I recently started working at a super cool little studio, Hidden Door, and we just announced what we're working on. There some really neat generative story telling happening in this stuff, very exciting.
๐ย HELLO, WORLDS! ๐
Today weโre revealing what weโve been up to for the past year: THE NARRATIVE MULTIVERSE โ a place for creating and playing infinite stories together across a variety of shared creative universes. ๐งต
@zwitkali@databae_ I, weirdly, just ran across a job posting from these folks: https://t.co/oeLdXaqJ5N I clicked away as soon as I read the company description so I didn't even notice it was for Haskell devs until later when I remembered this conversation and thought it might be the same place.
@Lucretiel I recently did a little sketch project where I encoded the phases of a board game turn into states and attached my systems to the on_enter and on_exit for those states. It was a small thing so I don't know how it scales but it felt really promising. Kept the nice parts of bevy.
@Hainbach101 @jjbbllkk For what it's worth I appreciate the module specific videos on both your channels. I don't do hardware modular at all but I write a lot of software modular code and seeing what hardware modules do and how people use them is super inspiring.
@pavedwalden@parafactual There is a lot you can do with things like cutting music up into cells and layers that can be recombined in a generative way but it's still hard to do that in such a way that it can be stretched to fill a long, open world exploration session without just being ambient music.
@pavedwalden@parafactual I haven't played BOTW since I don't have the console but my understanding is they went with generative soundscape interspersed with precomposed musical moments with some dynamic layering. Which seems like the right choice for a game like that, at least to me.
@WeirdConstruct1 Interesting. So this sits at a lower abstraction level to the modules on the hex grid? Like, you could implement a module using BlockDSP?
But it's simple enough that I am slightly frustrated I didn't figure it out on my own. I guess that's a workable definition of what makes an idea beautiful: it's obvious in retrospect.
I have tried several times to implement operator precedence in my synth's parser without success due to being unwilling to look up standard techniques. But I just did and learned about the precedence climbing algorithm which is really very pretty.
@zwitkali@databae_ I actually once saw a (startlingly cynical) essay from a business person about why they chose Haskell, or maybe it was OCaml. They claimed that there are these people who come out of pure CS degrees having learned those languages where there are no jobs so you can get them cheap.
@zwitkali@databae_ Heh. Poor Haskell. It's been in regular use for 30+ years and still hasn't escape obscurity. I guess that's what you get for being academic.
@zwitkali@databae_ Recently I've been writing a lot of Rust, which I think actually has a similar power as a learning tool and, for what it's worth, is easier to apply in practice. It borrows a lot from Haskell and adds several interesting ideas of it's own.
@zwitkali@databae_ I totally agree with that, for sure. Learning Haskell was pivotal for me, it absolutely changed how I think about code and helped me become a much more mature programmer. Even though I've never written anything large in it, or used it professionally at all.
@databae_@zwitkali Though I do actually have Haskell based music playing in the background right now: https://t.co/Bet7nrN9uW
Not sure TidalCycles is a good way to learn Haskell but it's super fun.
I've been experimenting with wave guide synthesis for Ortet's music (and other projects). It's super fun to see other people get excited about it, such cool noises.
I adapted a bowed string oscillator for HexoSynth. Thanks go to tubonitaub (aka Alec Deason) and the @ortetproject. It's a fickle little node, but can give you some interesting sounds. Here is a little demo (a bit detuned though). #modularsynth#modularmusic#music#freesoftware