March 17, 2019
Adopting Podcast chapters
In the early evening of March 6th 2019, I became the developer of Podcast chapters, the Mac app for managing chapters and other metadata in MP3 files. I am excited and very thankful to Thomas Pritchard, the original developer of the app, for giving me this opportunity. I have given him a hand with the last few versions of the app, so I think I speak for us both when I say this felt like the natural step once it became clear Thomas had too many other things going on.
What will happen?
My main goal here is to keep a good thing good: I use Podcast chapters several times per week and the most important thing for me is to keep up with fixing any bugs, keep the app evolving as a good Mac citizen and perhaps even add a feature or two some day.
It feels really great to have an app in an app store again, and even more so now that it is a Mac app. There are so many indie Mac developers I look up to for the love and craftsmanship they put into their creations. Native Mac apps seem to me to have a very high average quality and care level, perhaps the highest of any platform I know of, and I look forward to striving for that. I have often thought about building something Mac native, since web and other cross-platform stuff is most of what I do every day, but I have missed a suitable project. Podcast chapters is the right size for me to be exciting, meaningful and hopefully also decently managable inbetween everything else in life.
Request for comments
Oh, and if you use the app: I want to hear what you think! Do you miss something in it? Do you suffer from some bug I have not yet heard about? Get in touch! I have already had two support requests, one of which led straight to a bug which was just the right size for a new maintainer.
Other than that, I have started hacking on some internal parts. I am aware that parsing bytes out of MP3 files may not sound like a fun pastime to the average person, but trust me: it can be in the right circumstances.
February 24, 2019
One step back
My headphones, put down to dry up.
After writing about my first Move experiences, I got myself together for today's play session and stepped back. Way back.
Well, it was perhaps half a meter to a meter, but more back than I would have stood otherwise, and far back enough to clear most possible obstacles without ending up with too little cable to move. Then I dove head-first into Beat saber.
Playing with enough space around you makes a lot of difference. After watching a few videos, I learned that Beat saber encourages you to make larger swings and motions. Being able to do those without worrying about things around you blocking or hitting you adds another level of immersion and physicality. It suddenly became clear to me how Beat saber becomes one of the most entertaining forms of exercise, and it also felt like seeing the Matrix gameplay-wise. Those larger motions makes everything feel that much more fluid, more like dancing and also more plain fun. I found myself exhilerated, and dripping with sweat, as I reached scores I had never been close to before.
I also had the idea of Beat saber on a completely stand-alone headset as the ultimate portable exercise for business travelers. No need to even leave the hotel room to fit in some exercise between meetings, before breakfast or just before going to bed.
I want to play more, but on the other hand I have already had one shower today …
February 21, 2019
On the Move
A year and a half into owning a Playstation VR I bought a pair of Move controllers almost as suddenly as I bought the device itself. I have never felt very excited about movement-tracking controllers in general. With the main exception of the Wii - which tended to do meaningful stuff - I prefer my controls exact and, more importantly, without placement or space requirements. I found playing Moss slightly annoying at many points because I always needed to be sure the camera could properly track my controller, and although Astro bot does great and I had learned more about camera and personal placement by the time I started playing it, it remained a slight source of friction. Just the little bit of extra work.
Work and play
Well, playing comfortably with Move controllers is a whole extra level of work. I am somewhat in love with Beat saber, but to play even decently I need to create more room by sticking the camera about as far away and off to the side as its cable will let it, and even then the space is not perfect. Having a big empty cube as my entertainment room would be beneficial.
So I have great fun when I play, but it is enough extra work to get into a good gaming position that I think actively about it before I start a Move-based game.
Because of this, I also have not tried that many games. I have yet to try Doom for example, but I have a hard time imagining that I will prefer Move to the visceral fun of controller-based gunning.
Oh, I need to get Superhot VR as well. Thanks for reminding me.
Tethered was great fun to try using Moves. With a Dual shock controller, the game is played with you looking down at the wonderful world from fixed clouds. With Move controllers, you have two hands and can move your viewpoint freely. If it felt like looking at a moving model railway landscape before, the feeling just exploded when I was able to look as close as I wanted from any angle I wanted.
So that was cool. But I am not sure Tethered actually played any better. Perhaps I had not got the setup quite right, because it feels like an RTS with two independent controllers could be perfect. But with the brief time I put in, it felt fun but imprecise.
Beat saber rocks
Beat saber actually has moments of imprecision as well, times when I have to move to avoid obstacles or make wide swipes and notice tracking is lost momentarily. But when the setup is right, the game plays and feels so good it easily gets into "well, I never want to play this in any other way"-territory. It would be such a lesser experience with different controllers, or outside of VR for that matter. (This is even before considering the fact that the controllers appear as light sabers, and how they buzz and vibrate if you cross them.) It is cool to play, and when I find the space too small I wish to find a better space rather than stop and play something else.
Drift and improvements
Drifting in general feels like more of a thing than for the VR headset itself. There is also the extra setup of activating and grabbing the controllers to play. For some reason, the Playstation UI will not let me move between things using the Moves, so I always have a few moments where I need to juggle three controllers, and find some decent place to put down the Dual shock afterward.
On one hand, it bothers me to have games which place so much of a demand on the room in which it is played, especially when the great thing with VR is removing the room and creating another world in its place. On the other, I look forward to figuring out the best setup given my physical spaces and then seeing how good of an experience I can get.
Beat saber has already made it worth the investment as far as I am concerned. But if VR gaming has some number of steps to go before mainstream ease of use, I feel like VR gaming with Move-type controllers has at least two more.
February 10, 2019
I often start thinking about the terminal stations of public transportation. I start somewhere in the middle of the map, the twisted ball of colored lines which I may have come to know for a couple of days or years. Familiar names which evoke locations, activities, and, usually, lots of people.
But then the eyes inevitably start following some line, moving outward, eventually passing through zones and settling on the end of the line. What does it feel like to reach the outmost station of the London underground? What would my mindset be if I left Manhattan from Fulton street and emerged into daylight again at Far Rockaway? What is life like in Shenfield? Uxbridge?
(And where to the British find all their exotic place names?)
Turns out, the transportation does not even have to be real to get my mind going. I have been playing Mini metro for a few short sessions, and I can find myself thinking the exact same way when a new outlier station pops up on the map and I connect it to my little network. What is it like there? Is it a desolate overground station? A couple of well-worn platforms served by creaking escalators and a couple of tight-wound staircases? Are there fun coffee places and busy little shops, or are people surprised to find the lone vending machine actually vending?
Then, the next Monday of game time rolls around, and my mind is pulled back to the exciting decisions of how to spend the new allotment of trains, cars, tunnels or lines. Mini metro is a wonderful little puzzler. I look forward to letting my mind wander and wonder a lot more as I unlock all the cities.
January 23, 2019
Books I have read
Books and other literature I have read, in, somewhat uncertain, reverse chronological order. The list starts from the summer of 2008, and my main purpose with it is to be able to see what I have actually been reading. I do feel that I read many quite good books, but I never seem to be able to recall what I have recently read when asked for recommendations.
- Game engine black book: Doom
- How to make sense of any mess, by Abby Covert
- Creative selection, by Ken Kocienda
- The leprechauns of software engineering, by Laurent Bossavit
- Algorithms to live by, by Brian Christian and Tom Griffiths
- Afrikanen, by J.M.G Le Clézio
- Mooncop, by Tom Gauld
- The levers of power, by Jason Fry
- A new dawn, by John Jackson Miller
- Bottleneck, by John Jackson Miller
- Mercy mission, by Melissa Scott
- Natural born heroes, by Christopher McDougall
- Making sense of color management, by Craig Hockenberry
- Tarkin, by James Luceno
- The year without pants, by Scott Berkun
- Batman - the killing joke by Alan Moore and Brian Bollard
- What if? by Randall Munroe
- Käre ledare - min flykt från Nordkorea, by Jang Jin-Sung
- Äventyrsspel - bland mutanter, drakar och demoner, by Orvar Säfström and Jimmy Wilhelmsson
- Take control of Audio hijack, by Kirk McElhearn
- Pro HTML5 games, by Aditya Ravi Shankar
- So, anyway …, by John Cleese
- The Martian, by Andy Weir
- Extremely loud & incredibly close, by Jonathan Safran Foer
- Svärdet och spiran, by Ken Follett
- What is code, by Paul Ford
- Marina, by Carlos Ruiz Zafón
- Becoming Steve Jobs, by Brent Schlender and Rick Tetzeli
- Gone girl, by Gillian Flynn
- Thinking, fast and slow, by Daniel Kahneman
- Expeditionen - min kärlekshistoria, by Bea Uusma
- Världens vinter, by Ken Follett
- Generation 64, by Jimmy Wilhelmsson and Kenneth Grönwall
- Inferno, by Dan Brown
- Yellow submarine, English interactive edition
- Giganternas fall, by Ken Follett
- Ensam i Berlin, by Hans Fallada
- Stora löparboken, by Hans Wiktorson
- Creativity, inc. by Ed Catmull with Amy Wallace
- Nionde arméns undergång - kampen om Berlin 1945, by Niclas Sennerteg
- Version control with Git, by Jon Loeliger and Matthew McCullough
- Life of Pi, by Yann Martel
- Ravioli, by Klas Östergren
- I döda språks sällskap, by Ola Wikander
- Berättelser från Engelsfors, by Sara Bergmark Elfgren and Mats Strandberg
- En av oss, by Åsne Seierstad
- The great Gatsby, by F. Scott Fitzgerald
- Living with someone who's living with bipolar disorder, by Chelsea Lowe and Bruce M. Cohen
- Out of time in Wan chai, by Fan Tong
- Mitt liv som porrstjärna, by Puma Swede and Jan Ekholm
- The complete works of H.P. Lovecraft
- How to get filthy rich in rising Asia, by Mohsin Hamid
- The new Avengers volume 1: Breakout, by Brian Michael Bendis and David Finch
- On writing well, 30th anniversary edition, by William Zinsser
- Bipolar II disorder, modelling, measuring and managing, second edition, by Gordon Parker (editor)
- Eat and run, by Scott Jurek and Steve Friedman
- Knockout.js succinctly, by Ryan Hodson
- Clean code, by Robert Martin
- Peopleware, by Tom DeMarco and Timothy Lister
- The mythical man-month, by Frederick Brooks
- Code complete (second edition), by Steve McConnell
- Mona Lisa overdrive, by William Gibson (yes, re-read)
- The art of readable code, by Dustin Boswell and Trevor Foucher
- Count Zero, by William Gibson (again, re-read)
- Neuromancer, by William Gibson (re-read, but last time was 15 or so years ago …)
- Churchill, by John Lukacs
- Tito - folkets diktator, by Björn Kumm
- Tweeting the universe, by Marcus Chown and Govert Schilling
- Andra världskrigets historia, by Liddell Hart
- Jag är din flickvän nu, by Nina Hemmingsson
- The bipolar disorder survival guide, by David Miklowitz
- Metro 2033, by Dmitry Glukhovsky
- C++ direkt, by Jan Skansholm
- Test-driven iOS development, by Graham Lee
- Sunset park, by Paul Auster
- Pushing ice, by Alastair Reynolds
- The difference engine, by William Gibson and Bruce Sterling
- Born to run, by Christopher McDougall
- Idea man, by Paul Allen
- Med Hitler till slutet, by Heinz Linge
- Insanely simple, by Ken Segall
- Lyckohjulet, by Jonas Hansson
- The art of deception, by Kevin Mitnick
- Neonomicon, by Alan Moore and Jacen Burrows
- Doggy Monday, by Maria Sveland
- Steve Jobs, by Walter Isaacson
- The arrival, by Shaun Tan
- Maria & José, by Erlend Loe och Kom Hiorthøy
- Stupid white men, by Michael Moore
- The design of everyday things, by Donald A. Norman
- Being geek, by Michael Lopp
- The elements of style, by William Strunk and E. B. White
- The Authoritarians, by Bob Altemeyer
- Seven languages in seven weeks, by Bruce A. Tate
- A mind in prison, by Bruno Manz
- Do androids dream of electric sheep? by Philip K. Dick
- Var är min syster? by Sven Nordqvist
- Svenska skrivregler, by Språkrådet
- Endless nights, by Neil Gaiman
- Ipad programming - a quick-start guide for Iphone developers, by Daniel H Steinberg and Eric T Freeman
- Textmate: power editing for the Mac, by James Edward Gray II
- In cold blood, by Truman Capote
- Harry Potter and the deathly hallows, by J.K. Rowling
- Harry Potter and the half-blood prince, by J.K. Rowling
- Nausicaä of the valley of the wind, by Hayao Miyazaki
- The catcher in the rye, by J.D. Salinger
- The Wake, by Neil Gaiman, part ten of the collected Sandman comic.
- Vad jag pratar om när jag pratar om löpning, by Haruki Murakami
- Vitt ark, by Simon Eidorson
- The pomodoro technique, by Francesco Cirillo
- The Harry Potter series part one to five, by J.K. Rowling, as audiobooks.
- Lika barn..., by Simon Eidorson
- The Kindly ones, by Neil Gaiman, part nine of the collected Sandman comic.
- The lost symbol, by Dan Brown
- Den som dödar draken, by Leif G.W. Persson
- Lev livet - det går inte i repris
- Coders at work, by Peter Seibel
- Beautiful code, edited by Andy Oram and Greg Wilson
- Iphone SDK development, by Bill Dudney and Chris Adamson
- I have life, Alison's journey, by Marianne Thamm
- No logo, by Naomi Klein
- GUI bloopers 2.0, by Jeff Johnson
- The angel's game, by Carlos Ruiz Zafón
- Snow crash, by Neal Stephenson
- Spook country, by William Gibson
- Bone, by Jeff Smith
- Jpod, by Douglas Coupland
- World's end, by Neil Gaiman, eigth part of the collected Sandman comic.
- RESTful web services, by Leonard Richardson and Sam Ruby
- Test-driven development by example, by Kent Beck
- The knowledge-creating company, byt Ikujiro Nonaka and Hirotaka Takeuchi
- Compilers - principles, techniques and tools, by Aho, Lam, Sethi and Ullman
- Structure and interpretation of computer programs by Hal Abelson, Gerald Jay Sussman, and Julie Sussman
- Pragmatic thinking and learning - refactor your wetware, by Andy Hunt
- Practical common lisp, by Peter Seibel
- The algorithm design manual, by Steven Skinea
- Brief lives, by Neil Gaiman. The seventh part of the collected Sandman comic.
- Blink, by Malcolm Gladwell
- Mahatma!, by Zac O'Yeah
- Gomorra, by Roberto Saviano
- Inshallah, by Donald Boström
- Montecore, by Jonas Hassen Khemiri
- Hemsöborna, by August Strindberg
- Everything is illuminated, by Jonathan Safran Foer
- The time machine, by HG Wells
- Egalias döttrar, by Gerd Brantenberg
- The secret history of Star wars, by Michael Kaminski
- Learning Cocoa with Objective C, by James Duncan Davidson
- Cocoa programming for Mac OS X, by Aaron Hillegass
- Människa utan hund, by Håkan Nesser
- Tyskungen, by Camilla Läckberg
- Carolus Rex, by Ernst Brunner