Live data from Hacker News

Notch, WebGL, Dart, and ramping up quickly

blog.tojicode.com

1–10 of 204 posts

Re: Notch, WebGL, Dart, and ramping up quickly

#4
post #3

I agree with his main point, but to be honest, on most of the games I've worked on I've had something playable very fast (1 or 2 weeks)... Its all the details beyond basic gameplay that take all the time and really make delivering a game hard.

Agree completely. Basic little 3D engine is easy to do because it's been done so many times before. Any of the complexities are well known and it's not like Notch hasn't made a similar block based 3d engine before. The author talks about not making an engine and just making a game.. but there's no game here yet?

The hard part is always the details and the new stuff.

Re: Notch, WebGL, Dart, and ramping up quickly

#6
ahha, thanks for this! I'm really pleased to see Notch doing what I always thought he did best - messing around with wee projects and coming out with joyous little playthings.

Minecraft just got a little bigger than I imagine he was interested in playing with.

Re: Notch, WebGL, Dart, and ramping up quickly

#7
I don't want to criticise the blub essay too much because there were some valid points in there. But in fairness as soon as I read it I thought of John Carmack. He uses C++. Given that the perspective of the essay is Lisp then if C++ isn't a blub I don't know what is.

But John Carmack is really productive.

Also he doesn't use vi or emacs. He uses an IDE! He used it even before it had any bells or whistles at all. (He also uses Windows!)

So is it because he's a genius and he does it in spite of using blub? Or is it because:

"Peter Norvig here. [....] In terms of programming-in-the-large, at Google and elsewhere, I think that language choice is not as important as all the other choices: if you have the right overall architecture, the right team of programmers, the right development process that allows for rapid development with continuous improvement, then many languages will work for you; if you don't have those things you're in trouble regardless of your language choice."

As for Notch. He uses Java and wait for it..

Eclipse!

Re: Notch, WebGL, Dart, and ramping up quickly

#8

I don't want to criticise the blub essay too much because there were some valid points in there. But in fairness as soon as I read it I thought of John Carmack. He uses C++. Given that the perspective of the essay is Lisp then if C++ isn't a blub I don't know what is. But John Carmack is really productive. Also he doesn't use vi or emacs. He uses an IDE! He used it even before it had any bells or whistles at all. (He…

For the confused, blub is the hypothetical language from pg's essay Beating the Averages:

http://www.paulgraham.com/avg.html

Re: Notch, WebGL, Dart, and ramping up quickly

#9

Now I feel bad for slowing up my current pet project by getting bogged down writing polygon collision detection when axis aligned bounding boxes would have done for prototyping. (I'm not as quick as Notch!)

Interesting. I've recently set aside a ThreeJS project. I'm not a math wiz but even with Three, you still need some idea about matricies, vectors and even quaternions. The way you're "supposed" to do collision detection with Three is with raycasting, so more fun with vectors and matricies. I thought I had scaled down enough other things for prototyping but perhaps there was more room than what I thought.

Re: Notch, WebGL, Dart, and ramping up quickly

#10

Now I feel bad for slowing up my current pet project by getting bogged down writing polygon collision detection when axis aligned bounding boxes would have done for prototyping. (I'm not as quick as Notch!)

To be fair, Notch did just spend a few years of his life thinking entirely in terms of axis-aligned boxes. ;-)
Post reply on HN