We learn more from reading on paper than on screens.
54 studies, 171k people: we process print more deeply than digital content—as long as it's informational rather than purely narrative.
The paper advantage holds across ages and has grown over time. Long live physical books.
Why do many devs see frontend as “easy” and backend as harder?
I would say they both have very high skill ceilings
Take Figma for example, it has a frontend that is equally hard (basically rebuilding the browser rendering stack), or even harder, than its backend
Generative AI is cool and all, but procedural 3D modeling just hits different. Check out this Houdini setup by Pepe Buendia.
Why this is cool: Instead of manually placing every building and car, this system generates an NYC-style city that builds itself -- automatically spawning buildings with unique variations, plus a traffic system where cars actually obey traffic lights and avoid crashing into each other (all orchestrated through houdini VEX code).
Each car knows exactly which road it's on and makes real-time decisions about navigation. The whole thing runs on custom algorithms that handle everything from road directions to building placement.
If you did this with generative AI, even approaches to conditioning and taming the chaos -- you'd still get a ton of variance which might be an issue for visual and spatial consistency.
To me this is procedural modeling at its finest - precise control meets infinite scalability. Immensely useful for media & entertainment, but also synthetic training data for robotics and augmented reality.
I of course can't wait until multimodal LLMs to have the spatial understanding to write these kind of controllable 3D worlds for us. Claude counting 2D pixels on a screen is a step in this direction. Soon they'll be able to manipulate 2D ortho viewports, and eventually spawn procedural 3D worlds.
Money was never the goal.
I hated relying on Adobe (Flash) so much that I felt I had to create a free option for the HTML5/WebGL world.
It has not been easy and I've had to sacrifice a few things in my personal life but I think it has been worth it.
The point of a startup is to make usable technology for others. When you make software, you have to watch at least 10 people use it. Sit next to them and say absolutely nothing. Force yourself to marinate in the failure of your product design.
Every version 1 of any software will be absolutely destroyed by first interaction with users. You need to watch your new creation be absolutely misunderstood by users to reform version 1 into the one that actually works.
There is only one path: figuring out where the sharp edges, the places people get caught, the assumptions you make as a builder that turn out to be wrong, and then relentlessly sanding it down so that anyone can use it.
That is good design. That is the key to a good product. There is no shortcut for this.
WATCH USERS AND CRINGE AND THEN FIX IT.
SAND DOWN THE EDGES.