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"…in honor of Canabalt's first birthday (back on September 1st), why not write a guided tour of how everything works instead?" Lots of good tidbits on here; the stuff on hitboxes is particularly well observed and explained.
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This is all great.
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I walked 4.5km down the A10, stopping every 200m or so to ask 10 unsuspecting passers by … "Excuse me, what area is this?" This is what I was told.
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"We’ve just launched a project in collaboration with biochemist/photographer, Linden Gledhill for Canon’s PIXMA colour printer range. The project features surreal ‘sound sculptures’ made of dancing droplets of paint captured in extreme detail as they react to sound waves." Just beautiful.
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"By enabling the brain to manipulate with virtual systems, to engage with simulation, it creates systems than span the mental and the virtual, the biological and the electrical. Also, even more significantly to my point, our imagination is not a description as a book is a textual description, or a film is a visual description. It is, instead, a model." This is good, and the links are great, too.
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"Reach, on the other hand, without its player, is an epic waiting to happen, a set of ludics waiting to be given enactment. More than any other comparison I could make, I think this one points out the value of thinking about games like Reach in the light of epics like the Iliad: these two kinds of practomime share the enormously important characteristic of living through re-performance, of gaining their meaning through iteration according to the rules laid down by the practomime." This is good: game as structure, the core loop as enacted by the player being what brings it to life, structures it according to its audience.