• "Gor is a simple http traffic replication tool written in Go. Its main goal is to replay traffic from production servers to staging and dev environments." Handy to know about.
  • "While collaborating with the geniuses at Bot & Dolly in beautiful San Francisco, Munkowitz was tasked to Design Direct a truly unique piece called BOX.. The piece was originally supposed to function as a Technology Demo, but Munkowitz and the team quickly realized it's visual potential and transformed it into a Design and Performance Piece… The resulting short film is a one-of-a-kind visual and technological achievement due to the very special combination of talent and gear behind the doors of the B&D facility…" Projection mapping and motion control all at once; very clever, sure. But it's the art direction of the whole performance (and the camera's dollybot is very much part of that) that really grabbed me – especially 'Escape'.
  • ""Prisms" is fully algorithmic. There are no cuts, just one continuous generative animation. All decisions (camera work, movements, formations, etc…) are made by my system's interpretation of the audio track. My work was creating the system and then curating its output or, to put it another way, I just wrote a computer algorithm, and the computer did it all."
  • "MiniProfiler allows you to see the speed of a request conveniently on the page. It also shows the SQL queries performed and allows you to profile a specific block of code." Ooh, been looking for the latest version of something like this for a while.
  • "One of the most important things I learnt throughout the process was that through ‘performing’ ideas – including getting members of the audience involved – it was evident whether or not the experience/idea/design would be valuable, exciting or intriguing. During the presentations, you could instantly tell if the project was a success. In some ways this combines presentation with a form of fictional user testing, they were performing to know. Here, prototyping is taken to another level, where ideas are exposed to an audience, events are ‘acted out’ and success is evaluated. Performance as a prototyping medium." I like 'performing to know'
  • "The Bullet gem is designed to help you increase your application’s performance by reducing the number of queries it makes. It will watch your queries while you develop your application and notify you when you should add eager loading (N+1 queries), when you’re using eager loading that isn’t necessary and when you should use counter cache."
  • "In the golden age of BASIC, it was easy for anyone to write a program. Now we offer you this exact same capability, but this time with the advanced features of the Nintendo DSi™ system… Many programs are included to ensure that you can fully enjoy using BASIC. The included programs were also written in BASIC, so you can add new features to them in order to enhance your games. You can also take the programs and data you create and convert them to QR codes that can be shared with friends who also have Petit Computer on their Nintendo DSi systems. (Programs included: 12 feature samples,5games, a character picture tool,a background screen creation tool,a graphics tool,and a picture-drawing tool.)" Interesting – especially the music-creation stuff, as Create Digital Music proved.
  • "I remember when Ajax was getting popular, all the problems associated with frames rose from the grave: bookmarking, breaking the back button, etc. Now that we’re in a time of small-screen devices on low-bandwidth networks, we’re rediscovering a lot of the same issues we had when we were developing for 640 pixel wide screens with 28K or 56K modems." This is the thing.
  • Kars' "hypertext remix" of his marvellous dConstruct talk. It was sensitive and well thought-through, and appealed to me as both a designer and game maker. Very much worth your time.
  • "With the full avatar spritesheets available in the API, we dream of Glitch characters overflowing the bounds of the browser —and even the game itself— to find new adventures, anywhere people can take them. To this end, our new developer site is chock-full of resources to enable web/HTML5, iOS, and Android developers to build interesting applications leveraging Glitch APIs." Full spritesheets! Gorgeous. But really: this has the potential to be super-brilliant, and it's nicely designed. Hopefully more conventional developers will get on this sort of thing at some point. Bungie? Valve? Blizzard? Watch out.
  • "In re­cent re­leases, Sa­fari has been re-ar­chi­tected, with some of the work farmed out to a thing called “WebProcess”. This doesn’t seem to be work­ing out that well." Much as I was excited about Safari 5's re-architecting, I must admit: I've seen everything Tim says, and it's driving me nuts.
  • "We were a niche site and in the course of eighteen months had siphoned off about six thousand users from our massive competitor, a pace I was was very happy with and hoped to sustain through 2011. But now the Senior Vice President for Bad Decisions at Yahoo had decided to give us a little help." Maciej on what Scaling Pinboard Fast actually looked like. Some good anecdotes in here.
  • "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.
  • "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.