The blog post argues against the prevalent "architectural" approach to level design in games, where spaces are treated as interconnected rooms separated by walls. This approach, often dictated by level editors, limits creativity and leads to predictable, boxy environments. The author advocates for a more "sculptural" approach, emphasizing the continuous nature of 3D space and using tools that allow for more organic shaping of the environment. This shift would enable the creation of more immersive and surprising levels that move beyond the limitations of traditional room-based design.
This study investigated the effectiveness of trees and bus shelters in mitigating heat stress at bus stops in Tempe, Arizona. Researchers measured air temperature, relative humidity, globe temperature, and wind speed at bus stops with varying levels of shade and shelter. They found that both trees and shelters significantly reduced heat stress, with trees providing more cooling than shelters alone. The combination of trees and shelters offered the greatest heat stress reduction, highlighting the importance of incorporating both natural and built shade elements in urban design to improve thermal comfort for public transit users.
HN users discuss the study's methodology and its real-world implications. Some question the limited scope of the study, focusing on a single bus stop in Phoenix, and suggest that more research is needed across various climates and urban designs. Several commenters emphasize the importance of tree placement and canopy coverage for effective cooling, noting that poorly positioned trees can actually exacerbate heat. Others highlight the need for holistic urban planning that incorporates green infrastructure, shading structures, and public transit improvements to mitigate urban heat island effects. A few users also discuss the societal and equity implications of heat stress, particularly for vulnerable populations. Finally, some commenters share anecdotal experiences and observations regarding the effectiveness of different shading strategies.
Summary of Comments ( 14 )
https://news.ycombinator.com/item?id=44050295
Several Hacker News commenters agreed with the author's premise that over-architecting systems leads to rigidity and difficulty in adapting to change. Some discussed the challenges of balancing upfront design with emergent design, emphasizing the importance of iterative development and refactoring. One commenter highlighted the value of "Worse is Better" as a design philosophy, suggesting that a simpler, less perfect initial design that can be improved over time is often preferable to a complex, "perfect" design that is difficult to change. Another pointed out the connection to Conway's Law, noting how organizational structure influences system design, and how decentralization can lead to more organic, adaptable systems. The idea of "fitness functions" for system design also arose, with commenters suggesting that defining clear goals and metrics is crucial for effective evolution of a system. A few commenters offered practical examples of how they had encountered and addressed these issues in their own work.
The Hacker News post "Space is not a wall: toward a less architectural level design" generated a moderate discussion with several insightful comments revolving around the core themes of abstraction, complexity, and modularity in software design.
Several commenters agreed with the author's premise that over-abstraction can create unnecessary complexity. One commenter highlights the "false dichotomy" often presented between low-level and high-level design, suggesting a more nuanced approach is needed. They argue for a focus on "right-level" design, emphasizing that abstraction should serve a clear purpose and not be applied indiscriminately. Another commenter echoes this sentiment, using the analogy of building with prefabricated walls instead of individual bricks. While prefabrication offers some advantages, it can also limit flexibility and introduce unexpected complications when modifications are needed. This aligns with the original article's critique of architectural levels of abstraction that can obscure underlying details and make adaptations difficult.
The discussion also touched on the value of "boring technology." One commenter appreciates the author's pushback against the allure of complex solutions, suggesting that simple, well-understood tools are often preferable. They further argue that focusing on the core problem and using appropriate levels of abstraction can lead to more maintainable and adaptable systems.
Another commenter draws a parallel between the author's arguments and the concept of "Worse is Better" in software design. They suggest that embracing simplicity and focusing on core functionality can lead to more robust and adaptable systems in the long run, even if it means sacrificing some elegance or perceived sophistication initially.
A few commenters also explored the historical context of software design principles. One commenter mentioned the influence of Christopher Alexander's work on architecture and its relevance to software design. They point to Alexander's emphasis on patterns and organic order as a potential antidote to over-abstraction and rigid hierarchical structures in software.
Finally, some commenters offered practical advice related to the original article's themes. One commenter suggested that designers should focus on the "seams" of their systems, emphasizing the importance of well-defined interfaces and modularity. This approach aligns with the author's call for a less architectural, more nuanced approach to abstraction, where the connections between components are as carefully considered as the components themselves.
Overall, the comments on Hacker News provided a thoughtful and nuanced discussion of the article's core ideas, exploring the complexities of abstraction, modularity, and the importance of context-specific design decisions in software development.