• "If / when telly people complain that their industry was blind-sided by the internet/interactivity I think it might be fair to point out that this was made in 1990. And that it was shown – ON THE TELLY. Or would that be mean?" Douglas Adams' documentary "Hyperland", a crash course in hypertext written and shown pre-the-web.
  • "The best games communicate their systems to us in ways that feel satisfying, and the quality of this dialogue between player and game often determines the success or failure of the game." Michael Abbott's been playing Demon's Souls.
  • "Raphaël is a small JavaScript library that should simplify your work with vector graphics on the web. If you want to create your own specific chart or image crop and rotate widget, for example, you can achieve it simply and easily with this library." Looks really rather interesting, and potentially beautiful.
  • "Egmont Press and Penguin Publishing will launch a range of children's books onto the Nintendo DS in a licensing deal with entertainment software company Electronic Arts (EA). It is the first time that children's books have been developed specifically for the Nintendo DS platform in the UK." Ooh, that's kind of awesome.
  • "Gemcutter is the next generation of gem hosting for the Ruby community. Instantly publish your gems and install them. Use the API to interact and find out more information about available gems. Become a contributor and enhance the site with your own changes." Apparently this is the next big thing, post-github not serving gems. Let's chase this trend for a bit.
  • "…it’s been a week and we’ve decided to not bring back the gem builder. It was a fun experiment but Jeweler and Gemcutter combined make it ridiculously simple to publish a gem. The gem builder use case (fork a project, make a change, publish a gem, install it) is now easier than ever using these tools." Which is all very nice, but a bit of a PITA for anyone who'd been depending on this. Still: gems.github.com will serve for another year.
  • "In Nokogiri  's are converted to whitespace, but they are not a normal space and aren't removed with the standard String#strip and friends." Needless to say, this is somewhat annoying. Thanks for fixing it, internet!
  • "Earlier this week, 1.5 million people filled the streets of Berlin, Germany to watch a several-day performance by France's Royal de Luxe street theatre company titled "The Berlin Reunion". Part of the celebrations of the 20th anniversary of the fall of the Berlin Wall, the Reunion show featured two massive marionettes, the Big Giant, a deep-sea diver, and his niece, the Little Giantess. The storyline of the performance has the two separated by a wall, thrown up by "land and sea monsters". The Big Giant has just returned from a long and difficult – but successful – expedition to destroy the wall, and now the two are walking the streets of Berlin, seeking each other after many years apart. I'll let the photos below tell the rest of the story." Royal de Luxe are the same group who did "The Sultan's Elephant". Thought: it's all a bit Bioshock, isn't it?
  • The future of image processing and 3D graphics is awesome, bonkers, sort-of relevant and full of bunnies. Worth a watch.
  • "You'll need several thousand gold to launch the business, and then keep it up for many weeks before you make a steady good profit every week. And you'll need to log on every day and spend several hours per week just to keep your glyph business up and running. In the end, getting rich in World of Warcraft works exactly like getting rich in the real world: You need a venture capital to start up a business, hard work, and perseverance. And this is exactly why getting rich with inscription works so reliably in World of Warcraft: It is hard work, there isn't all that much you can actually do with an income of thousands of gold per week, and thus the large majority of players simply can't be bothered doing it."
  • "But what if you make personalisation easier? Consider a game that brings your real world into your game world, all on its own. It could to grab data from the internet about the real world and the gamers that live in it, and weave it into the game experience, for an effect that is both surprising and personally meaningful. You would see yourself in a game without having to put yourself there. It’s not user-generated content: it’s user-generated, machine-mediated content – UGMMC, or as I like to say it, “Ugh-Meck.”" I am super-happy at how well Chris's writing for Edge Online is turning out.