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GodotCon Amsterdam 2026

from Alice GG [alt+shift+b] in programming

In April, the Godot foundation organized a conference close to their home base: GodotCon Amsterdam. It was a good occasion for us to showcase Paradox Tower and get some beta feedback from other developers. Most importantly it was two entire days of talks about game development in Godot. Here are some of the ones I recommend checking out if you are into it. 1000 rigged AnimationPlayers in 3D, impossible? Having a lot of animated 3D objects in Godot can seriously damage performance. This is something to look for if you’re developing for systems with limited resources, which may rely on the Compatibility renderer (like Android or Switch). Bertrand Bordage explains how to get around this limitation using Vertex Animation Textures. It basically consists of baking an animation into a shader. I had previously never heard of it and this talk really seems like a doable solution for Switch ports of 3D games. The Clone Wars: Defending Godot Games From Reupload Scams Godot games are very easy to reverse engineer. Many developers assume this is not an issue and will only be used by modders and curious players. Sadly, there’s a cottage industry of shady publishers who will take advantage of this to copy your game. I’ve previously talked a bit about technical countermeasures you can use to make this process harder. In this talk, Yasen Dinkov also explores the legal and marketing aspects of the problem. He provides ideas that can make taking down illegal store pages much easier. From model to gameplay in seconds: setting up your Blender Godot pipeline Doing a lot of manual steps can kill your productivity. A big source of this is manually importing 3D assets and setting them up as Godot scenes. Godot comes with a set of tools to speed that up: post-import scripts. Here, Marion Allard explains how to make the best use of it, with step-by-step examples using Blender objects: Make your own fractal! A more relaxed talk to finish, with a short and fun introduction to fractals...
2nd Jul 2026

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More from Alice GG

Attention is all you have

The Tetris effect is one of psychology’s most easy to reproduce experiments. Simply spend a bit of time playing the eponymous game every day for a few weeks. After a little while, you’ll start recognizing familiar Tetromino shapes in clouds, buildings, and everyday objects. You might even see them appear before your eyes when you start falling asleep. Tom Tang Attention hijacking There’s one lesson the Tetris effect teaches us: whatever you focus on long enough will end up shaping your thoughts. This can be a good thing since it’s how we learn new skills and discover new ideas. Sadly, less and less of our attention is focused intentionally. Instead of picking what we want to see we let other people decide what is supposed to be good for us. Do you want to watch a video? YouTube knows you like cooking and art streams. But why not also recommend a few clips about the stock market bubble, global warming, and the war in Iran. Doomscrolling will make you stay longer and click on a few more ads. Do you want to listen to music? Just open a Spotify playlist and let the algorithm figure out what you like. Please ignore the AI slop they will insert in between real songs to avoid paying royalties to real artists. Do you want to know how your colleagues are doing? Too bad, LinkedIn will bury any relevant career news between the opinion of complete strangers. It is surely just a coincidence that those strangers happen to be shilling whatever Microsoft is invested in at the moment. Do you want the opinion of strangers on a product? Well those Redditors you wanted to ask are probably just a bunch of LLMs talking to a bunch of Russian trolls now. I hope you didn’t value their opinion too much. If, like me and most people, you spend the major part of your day focused on your device, there’s no doubt it’s affecting you. And when you let someone else dictate what appears on your screen, it’s the same as giving them the key to your brain. New York Said Back to an intentional internet The internet wasn’t always like that. Before recommendation algorithms where a thing, you had to decide what you would be doing on the computer. You didn’t really have one big app that you could open and order it to entertain you. Instead, you had a few dozen of bookmarks to websites, each with a specific idea in mind. A site for video game news, that one website with lots of tutorials, a blog about anime that didn’t update often enough, a wiki about a TV show from the 90s… Of course awful things existed on the web. We had Encyclopedia Dramatica and Rotten.com, but you actually had to put the effort to go there if you wanted. Nobody was going to put pictures of dead kids and far-right propaganda as a suggestion after a pancake recipe or a cat video. The good thing is that this intentional internet is still around. It has just been a bit buried below the corporate web, but it’s not very hard to find. After all you’re on this blog, so you probably already have a good idea about it. The main difference between this time and now is you. When you want to get back to reading blogs, RSS feeds, and finish that tutorial instead of doomscrolling shorts, you have to get used to a slower internet. One where content is not infinite and doesn’t get updated every click. But like every habit, the only thing you have to do is to keep at it. And if you pay enough attention to it, something will click in your brain.

2 days ago 2 votes
Steam nerfed popular upcoming. So what?

In the latest Steam client update, Valve unveiled major changes to its store’s home page. One of the main difference is that the “Popular Upcoming” section, which shows upcoming games now shows a lot fewer games. This seems to worry indie developers who relied on this section as a major driver of visibility around launch. I personally think this is will not change much to how indie games are marketed and might even be a positive for many niche developers. Popular upcoming is dead Now that game development is more accessible than ever, and anyone can post their games on Steam and Epic. Since all those new developers need to market their games, this has created a cottage industry of game marketing influencers. The strategy they teach is basically always a variant of: Make a game (and a demo) Get a lot of people to play the demo during Steam Next Fest Get 6000+ Wishlist Appear in Popular Upcoming ??? Profit Since everyone is running around with approximately the same strategy, it became a very crowded trade. With everyone publishing a more and more polished demo, Next Fest began to have diminishing returns for most developers. In the same way Popular Upcoming was very impactful when maybe 1 or 2 games appeared in it every day, but if it shows a dozen game, it’s not a guarantee of success anymore. And let’s be honest, players have probably been paying less and less attention to this section of the store for a while. Basically every shovelware publisher knows how to game the algorithm and get their new version of Slop Simulator 2027 in their. Long live the Personal Calendar In the same update, Valve introduced a new feature: the Personal Calendar. It’s a whole page which aims at making players discover games that are personalized to their taste. The recommendation algorithm seems to work somewhat decently. I do not think it is entirely based on tags, since it seems to recommend me a lot of “Open World Survival Craft” games, which is not something I usually play. It may be using wishlist behavior of similar players to make recommendations. One of the major differences is that it shows a calendar for the next eight weeks, so games can have a much longer visibility window. If a player of your target audience didn’t browse Steam on the day before your launch, it would miss you on popular upcoming, while now they can It also shows recently released games, in the past 7 days and past month. Contrary to the homepage “Popular New Releases” tab (ex “New & Trending”), which requires a lot of active players, this section seems accessible even to unknown games. Steam is currently recommending me Imago Season with at the moment 0 review and only 2 concurrent players. A new era for niche games? Before this change, it was extremely difficult for developers to market niche games. I know it from first-hand experience, since I have no doubt Dice ‘n Goblins would have been easier to market if it was not the weirdest combination of ideas possible. Because of this, a lot of new indie game developers were advised to stick to a very popular genre. You love real-time strategy? Too bad, you’ll have to make an action roguelike instead. This has led to a loss of creativity in the indie game world. With many developers working on genres that do not interest them, using recycled ideas and aesthetics. I do believe that this new version of Steam might swing the pendulum in the other way. Now that players of niche games can get recommendation customized to their taste, making games for a non-mainstream audience can become viable again.

12th Jun 2026 2 votes
Preview Ebitengine shaders with Luluka

Lately, I’ve been experimenting with building games in Ebitengine. It’s a 2D engine that lets you create games using the Go programming language. To be able to iterate faster on visual effects, I have created a tool that lets me preview shaders: Luluka. Kage Shaders For those who feel like they missed an episode, shaders are small programs running on the GPU which can be used to modify the pixels of an image. In games, they are used everywhere to control how a game looks. They can be used create special effects like blurring an image or making your screen look like a CRT from the 90s. Ebitengine has its own shader language called Kage. It is very convenient because it has a syntax extremely close to Go. Close enough that you can even run go fmt to format your Kage files. Under the hood, Ebitengine will automatically convert Kage shaders into a format understandable by the GPU. Quasilyte’s article about Ebitengine shaders is generally the most comprehensive introduction to the subject. You can also learn more about them in the Kage’s desk. Luluka One of the main difference between Ebitengine and other game engines like Godot, is that it doesn’t have a visual editor. This is generally fine, since I’ve spent most of my career avoiding What-You-See-Is-What-You-Get tools in favor of staying inside NeoVim. But for shaders, you can end up spending a lot of time tweaking a few variables until you get them to look right. That’s why I decided to build my own tool that would let me work on a shader in isolation, and quickly change the variables we give it. You can install Luluka using the following command: go install github.com/Tsukumogami-Software/[email protected] Run a shader by pointing it straight to the file, passing textures with -i and uniform values with -u: luluka sample/transition.kage -i image2.png -i image.png -u Steepness:80 -u Seed.0:15 -u Seed.1:100 -u Seed.2:5000 -u Seed.3:5000 -u Speed:0.08 For more convenience, you can use a YAML file to pass your uniform values. This is especially practical when working with arrays or matrices, since commands can get very long: Steepness: 80 Seed: [15.0, 100.0, 5000.0] Speed: 0.08 luluka sample/transition.kage -i image2.png -i image.png -v values.yaml

15th May 2026 1 votes
Protecting Godot games against reverse engineering

Godot games are known to be easy to reverse engineer. Simple tools can extract assets and source code from the packaged files. If you are making commercial games you probably want to take some steps to avoid this. Jorien Loman Godot RE Tools The most popular Godot reverse engineering software is gdsdecomp aka Godot RE Tools. It’s very multi-platform, simple to use, and even comes with a GUI. In a few clicks, you can “Recover” a project from an executable or .pck file. Gdsdecomp is able to find back the file structure of the project, every asset you exported, and the source code with full variable and function names. This is actually really well-made software. It even comes with convenient utilities for people who want to patch translations (one of the many use cases of reverse engineering games). Encrypting .pck files First let’s preface this section with a warning. There’s no way to 100% guarantee that it’s going to be impossible to decompile a game, aside from never distributing the executable. The only thing we can do is make reverse engineering more difficult and time-consuming. Anyway, the recommended way of protecting Godot games against reverse engineering is to encrypt the files inside it. This is done using AES-256, and requires compiling custom export templates. You can find the details in the official docs, but the general idea is this: Clone the Godot source code: git clone [email protected]:godotengine/godot.git Generate an AES-256 key (32 bits in hex format): openssl rand -hex 32 > godot.gdkey Put this key in your environment variables: export SCRIPT_AES256_ENCRYPTION_KEY=$(cat godot.gdkey) Compile the new export templates (for wasm in this example): scons platform=web target=template_release && scons platform=web target=template_debug Set the new templates as custom templates in your export: In your export encryption settings, check “Encrypt Exported PCK”, “Encrypt Index”, and do not forget to put the files and folders you want to encrypt in “Filters to include”: Generate an IV (you should use a new one every export): openssl rand -hex 16 Last but not least, set your AES key and IV in the encryption settings page. If you did everything correctly, your exported .pck should not be readable by gdsdecomp without knowing the key. At the same time, players should still be able to play the game as usual without issues or needing to know what AES-256 means. Sadly, the key is stored in plain text in memory, and it is not very hard to find it there. According to an estimate I just made up, it would take a 12 years-old with an hex editor and a YouTube tutorial around 15 minutes to get the key. There’s even a tool that promises it can find it in only 50 ms. Godot-Secure To solve this problem, we need to obfuscate the decryption process a little bit. For those that feel this sounds terribly complicated, there’s a script called Godot-Secure that was built to help you with that. It will modify Godot source code to significantly alter the decryption process. Instead of directly using the key we store in memory, it will use it and a secret token to derivate a second key and decipher the files with it. In addition, to that, it will change a few magic numbers and can switch the algorithm from AES-256 to Camellia-256. Once you have run the script, you will need to recompile both the export templates and the editor. This is because the editor is responsible for encrypting the files during export. After exporting a file with the secured Godot, the attackers can still easily obtain our key from the binary files. However, this key is useless by itself. They will also need to find the secret token, work through the key derivation method and re-implement the decryption algorithm. This can take a lot of time and requires actual programming knowledge. Improving the obfuscation Of course, if you want to play around with some C++, you can make this a bit more robust by adding custom logic of your own. There are two files that will be relevant to you. First one is core/io/file_access_encrypted.cpp. It contains the encryption logic in the function FileAccessEncrypted::open_and_parse and the decryption logic in the function FileAccessEncrypted::_close. CryptoCore::AESContext ctx; ctx.set_encode_key(key.ptrw(), 256); // Due to the nature of CFB, same key schedule is used for both encryption and decryption! ctx.decrypt_cfb(ds, iv.ptrw(), data.ptrw(), data.ptrw()); The second is core/io/file_access_pack.cpp. This one contains how the key is loaded from memory in the PackedSourcePCK::try_open_pack function and FileAccessPack constructor. Be careful when modifying this part, as changes with how you load the key will need to be reflected in how you set the key from the editor. Vector<uint8_t> key; #ifdef TOOLS_ENABLED if (!p_decryption_key.is_empty()) { ERR_FAIL_COND_MSG(p_decryption_key.size() != 32, "Decryption key must be 256-bit."); constexpr uint8_t empty_key[32] = {}; if (memcmp(script_encryption_key, empty_key, sizeof(empty_key)) == 0) { key = p_decryption_key; } } else #endif { key.resize(32); memcpy(key.ptrw(), script_encryption_key, 32); } The script_encryption_key variable itself is set at compile time by the script core/core_builders.py.

3rd Apr 2026 1 votes

More in programming

Mommy bloggers react

After a write-up in the New York Times, Mommy Bloggers had two options. Either lean in, or step back. Given how popular it became after that, it's not hard to guess which option they chose. The post Mommy bloggers react appeared first on The History of the Web.

19 hours ago 1 votes
Haunt 0.4.0 released

I'm quite a bit late on this one, but Haunt version 0.4.0 was released released back in July. I haven't had much time for blogging, but I'm catching up now! This release contains a small set of improvements and bug fixes since the 0.3.0 release in 2024. About Haunt Haunt is a static site generator that uses the Guile Scheme as its configuration language. It aims to be simple, functional, and extensible. Features include: Easy blog and Atom/RSS feed generation Markdown post support Simple development server for viewing edits before publishing Purely functional build process User extensibility Notable changes Added support for HTML in Markdown documents. This was a long time coming because guile-markdown did not support it and the library was abandoned by the original maintainer. As part of my work at Spritely, we forked it, implemented the relevant portions of the CommonMark specification, and released it. Spritely's guile-commonmark fork is now considered to be the official upstream by Guix and others. A further consequence of this is that guile-lib is now a required dependency for building Haunt as we need the (htmlprag) module to parse Markdown documents with embedded HTML. html->shtml from guile-lib's (htmlprag) module is now used instead of xml->sxml in the HTML reader. It was silly of me to use xml->sxml for this purpose years ago, but at the time I wanted guile-lib to be an optional dependency. Added haunt new subcommand for creating a new site. Added default directory, template, and prefix arguments to flat-pages procedure. Added support for index metadata flag to flat pages for pretty URLs. Flat pages now receive all page metadata, not just the page title. This is a breaking change from 0.3.0. Added .scm as an additional extension for sxml-reader. make-file-extension-matcher now supports multiple extensions. Fixed emission of <script> and <style> elements. Fixed handling of no available reader in flat pages builder. Fixed unreachable error handling clause when a reader is not found for a post. Fixed default blog theme template missing an <html> tag. Fixed overloaded -h option in haunt serve. Deprecated post in Skribe reader in favor of document. Download Haunt 0.4.0 is already available in Guix: guix pull guix install haunt See the Haunt project page for information on how to build from source. Thank you to Camilo Rodrigues, Noé Lopez, jgart, Jakob L. Kreuze, and Daniel Meißner for their contributions to this release! Happy haunting!

20 hours ago 1 votes
On reading books

How books have coloured my life

23 hours ago 1 votes
I Bought A Scanner (No, Really This Time)

This is a transcript from a talk I gave at the German Perl Workshop earlier this year. If you'd prefer to watch the video recording, you can find it here. I have lots of photographic projects on the go. Lots of these being on film, as some of these I started shooting a long time ago. I don’t have any particular loyalty or attraction to film, it’s just that I started shooting many of these projects before affordable medium format digital was available. Since I mostly shoot medium/large format film I never really jumped to digital until recently, so film has continued to feature heavily in my workflow. That said, it’s a pain in the arse to shoot film now given the spiraling costs, limited availability, and issues around traveling with it: modern airport CT scanners, being rolled out across many airports, are much more convenient but will fog film. Asking for a hand inspection often comes down to arbitrary timing - how busy the security is, how experienced the operator is, or if you’re lucky/unlucky. I’ve had film forced to be scanned (and fogged) and politely argued with security on more than one occasion. I don’t want to deal with that so don’t travel with film anymore, thus I am shooting less of it and have mostly moved to digital. I still have a tonne of film I need to scan and process however. Here’s just some of the binders and files of film. I don’t plan to scan all of this, but I do plan to scan the ones I need to. Probably in the region of a couple of thousand frames. I want to scan to the highest possible quality (within reason) for archiving, book projects, and large prints. If you’re wondering how large I print, it can be up to 160x60cm panoramics for selling. This is restricted by the size of my printer (that’s another story). Three Years Ago Three years ago I almost bought a scanner. I ended up blogging about it and the post got a bit of traction on Hacker News (HN). I’m never quite sure which posts I submit will pique the interest of the users. I’ll spend months chipping away at a draft and when I post it it tanks. Or I’ll cobble something together in twenty minutes, like the linked one above, and it gets 440 points and over 300 comments… The thread had some useful suggestions and some not so useful ones, the not so useful ones being effectively “buy an Epson”: I’ve had one for fifteen years and it’s not good enough for large prints or archiving. It’s passable for web stuff and smaller prints, but for my recent use cases? Not even close. Ten years ago I had negatives scanned with a high resolution scanner for the first time and recently, wanting to scan my archives for various projects, I decided I should invest in one of those scanners. The Original Plan The plan, back in 2023, was simple: Buy scanner (at significantly reduced rate) Scan all my film Sell scanner Profit! And I mean profit - the scanner that I almost bought was being offered to me at about 2/3rd of the price they usually sell. And they’re becoming harder to find in working order so the prices are going up. Or profit in not having to pay > 25.- CHF per frame to have someone else do this. You can see the pricing from The Film Lab. You can read the original blog post to find out more about the scanner in question, so I won’t repeat it here. Other than the parts being relevant to the rest of this post, namely that the scanner was showing hard and soft problems. The software that drives the scanner was last updated in 2012, it’s proprietary and closed source, requiring 32bit architecture and no third party drivers or software exist. So you are stuck using old software/computers to run it. Or maybe you could use emulation / virtualisation? The problem there is that the interface is firewire, or SCSI on the even older models, and firewire is known to be problematic on these scanners as the controllers start to go bad after a decade of continued use. That’s a risk, and the scanner was very much EOL as the firewire controller was dying: both ports were bad that suggests controller, not ports. The scanner would have been €5,000 to purchase and then €3,000 (ish) to repair. Or, as HN suggested - just open it up and use a soldering iron. I’m not going to drop 5k on something and then start poking it with a soldering iron. I’ll pass on that thanks. Camera Scanning In the meantime I’ve been camera scanning, which you can read about in another blog post. But how does that compare cost wise? It’s expensive because you’ll need a high resolution camera, a macro lens, copy stand, negative carrier/holder, and quality light source. You’ll look to spend anything from three to five thousand Euros on everything. Camera scanning does actually work well, in that it’s close to a high resolution dedicated scanner. But you have to setup the entire thing every time you want to use it, including ensuring everything is straight and parallel. It also suffers from the same weakness as most other scanning methods. What do you think that is? Film Flatness Or lack thereof: Film is rarely flat, especially so with 35mm. These are pretty mild examples of curl. It tends to be flatter in the larger formats but then you get into flatness issues due to it sagging. The smallest difference in the film plane can cause major issues in sharpness due to focus fall off (film scanning is essentially macro photography). Any workflow or solution that does not take this into account is significantly compromised. And the workflow is only as good as its weakest part. This is the biggest problem in scanning film - all other considerations are more than adequate these days: resolution, dynamic range, etc. However, most negative carriers don’t keep the film perfectly flat. This has always been a problem - this is from a book called “Edge of Darkness” which is about traditional analog photography and printing, and summarises the problems of negative carriers thusly: “if you use a glassless negative carrier, you might as well just buy the cheapest enlarging lens you can find. You are simply throwing away the money and sharpness you paid for it in your enlarging lens, and also in your fine camera and the expensive lenses you bought for it… No film will lie flat in a glassless carrier. That’s right, none… There is no avoiding this issue. Use glass.” So you have to use (anti-newton ring) glass, which introduces other issues - you’ve now got extra glass in the transmission path, and dust (which isn’t a massive problem, but a pain nonetheless). You could use drum scanning, which is absurdly impractical from a cost and operating point of view. Or you could use a Flextight, the scanner I almost bought three years ago. Interim Solution I stuck with camera scanning, but wasn’t happy though, because of film flatness and the setup faff. So of course I started looking for another scanner. I was idly browsing near the end of 2025 and came across this one. It’s exactly the same spec as the one I tried three years ago, except SCSI not Firewire so less prone to failure. It just predates Hasselblad buying Imacon (so is pre the rebranding, etc). It was in Switzerland so I could inspect and pick it up. It was also significantly cheaper than the previous one I had looked at, so worth a punt even if I needed to take a soldering iron to it. We went to St Gallen for a weekend and I picked it up. Here’s the software interface back in my studio. Look at that marvelous interface! None of that liquid glass bollocks. The first scans were promising, but I had the sense things needed some TLC. The first thing was calibrating the focus, which the software can do in combination with a focus slide. I was lucky that the focus slide was included with the scanner and I’m not sure what I would have done otherwise. Probably paid a fortune for a replacement? Possibly a lot of manual trial and error with the software? After doing that I scanned images of the 1951 USAF resolution test chart (taken on ultra high resolution 35mm film): That’s what the resulting scan looked like. Notice that it’s sharp from edge to edge, corner to corner. At 100% crop we can resolve around 110 to 123 line pairs per mm, which equates to about 5,600 to 6,300 DPI. This is beyond the limit of most 35mm lenses, but importantly - exactly to spec for this scanner. So I was happy the focus was calibrated. If you’re curious this is the same target with the camera scanning setup. It’s close, but we’ve got another variable in the workflow, several even, and that impacts the results. It’s not as sharp, and the extra glass in the transmission path causes aberrations. Another thing that needed attention was the power supply. The seller mentioned that “sometimes it takes five minutes to warm up”. Sometimes it was more than five minutes, and the power supply would click click click away. So that needed fixing and it was easy enough to find a compatible new replacement, however it cost 200 Euros. Expensive! The third problem I noticed was that some of the scans were coming out stretched. Often about 10% too wide/long, sometimes more than that. My panoramics looked panoooooooramic. I did some research and someone suggested this might be a “buffering issue”, which I thought was nonsense. Doing some testing I heard slipping sounds when the scanner was pulling the film into the body. After more research I stumbled on a post that suggested the belts need replacing. I opened the scanner up, and sure enough: A ha! You can’t quite see that the one on the back is even worse. I replaced those with compatible belts: 535 synchroflex t 2.5/245. Problem solved. The fourth problem was that the film holders were old and/or had been mishandled. They were falling apart and held together with electrical tape or glue, which didn’t seem optimal. Replacements cost 350 Euros in total for the four I needed. They’re now available cheaper from China, since the patents have expired. Or, you know, China. They used to cost about 200 Euros each from Hasselblad. The fifth problem, which is a potential one and hasn’t manifested yet, is that the lamps may eventually need replacing. I picked up a couple for 25 Euros. That seemed like a reasonable thing to do while they’re still available. Success? Let’s add up the costs of acquiring this scanner and renovating it: Scanner: 1,750.- CHF Power Supply: 175.- CHF Belts: 25.- CHF Film Holders: 350.- CHF Lamps: 25.- CHF Total: 2,325.- CHF (c. 2,500 EUR) In the last year (since acquiring the scanner) I have scanned: c. 250 panoramics frames (~ 6,000 CHF) c. 2,500 medium format frames (~ 80,000 CHF) c. 200 large format frames (~ 9,000 CHF) The figures in parentheses are what it would have cost me to have that number of frames scanned by a third party. That is, er, quite a saving. Also quite a lucrative business model perhaps? I think I can argue the cost of the scanner was a very good investment, and I haven’t finished using it yet. Even if it were to stop working tomorrow, it has already paid for itself many times over. Could it stop working tomorrow? Yes, because of other issues that will be harder to solve. The Bigger Issue(s)? A Power Mac G4 (discontinued in 2004). This came with the scanner, the necessary hardware and software to drive it, and is almost certainly living on borrowed time. Spinning metal is never good in the long-term. I’ll maybe purchase a backup soon, as these can still be found for a couple of hundred Euros. The key thing though, is that this very expensive, very high quality scanner, will at some point be rendered useless by the upgrade treadmill because the software required to run it will be increasingly difficult to run. A scanner that is still used by businesses, educational institutions, and individuals like me. A scanner that originally cost tens of thousands of Euros less than a decade ago. The upgrade treadmill is constantly whirring away. This is from the top of the Seattle Space Needle. “Do not upgrade anything on computer”. Clearly that notice speaks of someone being bitten by an upgrade at some point. I wonder is anyone else feeling the fatigue? Security updates, sure I can understand. But feature creep and trivialities? No! What tangible benefits have the last ten, fifteen, or even twenty years of OS updates brought? Other than security, and compatibility with newer hardware? New hardware is great, really, but by association forced deprecation of older hardware. No! It feels like the upgrade treadmill gets faster and steeper every year. Add to that subscription lock-in and dead endpoints: “I couldn’t vacuum my house because an SSL cert had expired” is what someone told me earlier this year. Fortunately this person is a software engineer so ended up man-in-the-middling the network traffic to get the vacuum cleaner to work again (no SSL-pinning it seems). “GoPro is announcing the end of life of the GoPro Quik app for macOS, effective at the end of 2024”. They discontinued the former in favour of their mobile app, which requires an account, login, subscription, and so on. I just want to transfer the videos from the hardware, I don’t need any of this crap (I don’t need any of that crap, it turns out GoPro haven’t locked the device down enough to prevent using third party apps to access the files. Yet). And, of course, software has to be in everything. These days the scanner would/could have an embedded Raspberry PI? Just a keyboard and mouse input, monitor and USB output would reduce the surface area, connectivity issues, and software dependency. Or software is never done? Because: externalities. I guess software is “done” when it’s no longer supported? Marciano Planque has a good piece on this: When hardware products reach end-of-life (EOL), companies should be forced to open-source the software. I think that’s a fair thing to say. I suspect Hasselblad/Imacon never open-sourced the software due to licensing issues. Or they just lost the source. Or they just don’t care, I don’t know. Maybe some combination of the three. And, inevitably, discontinued hardware like this scanner. Or, that is to say, discontinued parts? What about regulation changes? The panoramics I shoot are with a camera that was discontinued in 2004 because EU regulation banned lead solder in circuit boards. The company decided redesigning the parts wasn’t worth it. Old hardware has new exciting ways to fail. As time goes on components will fail or loosen - components that were expected to last decades. Then that results in tribal knowledge, or worse link rot and QR code rot. A lot of this stuff is hidden in walled gardens. There’s a Facebook Imacon group, for example. Why in the ever-loving fuck is a group for technical people, by technical people, on Facebook? Then there’s misleading AI. “My flextight scans are coming out stretched, what might the problem be?” LLM’s have gobbled up all the right information, and all the wrong information. Or information that is massively out of date. Nowhere in the suggestions here does it mention the belts might need replacing, which, according to my own research, is the most common reason these days. Legacy Software A decade ago I wrote an essay that also hit the front page of HN: All Software is Legacy. I think it is still relevant today, some parts not so much given we are now in The Age of Prompt, but mostly it’s still true. Nicholas always said “legacy software is the ugly stuff that makes you money”, which I think is true. But now it’s the stuff that surrounds us, like when I want to withdraw cash (guess what software most cash machines are still running?). Or when I want to take a train - when I gave this talk in Germany I had to get from the airport to the city centre. The ticket machines were disabled with a sign saying “no longer in use, download the app”. Then register. Then buy the ticket. I just want to give you money. Or when I wanted to pay for parking while stopping off at some random town in the UK - the same situation as with the ticket machines. “Download the app, register, pay”. Fuck that, I went and parked somewhere else. I just want to park, I don’t want to fight with software. Or if I want to hire a bike (not pictured: the half dozen apps on my phone to hire a bike). And when I want to buy stuff from a shop… One of the self-checkouts crashed recently in the coop, rebooting into a version of SUSE Linux from well over a decade ago. We’re collectively creating more and more of this everyday, letting it out into the world where it becomes a future liability for someone or the death knell for something. A pile of bikes, an unplugged ticket machine, a top of the line but no longer driveable scanner. References Imacon Users Group (the non-Facebook group) The state of Hasselblad Flextight scanners (2019) 1951 USAF resolution test chart Vlads Test Target Printer Story Original Scanner Blog Responses to HN Camera Scanning All Software is Legacy Repair Cafe

yesterday 1 votes
Attention is all you have

The Tetris effect is one of psychology’s most easy to reproduce experiments. Simply spend a bit of time playing the eponymous game every day for a few weeks. After a little while, you’ll start recognizing familiar Tetromino shapes in clouds, buildings, and everyday objects. You might even see them appear before your eyes when you start falling asleep. Tom Tang Attention hijacking There’s one lesson the Tetris effect teaches us: whatever you focus on long enough will end up shaping your thoughts. This can be a good thing since it’s how we learn new skills and discover new ideas. Sadly, less and less of our attention is focused intentionally. Instead of picking what we want to see we let other people decide what is supposed to be good for us. Do you want to watch a video? YouTube knows you like cooking and art streams. But why not also recommend a few clips about the stock market bubble, global warming, and the war in Iran. Doomscrolling will make you stay longer and click on a few more ads. Do you want to listen to music? Just open a Spotify playlist and let the algorithm figure out what you like. Please ignore the AI slop they will insert in between real songs to avoid paying royalties to real artists. Do you want to know how your colleagues are doing? Too bad, LinkedIn will bury any relevant career news between the opinion of complete strangers. It is surely just a coincidence that those strangers happen to be shilling whatever Microsoft is invested in at the moment. Do you want the opinion of strangers on a product? Well those Redditors you wanted to ask are probably just a bunch of LLMs talking to a bunch of Russian trolls now. I hope you didn’t value their opinion too much. If, like me and most people, you spend the major part of your day focused on your device, there’s no doubt it’s affecting you. And when you let someone else dictate what appears on your screen, it’s the same as giving them the key to your brain. New York Said Back to an intentional internet The internet wasn’t always like that. Before recommendation algorithms where a thing, you had to decide what you would be doing on the computer. You didn’t really have one big app that you could open and order it to entertain you. Instead, you had a few dozen of bookmarks to websites, each with a specific idea in mind. A site for video game news, that one website with lots of tutorials, a blog about anime that didn’t update often enough, a wiki about a TV show from the 90s… Of course awful things existed on the web. We had Encyclopedia Dramatica and Rotten.com, but you actually had to put the effort to go there if you wanted. Nobody was going to put pictures of dead kids and far-right propaganda as a suggestion after a pancake recipe or a cat video. The good thing is that this intentional internet is still around. It has just been a bit buried below the corporate web, but it’s not very hard to find. After all you’re on this blog, so you probably already have a good idea about it. The main difference between this time and now is you. When you want to get back to reading blogs, RSS feeds, and finish that tutorial instead of doomscrolling shorts, you have to get used to a slower internet. One where content is not infinite and doesn’t get updated every click. But like every habit, the only thing you have to do is to keep at it. And if you pay enough attention to it, something will click in your brain.

2 days ago 2 votes
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