ScratchMitEdu
I joined Scratch in 2016, to make games without having to write a single line of code. It's how I got into software engineering. Scratch had an active scene of young prodigies pushing the platform to its absolute limits. I learned much of 3d rendering and old school game development techniques because I wanted to create 3d games on Scratch. I pushed the frontier of 3d rendering on Scratch in 2020 with my Doom demo.
When Scratch hits the order of more than 10,000 blocks, the editor becomes extremely unstable, sometimes even leading to crashes. To solve this problem, and to develop extremely complex projects, I went on to create goboscript. It soon got quite popular, and even more so, in the post-AI era, where many (ab)used it to create Scratch projects impossible for humans to create.
I was never a low-level programmer. I found comfort in higher-level languages where the burdens of memory management were not a concern. However, Scratch did teach me, indirectly, how to deal with memory from a low-level perspective.
We re-invented padded structures, scheduling algorithms, arena allocation from scratch. Not knowing the real-world equivalents, only realizing much later.
My Scratch accounts are aspizu, Aspirus, 2_z.
I'm not exactly happy about how people have been using goboscript, some have used it to create AI slop on Scratch. I have tried adding AI detection to it. But, ofcourse, its not goboscript's fault, modern models are well capable of creating their own goboscript.