i revisited the library of babel this morning. i have confirmed that i want to make an interactive version. i have some new ideas for layouts. i also have questions.
the space described by "The Library of Babel" is a compelling one. it's not wrong to want to render that spatially, nor to be interested in the literal particulars of how it is described in the book.
there would be a certain model railroad satisfaction to rendering this space in literalist fashion, in a manner most consistent with the book.
in games, i tend to think of environment as an expressive medium rather than a material reality.
and i think in this story, that is also the case to some extent.
through that lens, what the function of the environment in "The Library of Babel" is not material consistency.
the library, inasmuch as it is a space at all, seems very much written with thematic goals at the forefront, and physical plausibility a secondary consideration.
in making a spatial representation, i am inclined to take the same approach, to start with textually based layouts..
..but to bear in mind that these are secondary to the space's primary function. some degree of ambiguity is desirable, some preservation of the implausibility of the space's described by the story.
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given the constraint of 22 lowercase letters, plus space, period, comma, there is some question about what alphabet the books employ. it is not the normal spanish variant of the latin alphabet, or the variant used for english.
i think it's not entirely clear from the story if the writing system used is a variant of the latin alphabet at all.
one possibility is that it's an entirely nonhuman culture, or a non-terrestrial human culture, which would suggest a nonterrestrial alphabet.
the hollywood / AAA games approach is to appropriate arabic or devanagari or maya script or egyptian heiroglyphs, and mash it up into an "alien language".
so i didn't plan on writing this at any point in my life, but here is a thread about toilets in the library of babel.
there is an interesting (intentional?) set of voids and paradoxes in "The Library of Babel" related to metabolism.
latrines or bathrooms are mentioned:
these are located in each hallway. depending on your reading, this is one per hexagon or one per two hexagon. this is better than the ratio in all public libraries i have visited, and we could stand to learn from this generous accommodation.
but the inclusion of bathrooms, or latrines, actually introduces a large enigma. i can imagine several spatially, if not structurally, self-consistent layouts for the library. but these toilets are a mystery.
to arrive at why, let us first address population density.
thread about dissociation.
content warning: neglectful parenting, anger issues.
i try to make a point of talking about mental health openly, because i want to do my part to destigmatize mental health issues. i am not a professional, so none of this is medical advice.
but i want everyone to know that this is extremely common, and if you or a friend has frequent dissociative episodes, that person is not alone or broken or bad. they are just a body that, in this moment in time, behaves in this way.
maybe there are some things you can do to help
because we are cramming a largely uncharted biological landscape to tiny neatly labelled bins: what i mean by "dissociation" will not necessarily overlap with other people's experiences. and other people's experiences are just as valid as mine.
organic level generation experiment thread! i have had this rolling around in my head forever, and i thought i'd finally take a stab at it.
the basic idea is to build spaces out of a set of amoebas which can crawl around, connect, etc. while maintaining topological sameness.
there will be a set of functions for modifying topological islands in various ways. this function retracts peninsulas (cells with only one neighbor in the island).
note that this retract function can never fragment an island, because any cell necessary for continuity will have at least two neighbors.
on computers writing stories, specifically the near future cultural effects of content interpolation + prediction models such as GPT-2 (as featured on talktotransformer.com), from the perspective of an artist who frequently uses procedural generation.
firstly, i should say: with due respect to current widespread enthusiasm and hard work of people within the field, i consider where we currently are in terms of AI to be an incremental step forward, not a huge leap.
i want to talk about what computers making art is, but first let's start with the shape of humans making art. (this is reductionist, by necessity and with apologies, due to the constraints of this format.)