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@simon_brooke@mastodon.scot
2025-08-02 07:01:18

#ScribesAndMakers 02/08: Do you have artwork on your walls? If so, describe one of the pieces.
I do have artwork on my walls, most pieces given to me by their makers; but what I'll post here is a sonnet written by a friend which describes an image I made myself:
#1/3

@tiotasram@kolektiva.social
2025-07-03 15:21:37

#ScribesAndMakers for July 3: When (and if) you procrastinate, what do you do? If you don't, what do you do to avoid it?
I'll swap right out of programming to read a book, play a video game, or watch some anime. Often got things open in other windows so it's as simple as alt-tab.
I've noticed recently I tend to do this more often when I have a hard problem to solve that I'm not 100% sure about. I definitely have cycles of better & worse motivation and I've gotten to a place where I'm pretty relaxed about it instead of feeling guilty. I work how I work, and that includes cycles of rest, and that's enough (at least, for me it has been so far, and I'm in a comfortable career, married with 2 kids).
Some projects ultimately lose steam and get abandoned, and I've learned to accept that too. I learn a lot and grow from each project, so nothing is a true waste of time, and there remains plenty of future ahead of me to achieve cool things.
The procrastination does sometimes impact my wife & kids, and that's something I do sometimes feel bad about, but I think I keep that in check well enough, and for things my wife worries about, I usually don't procrastinate those too much (used to be worse about this).
Right now I'm procrastinating a big work project by working on a hobby project instead. The work project probably won't get done by the start of the semester as a result. But as I remind myself, my work doesn't actually pay me to work during the summer, and things will be okay without the work project being finished until later.
When I want to force myself into a more productive cycle, talking to people about project details sometimes helps, as does finding some new tech I can learn about by shoehorning it into a project. Have been thinking about talking to a rubber duck, but haven't motivated myself to try that yet, and I'm not really in doldrums right now.

@LillyHerself@Mastodon.social
2025-07-25 11:21:15

#ScribesAndMakers 25 July: Create a multiple choices poll listing 3 books you personally consider “classics” and ask others to choose the ones they have read. Create a fourth option for None of the Above.

@callunavulgaris@mastodon.scot
2025-07-26 11:25:48

#ScribesAndMakers 25/7: Create a multiple choices poll listing 3 books you personally consider “classics” and ask others to choose the ones they have read. Create a fourth option for None of the Above.

@tiotasram@kolektiva.social
2025-07-22 22:56:54

#ScribesAndMakers 22
Show us something you've created. Tell us the story behind it.
cs.wellesley.edu/~pmwh/labyrin
I was thinking on a dog walk about how most games with procedurally generated content like Minecraft get pretty repetitive at some point if you zoom out far enough, and large-scale structures that have structural constraints like rivers are very hard to generate piecemeal. So I wanted to come up with an algorithm that could generate globally-consistent structures piece-by-piece, with consistency even if pieces were generated out-of-order, while maintaining only a fixed amount of context no matter how far from the origin you went. This demo is *almost* that, except the amount of context scales logarithmically with the distance-from-origin, which I find a very acceptable compromise. In the demo, there's a single infinitely-long path that eventually touches every cell of the infinite 2D grid (okay, computer limitations mean it's not really infinite, but mathematically it could be). You can get different path structures from different random seeds, although the generation trick does constrain things a lot relative to the set of all possible such paths (notice that in each 5x5 region it touches every cell before leaving; that's not in general necessary).