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"Technology reveals the active relation of man to nature"
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 No.12862

>https://malleable.systems/

<Modern computing is far too rigid. Applications can only function in preset ways determined by some far away team. Software is trapped in hermetically sealed silos and is rewritten many times over rather than recomposed.


<This community catalogs and experiments with malleable software and systems that reset the balance of power via several essential principles:


<Software must be as easy to change as it is to use it

<All layers, from the user interface through functionality to the data within, must support arbitrary recombination and reuse in new environments
<Tools should strive to be easy to begin working with but still have lots of open-ended potential
<People of all experience levels must be able to retain ownership and control
<Recombined workflows and experiences must be freely sharable with others
<Modifying a system should happen in the context of use, rather than through some separate development toolchain and skill set
<Computing should be a thoughtfully crafted, fun, and empowering experience

Is this what's missing in the free software strategy ?

A practical example would be Emacs or vim/neovim. While those are really nice, i think you'd need a "malleable" video-game to get more people interested in this concept. I'm having trouble imagining how that would be done. How do you make the sub-components of a video-game re-combinable. How do you make a video-game as easy to change as it is to play it ?
>>

 No.12938

>>12862
Sounds a lot like suckless
>>

 No.12939

>>12938
suckless software appears to qualify for this.
Though it's debatable whether patching and recompiling software, satisfies the condition that it be easy to change.
>>

 No.12957

>How do you make the sub-components of a video-game re-combinable. How do you make a video-game as easy to change as it is to play it ?
You want something like a sandbox game (like Minecraft or Gmod) that lets you interact directly with the underlying game engine.

Godot sounds like the perfect engine for that, it has a relatively simple scripting language and the scene/node workflow is designed to make game objects easy to reuse. The Godot editor also runs in-engine, so you could theoretically make a game that has parts of the editor exposed for the player to utilize.
>>

 No.12958

>>12957
>The Godot editor also runs in-engine, so you could theoretically make a game that has parts of the editor exposed for the player to utilize.
Nice idea.

Although i think extending the editor to contain the game is probably the easier way to go about this.

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