Who wants to play with something silly real quick?


Here's a little interactive panoramic thingamajig that looks a whole lot like the Verreciel cockpit, amirite?

The idea is, there'd be an SVG file where all the UI went, and refreshing this page would load them up and display them, without having to hack the game somehow.

I'd really like Verreciel's UI to be artist-accessible. And then I'd like to give a specific artist access to it. 😃

Welcome home. Adding a couple glyphs to Jonas Hermsmeier's Verreciel vector font. (Does anyone know that human's Merveilles handle?)

Hey folks, I know I haven't posted much in a while but it's because I went down a rabbit hole.

That Latin stuff I was transcribing two weeks ago comes from a book containing made up alphabets, which, you know, is occasionally relevant to our interests 😄

I've spent more time than I probably should have "researching" its author, but the upside was I had a reason to email the director of a rare books library in Germany, and we had a delightful correspondence.

So! Bullshit alphabet, anyone?

Does anyone here know Latin relatively well?

Google Translate is struggling with parts of this transcription, and there's a subtlety in this passage that I want to be sure I'm interpreting correctly. Here's what I'm looking at, in two different layouts. Transcription will follow:

The boat folks are off sailing, post pictures of breadfruit

Historically, Drivey has always been written in a scripting language. That includes its levels.

But now that the whole thing runs in a browser, I decided this past weekend to make these levels from HTML.

While JavaScript is primarily procedural or functional, HTML is declarative: it represents a program as a static declaration of its contents. It's the perfect fit for level design.

Like themes, Drivey HTML levels can now be dragged and dropped into Drivey and it'll load them!

@neauoire Merveilles theme support is finally in. 😝 I might tweak it a bit, but the results are pretty fun so far.

Here's Drivey sporting the Nightowl theme

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Hey, remember the Apple Fax Drive? 😏 Did anyone here fax their friends with this thirty years ago? I think I'm dating myself

Current status of my submission:

Not done. Getting there, but not done. Maybe halfway done.

I'm actually pretty pleased with myself; I learned how to install and work with XCMDs; I fleshed out all my cards, and have them linked together; I think it'll be a fun stack, once it's finished, and there's few obstacles.

I have a greater understanding of what it takes to make a stack. And I'm excited to try everybody else's!

Oh, and before I forget: my stack is only 56k! I'm shocked, tbh.

Another taste.

I think this OS is gonna sell like hotcakes, Sculley. Who could turn down this feature set?

It isn't much, but it's home (card).

I'm way behind the pack on , but I feel good about tomorrow!

It's kind of funny to work with tools that were designed for such early machines. It took me a long time to figure out how to transfer stuff from one stack to another, since HyperCard won't let me have two open at once.

You just copy the card to the clipboard! And close the stack! That's the answer! And why not? A Mac Plus had 1MB of RAM, by comparison we are spoiled, spoiled, spoiled.

I might have gone a bit too far down this one particular rabbit hole. (Volume up!)

Digging through some HyperCard stacks, and found this bizarro screenshot from Cyan's "Beyond Hypercard" that mixes Cosmic Osmo and Myst Island:

This feedback loop of textures is a mode of general purpose GPU computation. We can configure WebGL to do plain old math for us!

But why would we do this— send our homework to the video card, just to crunch some numbers and send them back? Well, some math is very GPU friendly. But also, some math is ONLY used to produce graphics. So we might as well get it all done in one place.

Surprise surprise, my Matrix demo computes the entire effect on the GPU. It's just a picture that redraws itself. 🔄

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So, let's say you want to apply special effects to your graphics, like a badass green glow. Like most digital graphics techniques, special effects boil down to doing math on pixels. And if you want your special effects to look good, you need your pixels to store precise information.

By default, a pixel in a WebGL texture is just four bytes— one byte per channel of RGBA. That's a non-starter.

But WebGL has optional extensions for textures that are four single or half precision floats per pixel!

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WebGL is not only verbose, it's also designed the way people thought graphics ought to be drawn twenty years ago; using it is hard! So most people who make 3D web content build on top of a library, like ThreeJS. I did! Zero shame in it, it's perfectly sensible to slingshot your project past the "wtf is gltexsubimage2d" phase of 3D web graphics, and into the cool zone.

For instance, my Matrix demo was originally a ThreeJS project. But as we'll soon see, it's changed quite a bit, and so have I 😁

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All right, folks, how about I follow through on what I said a month ago, and post something about ?

For the uninitiated, WebGL is a standard web API for drawing graphics with your video card. WebGL 1.0 is supposed to be a JavaScript-friendly, web-safe adaptation of OpenGL ES 2, a similar API from 2003 that was made for embedded systems— devices with limited hardware and capabilities.

Merv Pro Tip: If you forget which rooms you can hashtag, just type "" in the search bar and there they all are

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Merveilles is a community project aimed at the establishment of new ways of speaking, seeing and organizing information — A culture that seeks augmentation through the arts of engineering and design. A warm welcome to any like-minded people who feel these ideals resonate with them.