merry Christmas! \-Ape Hey everyone, Thanks so much for all the kind words about the announcement last week. It’s been a lot of fun to see everyone’s reaction after working on this for over a year, in secret. Now I am back into the “grind” of making the game (which I enjoy). I plan on using this blog in a casual way, to write about what I’m up to and to share tidbits about Haunted Chocolatier. I probably won’t stick to any defined schedule, but instead just post things when it feels right. One thing I want to mention is the combat. Haunted Chocolatier has a greater focus on combat, so it needs to be very fun, satisfying, and engaging, while also appropriately fitting into the big picture. You can rest assured that I’m not “copying and pasting” Stardew’s combat. On the contrary, almost everything in Haunted Chocolatier, including the combat, is completely coded (and drawn) from scratch. Here’s an example: You may have noticed this from the earlier video footage, but there are shields in this game. Many attacks can be blocked with a shield, and in most cases, blocking an attack causes the enemy to become “stunned”. While an enemy is stunned, you can attack them much faster, as seen above. The shield/stun mechanic rewards more cautious, patient players who wait for a window of opportunity. But you don’t have to play like this, you could just as well charge in aggressively, and if you can pull it off, you’ll defeat enemies more quickly that way. There will be other off-hand items besides shields that will compliment different play styles. You might also notice that the sword swing animation looks different than it did in the original footage. That’s because I’m still working on everything, and it’s all a work in progress. Everything seen so far could still change before the game is finished. If you followed the development of Stardew Valley, this will be familiar. Also, if you followed Stardew’s development, you might know that I like to keep my cards close to my chest. I prefer to leave many things to be discovered by players. I think it’s more fun that way. I want to surprise and delight people. But if they already know everything in the game, that takes a certain element out of the final experience. The bottom line, is that I won’t rest, or release this game, until I am personally satisfied that it’s very fun and compelling, in every aspect. If it never gets there, I’ll just never release it. But don’t worry, I have 100% faith that I’ll get it there. Everything is on the right track so far, I have the complete vision for the game in my head, and it’s just a matter of “grinding it out”, which is what I’m doing every day! Thanks for reading all this. alright, I’m going back to work \-Ape Hey everyone, After dedicating 10 years of my life to Stardew Valley (and counting), the time has finally come to announce my next game. It’s called _“ConcernedApe’s Haunted Chocolatier”_. Why chocolate? I’m not sure. It just kind of came to me. I think sometimes the best ideas just appear in a flash, instead of being cleverly thought out. That’s how I like to work, anyway. What’s important is the execution. And after 10 years of practice, I feel more confident than ever in being able to bring an idea to life. Regardless, I think a lot of people like chocolate. In Stardew Valley, the focus was more humble: living off the land, growing food, and connecting to the people and nature around you. However, with my next game, I wanted to explore more fantastical possibilities… experiences that take you beyond the ordinary. That’s where magical haunted ghost chocolate comes in. Chocolate represents that which is delightful. The haunted castle represents the allure of the unknown. The ghosts represent the imprint of the past. All of these things are important. However, don’t think for a moment that, because this game features ghosts in a haunted castle, it is an evil or negative game. On the contrary, I intend for this game to be positive, uplifting and life-affirming. However, if Stardew Valley mostly channeled the energy of the sun, _Haunted Chocolatier_ channels the energy of the moon. Both are vital. More important than all that, I just want to make a fun game. Now, you might be scratching your head, wondering exactly what type of game this is. I’m not sure how best to describe it. It’s evolving organically as I develop it, so I’m not sure where it will go. But at its core, the gameplay loop involves gathering ingredients, making chocolate, and running a chocolate shop. Of course, there’s a lot more to the game than that, but I don’t want to get too deep into at this early stage, partly because I don’t want to be tied down to any particular concept of what the game is. So far, I’ve been having fun working on this game. There are so many possibilities. With Stardew Valley, I felt somewhat constrained, because I was working within an established tradition. I don’t regret that at all, but there’s always been a part of me that wanted to go “unleashed”. I believe this will be a good opportunity, but I haven’t even gotten to the good stuff yet. I’ve been mostly working on the “meat and potatoes” of the game so far. But what really brings a game to life is the spice, the sauce. And I haven’t really gotten to the sauce yet. That’s coming. Anyway, this is all largely talk at this point. While the video I put together may look like the game is at an advanced stage of development, there is still a ton of stuff to do. And the way I work, things often don’t come together until the final moments. I tend to work with a “vertical slice” approach, and so it’s easy to put together some video that looks like a finished game. But there is a ton of content I still need to make. So, please understand that it will be a while before this game is done. I’m going to be working on it as much as I can, though. Thanks for reading all this, \-Ape
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