- A SIGGRAPH Asia 2016 video on “Functionality Preserving Shape Style Transfer” was shared as an example of procedural geometry that preserves mechanical constraints, evoking earlier SKDB debates about defining everyday objects like “chair.”  
- Discussion of Houdini ($5 k/yr procedural-graphics platform) highlighted its node-based workflow, fast volumetric/vector math, and use in major film VFX; links to fire, smoke, and tree-growth demos were provided.  
- A new procedural tree generator created by a recent art-school graduate in two months was praised as the best plant-generation software the participants had seen.  
- The channel debated why modern games devote almost all compute to graphics while leaving little CPU/GPU time for deep agent-level simulation, citing Dwarf Fortress as a rare counter-example that models world-state and agent cognition.  
- Participants explored the idea of games that mine a player’s own saved-game history to generate ghosts, replays, or narrative elements, noting that current examples are limited to racing time-trials.  
- Foreshadow, the speculative-execution attack against Intel’s Secure Enclave, was linked from Wired as an example of ongoing hardware-security vulnerabilities.  
- gp-write’s request for an access-controlled wiki was questioned: “what’s the point?” if the content cannot be open.  
- A home-built “culture shock electroporator v0.6” was shown on Imgur, continuing the channel’s tradition of DIY bio-instrumentation.  
- Reconfigurable computing ideas included analog gate arrays (FPAA), Cypress PSoC chips with on-die reconfigurable analog blocks, and the observation that only ~5 000 world-class analog engineers exist versus millions of digital experts.  
- Participants wished for future architectures: optical interconnects, 3-D VLSI, FPGA/FPAA hybrids, and new computational paradigms that respect data locality better than the Turing model.