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Long thought-provoking essay on programming

Screenshot - 10_5_2017 , 12_17_59 PM.png
Long thought-provoking essay on programming

Victor wanted something more immediate. “If you have a process in time,” he said, referring to Mario’s path through the level, “and you want to see changes immediately, you have to map time to space.” He hit a button that showed not just where Mario was right now, but where he would be at every moment in the future: a curve of shadow Marios stretching off into the far distance. What’s more, this projected path was reactive: When Victor changed the game’s parameters, now controlled by a quick drag of the mouse, the path’s shape changed. It was like having a god’s-eye view of the game. The whole problem had been reduced to playing with different parameters, as if adjusting levels on a stereo receiver, until you got Mario to thread the needle. With the right interface, it was almost as if you weren’t working with code at all; you were manipulating the game’s behavior directly.

When the audience first saw this in action, they literally gasped.


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