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"From Liverpool 1995, to Nevada 2035, to a PlayStation somewhere near you. Once upon a time, I helped to write the world of WipEout." Nice article from the writer who helped write a lot of the texture and world for Psygnosis' Wipeout. Glad that writing like this is still somewhere, even if it's in the furthest recesses of fansites.
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"But these arguments aren't getting us anywhere because the problem isn't the games. The problem is the _play_. When we engage with games, we _play_ with them. We don't read them; we don't attend them; we don't view them in a gallery. We _play_ them. And that's a big problem."
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"This has to be the most quick-and-dirty data visualizer out there: I wrote an ascii art plotter script that takes a column of numbers on stdin and throws out a plot on your console." Oh, that's going to come in handy.
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"…we're always being told art should disturb. Moore makes artists like the Chapmans look like the middle-class entertainers they are. He's a real force of imagination in a world that is full of fakes. If there was any justice this man would get the Turner Prize."
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"Basically WipEout HD is the first game I've come across that seems to be operating with a dynamic framebuffer. Resolution can alter on a frame-by-frame basis. Rather than introduce dropped frames, slow down or other unsavoury effects, the number of pixels being rendered drops and the PS3's horizontal hardware scaler is invoked to make up the difference." Interesting – and technically fascinating – post on Wipeout HD's dynamic framebuffer, used to keep the framerate at a rock-solid 60fps at the expense of horizontal resolution
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"Truth be told, I don't think in terms of absolute F/stops and shutter speeds. They are not what is important. It's the relationship between the different light levels that is important." This is why I love David Hobby: he talks about photography (in general) in the same words as me. Exposure isn't about numbers, it's about sliding scales.
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Wow.