You may be already aware with this, but if not, Walker actually did write a small Forth (ATLAST -- https://www.fourmilab.ch/atlast/) which was used for (I think) DXFTOOL (a file converter).
It was later used by a small computer graphics studio in Tennessee for a blue/green screen matting utility and a fast roto-paint program.
Very interesting, even if tools like ATLAST had been available for free back then, AutoLISP would have won. HP-41CV programming had already wired my brain for stack thinking, and LISP felt like the natural next step. Forth was too raw, LISP had just enough structure.
A very long time ago, sometime during the first geologic age, I worked at a facility on Queen Street in Toronto. On the street side of the building, we had two Flame suites (very high-end (for the time) realtime editing and effects, used for composing television commercials). Each one had a Sony Trinitron TV of about this size as the client preview monitor. They were amazing, but every time a streetcar passed outside, they would get involuntarily degaussed!
For the past several years, I've been tinkering on and off with something that might be called a "game engine", except there's not enough of it. More of a "conceptual framework", or maybe "organizing principle". Basically, I cut the idea of the Entity-Component-System down to the bare minimum and provide some structure and queries.
It's fairly free form, so you can do almost anything you want, but still structured and "legible" for computers and the person debugging it. I wrote it in a Lisp that compiles to JavaScript, but there's no reason you couldn't implement it in any language that supports associative arrays -- idea is that the language has most of what we want, just need to organize it a little. I think the idea is useful enough, that it's potentially useful for more than "just" games.
Recently used it for a Lisp Game Jam entry, which someone described as "Helltaker meets the Magic School Bus": https://oofoe.itch.io/class6
About 800 SLOC, compiles down to just under a hundred lines of JavaScript. This includes the utilities, the "engine" (keyboard handling, overlays, text and art composition, animation, sound effects, etc.) and the game logic itself (which includes a level editor).
They apparently actually do have some completely hand-drawn sequences, but I expect the bulk of the animation will be 3D, with appropriate 2 - 2.5D surface shaders. For 3D, they'll probably go pose to pose, with the computer interpolating some things (like physics for floppy ears, say) and the animator manually tuning the intermediate poses for walks and interactions.
Most major 2D animation packages (ToonBoom, Moho, etc.) also have robust integrations now for mixing with real sets ( _everybody_ liked Who Framed Roger Rabbit...), but it doesn't seem that they used them too much.
If anyone else is interested in Vectrex light pens, here are some instructions on building your own: https://playvectrex.com/vectech/mvlp/mvlp_f.htm (Site uses frames, so I had to bust it out to get the direct link. Be sure to check out the top level as well for some other projects.)
Doesn't look too hard, so maybe I'll give it a go once I manage to clear all this _other_ stuff off my bench...
I've been doing this for a long time, ever since I was able to score a used Wacom Cintiq. I would recommend anything with a screen (Cintiq, Huion, iPad, etc.) over a plain graphics tablet if you can -- it makes things more tactile and immediate.
I've (mis)used a number of drawing apps for programming design, including Milton (as in the article), Foundry Mischief, AutoDesk Sketchbook Pro, WonderUnit Storyboarder, Blender, Leonardo, Krita and Xournal++.
Mischief, Sketchbook and Storyboarder are either discontinued or no longer under active development. Mischief had a really nice infinite canvas and some nice features for doing presentations across it. You can still get an old Windows version if you look in the... right places. But it's a dead end. Sketchbook has a lot of nice features, but seems like it's all but abandoned. It /is/ available on mobile. They used to have a nice blog where they featured a lot of great artists. Storyboarder is cross-platform and source is available, but packages can't seem to be downloaded any more.
The Blender grease pencil tool just gets better and better and works well with tablets. I've used it to do rough sketches and user-interface mockups. Colour selection was a bit clumsy last time I tried, but I think it's been improved since. I think you could say it has an "effectively infinite" canvas. Scriptable, 3D objects are first class.
Leonardo is Windows-only, but has pretty nice raster-based infinite canvas. Very responsive and quick. Very easy to do constrained lines and shapes, which can be useful for programming ideation. It's my current go-to, I'm not sure what I'm going to do when I switch to Linux once Win10 is unsupported. Maybe it will run on Wine...
Krita is really more of a traditional paint program, but I've still used it for notes and designs even though no infinite canvas. It has a "Comics Manager" bolt on that can be used as a sort of notebook. Scriptable.
Xournal++ is a bit of a strange beast. It's intended to be more of a "notebook" application. No infinite canvas, but as many "pages" as you like. It deals with LaTeX, PDF and also pressure-sensitive tablet sketching. It has voice recording and markup features. It's also cross-platform -- I've used on Windows and Linux, and if I can't take Leonardo with me it's probably going to be my new main app. Also -- nice to use when you want to sign a PDF with a "real" signature.
Not including things like GraphViz, PlantUML, etc. -- all the apps above are very responsive and support pressure-sensitive sketching, which I think is vital for ideation and exploration.
Check out rnote. It's similar to xournal++ but has an infinite canvas and a slightly nicer UI, assuming you're into gtk style apps. I don't know how responsive it is comparatively, I've just been doing research ahead of getting a tablet.
Not exactly infinite canvas, but pages can grow outward. Cross-platform and open source! And has some cool features which make working with handwritten text nice.
Hey! I understood that reference! That was something that stayed with me long after the "big science" (atomic rockets, Venusians, etc.) of Space Cadet. It was something that everybody had, and then it started to come true, which was amazing.
Unfortunately, it's getting to be where the part where he just mailed the phone back to his family is the more science-fictional scenario...
It was later used by a small computer graphics studio in Tennessee for a blue/green screen matting utility and a fast roto-paint program.