Jonathan Blow

Jonathan Blow

Treemap Viewer, part 6

Treemap Viewer, part 6

Treemap Viewer, part 4

Treemap Viewer, part 4

Treemap Viewer, part 5

Treemap Viewer, part 5

Treemap Viewer, part 3

Treemap Viewer, part 3

Treemap Viewer, part 2

Treemap Viewer, part 2

Treemap Viewer, part 1

Treemap Viewer, part 1

Improving Invaders (part 3)

Improving Invaders (part 3)

Improving Invaders (part 1)

Improving Invaders (part 1)

Пікірлер

  • @kartech6938
    @kartech6938Күн бұрын

    As someone with little knowledge of game dev or software in general I am impressed at how Jonathan seems to encourage understanding deep structure / generalizable properties of an ontology AKA knowing the deep shit about shit, as part of the learning process. Increasingly rare style of teaching because of the state of our complex systems which is too long to sketch out here. Thank you Jonathan, you've opened up a new door for me.

  • @IndellableHatesHandles
    @IndellableHatesHandlesКүн бұрын

    I always define C++ lambdas at the top of the function and then call them at the bottom. This means that even when I capture everything by reference, the only thing that I end up capturing is the parent function's parameters.

  • @hollowbasket
    @hollowbasket3 күн бұрын

    Best upload on this whole website. Thanks, Jon.

  • @adriantepes-qu8wm
    @adriantepes-qu8wm3 күн бұрын

    Is this guy only making video games ?

  • @Nezteb
    @Nezteb7 күн бұрын

    I don't know if Jon knows much about Stoicism or Buddhism, but he seems to have discovered some of their core tenants through his own technical-oriented mind. Instead of approaching it from a spiritual or philosophical mode, he describes it like a computational process. I've heard mental health professionals compare our physical bodies to hardware and our mental faculties to software, which would make the interface between the two analogous to drivers. So, if our hardware and software disagree about the state of the world, of course there will be problems. The analogy has helped me over the years at least.

  • @andreffrosa
    @andreffrosa7 күн бұрын

    What is Handmade Compiler?

  • @user-zi2zv1jo7g
    @user-zi2zv1jo7g10 күн бұрын

    I think the problem is not following the rules of the game, if the water behaves like water it should behave like water not like weird conveyer belts, and the design should bend to the fact of water physics, if you want rivers you need real physical world rivers, is you want ocean currents you need the mechanics that produce ocean currents etc, if you want a magical world were water behaves weird then you must declare the rules of this world and make the "water" behave according to that

  • @avery_IO
    @avery_IO10 күн бұрын

    that winnie the pooh mug is cracking me up for some reason. fantastic discussion! Ive come back to this video many times.

  • @hatiko8227
    @hatiko822711 күн бұрын

    31:28 What do you think about private/readonly modifiers for fields?

  • @cycomkid
    @cycomkid11 күн бұрын

    Next goal is to beat Embergen

  • @taggosaurus
    @taggosaurus13 күн бұрын

    That’s exactly Advaita Vedanta and Karma Yoga. ❤ 90% of the pain is the psychological resistance to it, observing things from 3rd person camera angle makes everything peaceful almost.

  • @chao3948
    @chao394813 күн бұрын

    19:45 Am I going insane or did Jon just say that the capital of Thailand is Shang Hai😂

  • @sebs4591
    @sebs459113 күн бұрын

    Is it available on macos?

  • @sudd3660
    @sudd366014 күн бұрын

    you only lack motivation when you do not have anything important to do, 95% of any hjobby or job is at best nonsense but most often destructive and harmful. do not get motivated to do those.

  • @sudd3660
    @sudd366014 күн бұрын

    any Techniques is a band aid or coping mechanism that solves nothing unless it leads to action. it is not you that needs to change in a way, it is the way that you live and how you interact with the world and others. this is hard to explain. lets say you live in a dystopia, you then have to solve the dystopia system. dismantle it and build an utopia.

  • @jay.rhoden
    @jay.rhoden16 күн бұрын

    Did this become a game? What game is this? It seems hard to tell from just this early work.

  • @sada4483
    @sada448313 күн бұрын

    Still in development. Search up "Sokoban Jonathan Blow" for more footage. There's even levels with finished artwork shown.

  • @ANT-jm4qx
    @ANT-jm4qx16 күн бұрын

    RIP in peace John Blow's majestic mane

  • @lucaxtshotting2378
    @lucaxtshotting237816 күн бұрын

    43ish I agree with that. Baldur's gate is an incredible game but at the end of the day is not all that much fun because the idea is cool but not all that fun

  • @casey206969
    @casey20696919 күн бұрын

    50:20 That's so cool you could start a level editor or any creative application putting a human in the loop (maybe a bit too timely for that), or just general program configuration to make personalized programs.

  • @HobokerDev
    @HobokerDev20 күн бұрын

    I love how he says "Template Metaprogramming Garbage Garbage". Templates are so bad he had to say garbage twice. I empathize and wholeheartedly agree!

  • @Crayolapup
    @Crayolapup20 күн бұрын

    YOOOOOOOOP

  • @McDabad
    @McDabad20 күн бұрын

    I would love this treatment for The Witness when the time comes. I really enjoyed playing the game again and listening to the commentary. Very insightful and inspiring

  • @FrankHarwald
    @FrankHarwald21 күн бұрын

    Initializing floats to NaN is a really great thing to have for debugging - but it's not a good idea for when you need to ship code most of the time. My thoughts: have a simple way to tell the compiler to use different initialization values for all default variable declarations.

  • @FrankHarwald
    @FrankHarwald21 күн бұрын

    Mr Blow, PLEASE have a look at Zig-Lang, a programming language with similar design goals as JAI & an increasing momentum which is also still in its alpha/development phase for the simple reason so as to avoid reinventing the wheel or missing out interesting new ideas in language design. Andrew Kelly, its main designer, is also a game developer who actually builds programs he's using. One of the main design goals of Zig over other languages is that it doesn't try to prevent you to do low-level things, but instead tries to make it obvious & explicit what you're actually doing & allow arbitrary compile-time execution. It also has a lot of promising ideas around basic integer & bit field types which I haven't seen in any other language. Zig also reuses the LLVM compiler infrastructure so it reuses its mid-end optimization & back end modules so it can currently produce code for any platform which LLVM can run on.

  • @obelusyt
    @obelusyt22 күн бұрын

    Will you upload the video of the lady doing Tai chi?

  • @4.0.4
    @4.0.424 күн бұрын

    Okay. Right.

  • @andersbodin1551
    @andersbodin155124 күн бұрын

    I loved programming and working hard, Until I got my first programming job. Now have been miserable and unproductive ever since. I only enjoy it when I am between jobs.

  • @Achelon
    @Achelon26 күн бұрын

    I've been coding my first 3d-engine, it's made with Powerpoint VBA (don't ask, its a demoscene wild demo flex). and it is visualized by drawing triangle shapes using the shape-system of office programs. So in a way it doesn't draw pixels as such, only triangles, but after implementing all the occlusion culling and simple normal angle lighting systems it dawned on me that creating a proper Z-buffer using triangles will be most likely impossible without a proper per pixel z-buffer. As I've been sorting the triangles in screen by the middle point of the polygon there is considerable z-fighting on some 3d-models. But moving away from the shapes-system defeats the joke, I might need an old-school 3d-modeler to tell me how to model for such engines..

  • @romanzkv4
    @romanzkv427 күн бұрын

    in second though, you are totaly complicating this thing, you dont need to traverse your entities multiple times, if you need speed, then you add "collecg geometry" to your entities, you make a pass, and you collect all the geometry data you need for rendering, this way you still pay only once for cache misses, but you end up with a buffer that is compatible for the gpu, then you render this buffer as many times as you need. and this way you dont need all this low level of control of your memory layout. - so you still have simple inheritence which is useful, and you have your speed.

  • @romanzkv4
    @romanzkv428 күн бұрын

    Very interesting

  • @teamalpha8134
    @teamalpha813428 күн бұрын

    On my second play through off Braid via the special edition after finding and completing the game around 2014. I spent a year just listening to the soundtrack and watching Johnathan blow interviews. As of this post the only piece remaining is ‘Crossing the Gap’ and the temptation to look up the answer is tremendous…

  • @mr_boswell
    @mr_boswell29 күн бұрын

    More slagging on Shingy in future episodes, please 😂

  • @nextos
    @nextosАй бұрын

    I hate the puzzle platform, but love the game

  • @GillesLouisReneDeleuze
    @GillesLouisReneDeleuzeАй бұрын

    I'm rewatching this quite often

  • @VcSaJen
    @VcSaJenАй бұрын

    For me, it's the opposite. Books don't require any kind of an attention span, but video games do. Let me explain: you can quickly pick up the book, read for a few minutes while on a bus or something, then quickly put them down. You're free and start or stop at any time. Meanwhile, to play video games, you have to actually sit down, launch it, wait through loading screen, etc. To exit, you have to find next checkpoint, and only then you can exit. You _have to_ invest a minimum amount of time, or you'll have no progress.

  • @studioponcho7518
    @studioponcho7518Ай бұрын

    Brilliant interview that helped me think through concepts for the game I'm working on. Thankyou!

  • @carloscbl3
    @carloscbl3Ай бұрын

    I like John having "cojones" 😂

  • @ebunny1652
    @ebunny1652Ай бұрын

    When it comes to the world 2 "pattern break" puzzle, while it's been a long time since I played the game, I do remember at the time really liking it. Not sure if I would call it a "hook", because it's not the point of the game, but it's this cool surprise that just got me more interested and engaged, wondering what else this game might have up it's sleeve. I guess another way to put it is that it adds some intrigue. I feel like a lot of games might put something like this later in the game (if they do it at all), when there has been more of an established pattern and to just keep the player interested, but I can definitely see why world 2 made the most sense in this case.

  • @trinitylhearts
    @trinitylheartsАй бұрын

    Quick btw with starting this episode, the playlist on this channel, the episodes are organized in backwards order currently from latest release first to the the first at the end of the playlist. Looking forward to this episode ( ^ v ^ )

  • @perguto
    @pergutoАй бұрын

    This is obviously artistic intent *Looking backward

  • @trinitylhearts
    @trinitylheartsАй бұрын

    @@perguto I like that interpretation for that's truly thinkin' with rewind 😆🙂

  • @SnakeEngine
    @SnakeEngineАй бұрын

    "Relate the rules of the universe to the fiction" I would be careful with such statements as they are intellectually blunt, if you want to be taken seriously. "Systemic rules within a fiction" is more appropriate as you cannot really claim "rules of the universe" with certainty. Does the game reveal any insights about physics at all?

  • @SufferDYT
    @SufferDYTАй бұрын

    He's using "rules of the universe" colloquially to refer to the "game mechanics". He dislikes the latter terminology.

  • @acblook
    @acblookАй бұрын

    @@SufferDYT has he ever said why, game mechanics feels like a pretty unassuming basic term to me. Could also use the word systems I guess? Rules of the Universe just feels too fundamental to me for it to be immediately intuitive what it's supposed to mean exactly

  • @Muskar2
    @Muskar2Ай бұрын

    @@acblook As far as I recall, he said that he thinks "mechanics" have been watered down to also mean "features" or "variables". Personally, I think his alternative phrasing doesn't really solve concerns of clarity very well.

  • @acblook
    @acblookАй бұрын

    @@Muskar2 well like features is a commercial term and variables are a technical term, mechanics is supposed to be a design term so something can be all three

  • @Yohoat
    @YohoatАй бұрын

    ​​@@Muskar2ditching a word due to a bunch of people using it incorrectly makes zero sense to me. Does he also not use the word "literally" anymore? He used the word "epic" in another episode. He might wanna ditch that one too, considering what internet culture has done to the word.

  • @Wil_Dsense
    @Wil_DsenseАй бұрын

    I’m stuck on Braid anniversary editon already. I mean, I completed the original game, I sware this updated game is way harder. It was taxing on the Brain to say the least. 😂

  • @stevenlandman6585
    @stevenlandman6585Ай бұрын

    I forgot a lot of the solutions too. But on the bright side, that makes it like an entirely new game!

  • @nextos
    @nextosАй бұрын

    That world two puzzle was the only one I had to look up when the game first came out. I still think it's pretty obnoxious

  • @nextos
    @nextosАй бұрын

    In response to what we do with world one if we can't rewind time for death. You could have death the instigator of the time powers, then it immediately boots you to world 2 and removes world 1 as an option and also make death the final event of the story and the catalyst of rewinding time that you only realize after you finish the last level. That gives thematic meaning and gameplay significance. But maybe too metaphysical or on the nose or not the meaning you wanted to convey with time powers. Thanks again for these, I have been enjoying the remaster on my switch in between making my own game.

  • @4.0.4
    @4.0.4Ай бұрын

    While every puzzle of a game should work together to make a cohesive whole, I'm glad topics on a discussion can be a string of random tangents tangled together like a clump of overboiled spaghetti. (To be clear it was tasty overboiled spaghetti).

  • @danielwarren3138
    @danielwarren3138Ай бұрын

    I'm surprised he didn't just swap a puzzle piece from the level with the painting with the one from Hunt! as you can solve the puzzle using just that.

  • @EmceeBleach
    @EmceeBleachАй бұрын

    Which Zach is Jon talking about in the section on iterations/variations on an idea?

  • @nerdError0XF
    @nerdError0XFАй бұрын

    Developer of Enigmash. He worked on the new Sokoban. But sadly, he passed away not long ago

  • @Decateron
    @DecateronАй бұрын

    @@nerdError0XF Probably Zach Barth, no? Enigmash was made by Jack Lance.

  • @nerdError0XF
    @nerdError0XFАй бұрын

    @Decateron his real name was Zackary Polansky. But yea, you may be right about Zach Barth

  • @spyfoxguy
    @spyfoxguyАй бұрын

    18:37 did Chris Hecker retire?

  • @erik_arman
    @erik_armanАй бұрын

    1:04:00 It’s so weird to me hearing him talk about how that puzzle can’t easily be fixed when in my mind it could be fixed in literally five minutes by just swapping the puzzle piece you need to complete it from the Hunt! level with one of the pieces from Three Easy Pieces. That way the puzzle would be solvable for 99.9999% of people when they first encounter it. Instead of completely impossible for everyone. Am I missing something? Why didn’t he do that? All he had to do was swap the positions of 2 assets and his problems go away.

  • @TreesPlease42
    @TreesPlease42Ай бұрын

    12:00 sounds like Loop Hero