Put the DVD logo in the corner (2023)

(eieio.games)

364 points | by EndXA 92 days ago

22 comments

  • smokel 92 days ago
    Amazing to read about the Recurse Center [1]. It seems to be some kind of artist-in-residence, but for programmers.

    I've spent some time in residencies as an artist, and it's amazing how much it helped me to open up new perspectives. It'd be nice if there were more of these opportunities to do nonsensical (i.e., non-commercial and non-competitive) things in science. I'm sure it's beneficial to society or at least for the lucky individuals who get accepted there.

    [1] https://www.recurse.com/

    • eieio 92 days ago
      (post author here)

      If Recurse sounds fun and magical to you - it is! And you should consider applying :). You can always defer your acceptance until the timing works out. It's free (they make money via job placements, but when I applied I was clear that I wasn't looking for work). I've been meaning to write a blog about my time there - here's what I would want to say:

      The best thing that Recurse (RC) did for me was help me get in touch with my own taste. When I arrived I was making games that were pretty "normal" - Flash-style games with high scores and weak themes. While there I got weird. One of my first projects was an abuse of the OpenSearch spec to make a version of Wordle that ran in the Firefox address bar[1].

      It was the perfect place to build something like this - folks were encouraging and supportive and interested; it made me realize that people were interested in the type of thing I actually wanted to do. I think I shipped 8 games during my 12 weeks at RC. I wouldn't have started making the types of things I now make without RC. I think plenty of folks have similar experiences across all sorts of techy things, not just games. Kinda like finding product-market fit but for your own interests.

      RC also connected me with a bunch of folks that were doing similar things. The community is huge and kind and weird in the best way. It is like a writers' retreat but for people that want to program (and become better programmers).

      I am probably coming off as shilling RC hard and I suppose I am (although I'm not being paid for this - I'm just a grateful alum). I'm literally typing this from the RC space right now (I occasionally stop by to chat with people in batch and work).

      [1] https://eieio.games/nonsense/implementing-wordle-in-the-fire...

    • guessmyname 92 days ago
      I also attended the Recurse Center years ago, but it didn’t quite click for me, which was surprising because everyone I spoke to had such positive experiences there. Even now, I find it hard to pinpoint exactly why it didn’t feel worthwhile for me.

      Perhaps it was the location. New York City is expensive, and although I had enough savings to justify taking unpaid leave from work, many things seemed unreasonably priced. New Yorkers also have a reputation for being unfriendly, which added to my feeling of disconnect. Despite hearing glowing reviews from others, I didn’t quite mesh with the environment at Recurse Center, similar to how some visitors to the city might not feel entirely welcomed during certain encounters.

      On the bright side, some of the residents and alumni [1] have become quite well-known in the tech industry. You might get lucky and find one of them around the space, which could lead to some really insightful conversations. During my time there, I had the chance to meet people like Robert Lefkowitz [2] and Filippo Valsorda [3], which was pretty cool. They definitely added some interesting perspectives to my experience.

      [1] https://www.recurse.com/residents

      [2] https://www.linkedin.com/in/r0ml

      [3] https://filippo.io

    • zellyn 92 days ago
      Check out https://sfpc.study/ too!

      The School for Poetic Computation is an experimental school in New York City and online supporting interdisciplinary study in art, code, hardware and critical theory. It's a place for learning and unlearning.

  • bluedays 92 days ago
    https://youtu.be/QOtuX0jL85Y?si=Kwo8OZSYOVzoI-Uh

    Obligatory The Office reference.

    • bookofjoe 92 days ago
      Huh. And here I thought it was a reference to "Saturday Night Fever."
      • fsckboy 92 days ago
        "nobody puts the DVD logo in the corner!"

        Dirty Dancing

    • dingaling 92 days ago
      If it somehow did hit exactly right angles into the corner, wouldn't it then be stuck bouncing between diametrical corners?

      In fact I don't see how it ever could hit a a corner exactly.

      • matt-attack 91 days ago
        Curious to know if you’re under the presumption that TVs are square? Or are you imagining that the logo doesn’t move at 45 degrees?

        Both seem obviously false but I’m struggling to think how someone could otherwise have come to your conclusion.

      • Retr0id 92 days ago
      • Aditya_Garg 92 days ago
        Only if the tv is a square, which most tvs are not.
      • Keyframe 91 days ago
      • NAR8789 92 days ago
        Try on paper originating it from a corner on a rectangle where the initial path is just offset from the diametrical corner.
      • sopooneo 92 days ago
        You clearly know more about this than me, because I'm currently Googling to understand what "diametrical corners" are. But in a simple implementation, wouldn't the x and y velocities both be reversed at once with a corner hit, both side and top/bottom collisions having been detected "at once" in the same part of the code between updating positions? And then the logo would just bounce out exactly the way it came in?
        • lupire 92 days ago
          "diametrical" is fancy for "opposite".

          You are correct.

    • martyvis 92 days ago
      Came here for this comment.
    • Ylpertnodi 92 days ago
      >Obligatory The Office reference.

      At first I thought 'Huh?". After clicking the link I see you were referencing the US version of The Office.

      Thought I was going crazy for a few secs.

      • averageRoyalty 92 days ago
        Americans appear to habitually do this. They'll label the original "UK" but won't relabel their remake. They've done the same with Wilfred and other shows. Just an insular viewpoint.
        • weaksauce 92 days ago
          the british one was only on for two series with 14 total episodes whereas the american one was on for 9 seasons with 201 episodes... it's safe to assume the worldwide insanely popular one is the one being talked about. I loved the british one and wish it were longer too.
        • ghostie_plz 92 days ago
          I'd be curious to ask someone from outside the UK and the US which version of the show they thought of first
          • Tijdreiziger 92 days ago
            From the Netherlands: US Office, as growing up, that's the version we had on the Comedy Central TV channel.
            • schrijver 92 days ago
              From the Netherlands, UK Office, as that one was broadcast on Dutch television already before the American version existed. So I guess the answer depends on your age :)
          • newsclues 92 days ago
            Canadian here. I think UK office because my family has lots of UK ties and grew up with that humour.

            Eventually saw the US office and hated it.

            Canadians are culturally stuck between US and Europe, so it can go either way

        • BolexNOLA 92 days ago
          I would say you are generally correct re: the insular viewpoint, except when it comes to The Office the US version was immensely more popular - it was a worldwide phenomenon. So when people say The Office they are way more often talking about the US version. It’s a reasonable assumption imo. Kind of like how people used to talk about House of Cards.
        • 8n4vidtmkvmk 92 days ago
          Do Brits ever remake American shows? And if so, do they label their own as (UK)?
        • paulddraper 92 days ago
          FYI you happen to be on an American-based forum.

          Fair warning, you might see a disproportionate number of American-centric references.

        • lupire 92 days ago
          Sorry we won the war and overshadowed the Empire. But congratulations on your July 4 2024 Independence Day win against the Tories. Perhaps after November you'll come to dominate the Anglosphere again.
  • eieio 92 days ago
    dev here, fun surprise to see this on the front page (I'm glad it's resonating! give the pico-8 a try!)

    happy to answer q's if anyone has one. I haven't built a full pico-8 game since this (my stuff got...weirder...[1]) but I miss it + have been toying around with playdate and picotron ideas.

    [1] https://news.ycombinator.com/item?id=40800869

  • ck45 91 days ago
    Pam claims to have seen [the DVD logo in the corner] when she was in the conference room alone. I believe she thinks she saw it.
  • robin_reala 92 days ago
    Worth mentioning this tale of the psychological and social suffering brought about by the DVD logo never quite hitting the corner of the screen: https://www.youtube.com/watch?v=_ws0QtAiiXQ
    • EGreg 92 days ago
      Jazz Emu fan!
  • tombert 92 days ago
    Stuff like this makes me utterly adore Pico-8. It's one of the most fun coding environments I've used since I first discovered the ActionScript in Macromedia Flash MX.
    • noman-land 92 days ago
      +1 on this. The Pico-8 is a delightful little platform. I have a few unfinished projects kicking around and this is inspiring me to go back to them.
    • Waterluvian 92 days ago
      The retro IDE is a huge attractor for a lot of people but for me I just love the limited constraints at runtime. I wish I had a high resolution modern editor for code/sound/graphics to work with, but was still limited by resolution, cpu power, API, etc.
      • galleywest200 92 days ago
        Check out Lexaloffle's new project, Picotron. You can _almost_ think of it as a "Pico-64" with desktop environment. Comes with a tracker, larger text editor, etc.

        https://www.lexaloffle.com/picotron.php

      • hbn 92 days ago
        Creating within set constraints breeds unprecedented innovation and some really interesting stuff.

        For about 25 years there's been a small but dedicated group of people making romhacks for Super Mario World, and the early stuff was pretty quaint -- mostly rearranging tiles and enemy placements to make new levels. But over the years people have done some incredible hacks with custom graphics, enemies, mechanics, you name it. I've played some of them on real Super Nintendo hardware with a Super Everdrive which allows you to load rom files to the cartridge memory from an SD card. It's amazing what some people have made.

        • eieio 92 days ago
          Have you played with Mario Builder 64? I did a game jam with it last month and found it really delightful. You're pretty restricted in what you can do - practically no coding, just pulling in components from the Mario 64 base game - but in exchange it's really simple to get a whole level up and running in like an hour (our whole game jam was 2 hours long).

          My level design skills are pretty weak. Being able to partially compensate for that by getting built-in nice character movement, enemy design, etc for free was really really nice. If I wanted to do more 3D stuff right now I'd almost certainly be using something like Mario Builder (I think stuff like Doom custom maps get at a similar idea).

        • tombert 92 days ago
          Extremely tangential but I think relevant: some of the DOOM mods that are still being made are utterly phenomenal.

          It's easy for people to think "Why would you constrain yourself to a DOOM engine when you could use Unity/Godot/Unreal/whatever and have better graphics and more freedom?!", but that's kind of missing the point. The point is figuring out how far you can stretch something, and how to get the most out of something limited.

          Blade of Agony, for example, exclusively runs on GZDoom, which while more advanced than the vanilla DOOM engine, is still a lot more limited than Unreal or something, but I think that what they did to really stretch that engine to its fullest extent has made something that's extremely fun, charming, and gives it a distinct look and feel that you simply wouldn't have if you used a "modern" engine.

          • whou 92 days ago
            Selaco is also another jaw dropping example of a modern game using the GZDoom engine!
            • tombert 92 days ago
              I am surprised I haven't heard of this one, doing a quick search it looks downright incredible and hard to believe that they managed to stretch GZDoom to handle it.
              • davikr 92 days ago
                Yeah, it runs surprisingly well due to their optimizations. Sadly, you are still somewhat CPU-constrained due to the way BSP processing works (every single wall is processed, one by one, and the map is rendered a few triangles at a time)
        • Waterluvian 92 days ago
          I love the SMW romhack that’s an entire game just in the over world.
      • noman-land 92 days ago
        You can actually set it up to do Pico-8 code editing in your normal editor, while auto reloading in the browser, then building the cartridge and deploying the game via GitHub actions. It's been a little while but I set something like that up in some of my Pico-8 explorations¹.

        [1] https://github.com/noman-land/piconet/

      • tombert 92 days ago
        Yeah I agree. Being constrained to a relatively low resolution and memory makes everything a lot more approachable and more fun for me.

        Obviously I could have as much flexibility as I want if I learned Vulkan and wrote all the graphics calls myself, but of course that's really hard and time consuming. Pico-8 being restricted makes it easy for me to quickly hack something together just for fun.

  • chrisstanchak 92 days ago
    Made this a while ago if you just want to look at the screensaver.

    https://stanchak.github.io/dvd/

  • tyronepalmer 92 days ago
    This would be a blast on the Playdate, perhaps even using its little crank to advance time (and additional points for keeping the right rhythm?)
  • thih9 92 days ago
  • frakt0x90 92 days ago
    That was really fun and a good explanation of the PICO-8 environment. Well done! I got 19 but think I got lucky towards the end.
  • thom 92 days ago
    Didn't realise how big a cultural phenomenon this was.

    https://www.youtube.com/watch?v=_ws0QtAiiXQ

  • onemoresoop 92 days ago
    I absolutely love PICO-8. Never been a hardcore gamer but started playing PICO-8 games on my commute after buying a Myioo mini. The games are simple but are extremely playable and fun.
    • sureglymop 92 days ago
      Same here and I highly agree! My favorite games are simple (e.g. Suika Game Demake) but so fun and addicting.
  • davikr 92 days ago
    Fantasy consoles would make for interesting programming learning environments for aspiring school or even CS students, I think.
    • doublepg23 92 days ago
      Sometimes I think the opposite is true.

      When I was a student I much preferred hacking around with games I actually liked playing already like Skyrim and Minecraft vs. "fantasy" consoles or purely educational systems like Scratch.

      Whenever I became more familiar with programming I liked retro systems like the Apple ][ but I think that was inspired by an old comp sci prof who showed us QBASIC.

    • JTyQZSnP3cQGa8B 92 days ago
      I would have loved that, especially with a language like Fennel to write Pico animations in Lisp.

      https://fennel-lang.org/

  • eleveriven 92 days ago
    Short games that are based on humor or a simple concept can be incredibly refreshing and entertaining.
  • SebastianKra 92 days ago
    Somehow got 19 by hitting a lucky streak at the end. Now I can rest easy knowing I'm not gonna beat that.
    • epaga 91 days ago
      26 here! It was moving so fast I just basically let it do its thing.
  • loafus 92 days ago
    I made this a while back if you just need your corner bounce fix https://oopsallcornerbounces.com/
  • shortrounddev2 92 days ago
    I love these little fantasy consoles. I think this is how coding should be taught, with small runtime requirements and simple tools which let people start adding graphics and movement on the screen immediately
  • pseudosavant 92 days ago
    Obligatory post to my DVD screensaver done in all CSS and inline SVG. https://dvd-player-screensaver.glitch.me/
    • rylittle 92 days ago
      Is there an easy way to actually make this my screensaver? (on mac)
      • jimbosis 92 days ago
        There is this Rust program to display a bouncing DVD logo in a terminal:

        https://github.com/pythops/bouncinamation

        https://news.ycombinator.com/item?id=35785932 [2023]

        I haven't used a recent macOS in years, but I use the following command to get a fullscreen screensaver and locked screen on (Devuan GNU+) Linux. It's probably about as secure as a cheap padlock and flimsy chain or cable to lock a bike.

          xtrlock -f & xterm -fullscreen -e 'sleep .05 ; /path/to/file/bouncinamation'
        
        You can skip the 'xtrlock -f &' part to just run 'bouncimation' in a fullscreen xterm. 'Esc' exits.

        If running with 'xtrlock' you must enter your password first to unlock 'xtrlock', and then 'Esc' to exit 'bouncinamation'.

        The 'sleep .05' is to make it work better or more reliably. I don't remember exactly what, but there was some kind of issue that was fixed when I did 'sleep .05' before running 'bouncinamation'.

      • pseudosavant 92 days ago
        I’ve never used it but it seems like this would do the trick. https://github.com/liquidx/webviewscreensaver
      • pseudosavant 92 days ago
        This is tool for doing it on Windows too: https://github.com/EnhancedJax/IdleWebview
  • make3 92 days ago
    it would be fun to make an open-ai gym wrapper on this & train an rl agent to hit the corner every single time
  • brcmthrowaway 92 days ago
    Has anyone reverse engineered the original DVD screensaver algorithm
  • ditiyaf1 92 days ago
    [flagged]