Another promising Jonathan Blow interview impacted by the amount of interviewer backchanneling, talking over and interrupting. Not sure why Blow attracts an interviewing style like that of Casey. The volume is also balanced way in favor of the interviewer; a multi-channel recording could be used to fix that.
John is truly one of the greates game designers of our time. The witness is definitely among the best puzzle games of all time, for my money its better than both portal games combined (and i love protal games) I wish he was a bit less of a smartass, though. His mind is a bit too cranky.
It's seems weird he's not aware at least at the bare minimum of all the "better C's" programming languages that have been popping out in the recent years. Namely, Zig, Odin, Hare and others.
@@KikkerFish and Odin is probably more present in the game industry right now with EmberGen program. Jai could be ahead of even Rust if was open years ago, but John dislike of open source is known.
The creator of Odin doesnt like some jai features like metaprogramming so he decided to create his own language. If you follow Handmade hero and also look at some of the old Jai videos, you can see Ginger Bill heavily participating on Jai. So Odin is (most likely) a direct fork of Jai but it is going in a different direction whith the only the features that he likes.
Jonathan Blow is absolutely aware of Odin but likely refuses to acknowledge it here because he feels that the creator of Odin was stealing ideas from him to ultimately make a worse creation that he does not want getting traction.
@@Elrog3 i understand, but it feels very childish since Bill does give Jon credits and the videos that he presented this ideas is public for almost 10 years now.
In the very first video on Jai called "Ideas about a new programming language for games" Jon said that D it is one of the best alternatives he found, but the thing he kinda didn't like is that its too similar to C++, and he wanted to go into other direction. Though this video was released 9 years ago, so this information my be pretty outdated
@@nerdError0XF Thanks, I just watched it, very interesting! One of his arguments against D is that it has RAII, and he definitely doesn't want RAII. Nowadays D has alternatives like std.allocator, by the way written by Andrei Alexandrescu whom he also quotes, that let you deal with memory in flexible and interesting ways. Also, regarding exceptions, D has the nothrow attribute that lets you not have to deal with exceptions in (part of) your code. He has the right ideas, a big one being joy of programming. Joy of programming is the biggest reason I am using D.
@@bastiaan9127 Started D a week ago, came from C++ and C. I haven't been happier codding since long ago. What I love about D compared to Go or say Rust, is that you can learn how the language works just by looking at code, you don't have to force yourself to read pages and pages and pages of documentation and theoretical blabbing. In D everything is verbose, and explicit and I love it.
@@dullyvampir83 If you worry about the gc, what you really should worry about is memory allocation -- in any language. In D, as long as you don't allocate, there is no gc overhead or disruption. Pre-allocate before you go in the hot loop, just like you would do normally when you focus on low latency and performance. D is known for its malleable code, which allows you to produce quick prototypes and then gradually refine them towards production quality. Profiling can help identify where it is worthwhile to give extra attention to memory allocation. Speaking of D garbage collection, the 2024 DConf talks by Steven Schveighoffer and Amaury Séchet report on work to replace the admittingly old collector with a state of the art implementation.
I had hoped the interview was longer!
I get cramps in my leg watching the interviewer put his leg like that for half an hour
8:00 man I have never thought about this before, very insightful.
why interview was so short :(
Great Interview
Another promising Jonathan Blow interview impacted by the amount of interviewer backchanneling, talking over and interrupting. Not sure why Blow attracts an interviewing style like that of Casey. The volume is also balanced way in favor of the interviewer; a multi-channel recording could be used to fix that.
What do you mean about the interviewing style like casey?
Johnathan blow interviewed by Johnathon Slow
John is truly one of the greates game designers of our time. The witness is definitely among the best puzzle games of all time, for my money its better than both portal games combined (and i love protal games) I wish he was a bit less of a smartass, though. His mind is a bit too cranky.
bro is alive
It's seems weird he's not aware at least at the bare minimum of all the "better C's" programming languages that have been popping out in the recent years. Namely, Zig, Odin, Hare and others.
Especially Odin which is Jai’s true competitor. But John Blow is a stubborn man, which is one of his greatest strengths :)
@@KikkerFish and Odin is probably more present in the game industry right now with EmberGen program. Jai could be ahead of even Rust if was open years ago, but John dislike of open source is known.
The creator of Odin doesnt like some jai features like metaprogramming so he decided to create his own language. If you follow Handmade hero and also look at some of the old Jai videos, you can see Ginger Bill heavily participating on Jai. So Odin is (most likely) a direct fork of Jai but it is going in a different direction whith the only the features that he likes.
Jonathan Blow is absolutely aware of Odin but likely refuses to acknowledge it here because he feels that the creator of Odin was stealing ideas from him to ultimately make a worse creation that he does not want getting traction.
@@Elrog3 i understand, but it feels very childish since Bill does give Jon credits and the videos that he presented this ideas is public for almost 10 years now.
Wish I could get my hands on it but Jai is a cool kids club right now
Apply to join the beta. If you're working on cool things that will test the language then you'll get invited. The beta expands with every release...
Jonathan blow is the zamenhof of coding.
I see a lot of overlap with the D programming language. Which is available to everyone.
In the very first video on Jai called "Ideas about a new programming language for games" Jon said that D it is one of the best alternatives he found, but the thing he kinda didn't like is that its too similar to C++, and he wanted to go into other direction. Though this video was released 9 years ago, so this information my be pretty outdated
@@nerdError0XF Thanks, I just watched it, very interesting! One of his arguments against D is that it has RAII, and he definitely doesn't want RAII. Nowadays D has alternatives like std.allocator, by the way written by Andrei Alexandrescu whom he also quotes, that let you deal with memory in flexible and interesting ways. Also, regarding exceptions, D has the nothrow attribute that lets you not have to deal with exceptions in (part of) your code. He has the right ideas, a big one being joy of programming. Joy of programming is the biggest reason I am using D.
@@bastiaan9127 Started D a week ago, came from C++ and C. I haven't been happier codding since long ago.
What I love about D compared to Go or say Rust, is that you can learn how the language works just by looking at code, you don't have to force yourself to read pages and pages and pages of documentation and theoretical blabbing. In D everything is verbose, and explicit and I love it.
@@bastiaan9127 thing is, D has a garbage collector, sure you can deactivate it. But many features depend on it and how enjoyable is the language then.
@@dullyvampir83 If you worry about the gc, what you really should worry about is memory allocation -- in any language. In D, as long as you don't allocate, there is no gc overhead or disruption. Pre-allocate before you go in the hot loop, just like you would do normally when you focus on low latency and performance. D is known for its malleable code, which allows you to produce quick prototypes and then gradually refine them towards production quality. Profiling can help identify where it is worthwhile to give extra attention to memory allocation.
Speaking of D garbage collection, the 2024 DConf talks by Steven Schveighoffer and Amaury Séchet report on work to replace the admittingly old collector with a state of the art implementation.