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Jonathan_Blow's profile
Jonathan Blow
Jonathan Blow
Jonathan Blow
@Jonathan_Blow

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Jonathan Blow

@Jonathan_Blow

Designer/Programmer of Braid and The Witness. President, Thekla, Inc. Partner in IndieFund. Currently working on good new things.

San Francisco
the-witness.net/news
Joined January 2010

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    1. Jonathan Blow‏ @Jonathan_Blow Apr 28

      How many web developers understand that a low-end integrated GPU on a laptop can draw full 4k screens of pixels at 3000 frames per second?

      97 replies 78 retweets 969 likes
    2. inigo quilez‏ @iquilezles May 4
      Replying to @Jonathan_Blow

      CSS is a dramatic example of the unavoidable failure of Designing In The Vacuum (DITV) We all know good products are designed for a particular underlying platform. So I imagine the designers of CSS failed to identify the GPU as the platform, though the C++ was, and ended up DITV

      5 replies 0 retweets 32 likes
    3. inigo quilez‏ @iquilezles May 4
      Replying to @iquilezles @Jonathan_Blow

      Maybe the unfamiliarity with the hardware that you mention was the obstacle to recognizing their mistake early enough when it could still be corrected. But here we are, in need of a hard-reset, which is always a sign of a failed design.

      1 reply 1 retweet 8 likes
    4. inigo quilez‏ @iquilezles May 4
      Replying to @iquilezles @Jonathan_Blow

      And now there are two ways this can go: finally recognizing the HW as the platform, or going offline rendering and continue DITV..

      1 reply 0 retweets 4 likes
      Jonathan Blow‏ @Jonathan_Blow May 4
      Replying to @iquilezles

      I think this is all true. But CSS is extra cursed because it was made for a different web. The original idea behind HTML and CSS was that web pages were something more like we think of ebooks today, and users would want to heavily customize how pages look. It was considered

      11:53 AM - 4 May 2021
      • 15 Likes
      • George Leung rittikornt Eric Gustavo Fariña Pau Fernández Arian Sun Rytis Altaotact
      2 replies 0 retweets 15 likes
        1. New conversation
        2. Jonathan Blow‏ @Jonathan_Blow May 4
          Replying to @Jonathan_Blow @iquilezles

          wrong / distasteful for a web server to directly control layout in a precise fashion. So these things were meant as structures where users plug-and-play their own specifications while the server provides defaults that get overridden. Of course this is very hard to do well,

          1 reply 0 retweets 16 likes
        3. Jonathan Blow‏ @Jonathan_Blow May 4
          Replying to @Jonathan_Blow @iquilezles

          and it turns out nobody wanted that anyway, everyone wants the server to just say how the page looks. So we are stuck with tools that are totally inappropriate (and would have been pretty bad even if they were appropriate).

          2 replies 0 retweets 14 likes
        4. Show replies
        1. New conversation
        2. Rik Arends‏ @rikarends May 4
          Replying to @Jonathan_Blow @iquilezles

          Whats often overlooked by gamedev/gpu people when observing html/css is that game engines can 'reimagine from start' for each hw/gpu generation, and often do (UE3-4-5 for ex). With web that never happened, its all a giant backwardscompatible hellhole.

          1 reply 0 retweets 6 likes
        3. Rik Arends‏ @rikarends May 4
          Replying to @rikarends @Jonathan_Blow @iquilezles

          So imho the solution to this problem is to do 'rearchitectures from scratch' just like game engines do whenever the hardware walked away so far from the previous design, that its warranted.

          0 replies 0 retweets 3 likes
        4. End of conversation

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