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Simple dynamic site generator with standardised templating tools: certainly looks nice for building those early-stage prototypes before you need a full backend.
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"The history of switching power supplies turns out to be pretty interesting." It really does: long, fascinating post about a history of AC-DC conversion and how new technologies affected it.
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"Remote terminal application that allows roaming, supports intermittent connectivity, and provides intelligent local echo and line editing of user keystrokes." As recommended by Matthew Somerville. Looks useful!
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"Modern digital cameras capture gobs of parsable metadata about photos such as the camera's settings, the location of the photo, the date, and time, but they don't output any information about the content of the photo. The Descriptive Camera only outputs the metadata about the content." Lovely: a camera powered by Mechanical Turk.
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Aral's script converts any online statement into CSV for FreeAgent; I don't use FreeAgent, but I have a feeling I could modify this into something useful. (In other news: why is all UK online banking so bad?)
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"There’s still a smell of bullshit to almost every videogame story I read, even as it’s advanced to a very high level being in The New Yorker and The New York Times Magazine. To me it derives from this politeness about the thing that’s experienced. In literary criticism there are really cutting deconstructions of things that are inadequate—Nabokov talking about what a fraud and charlatan Faulkner was—but there’s this really intelligent, but painfully milquetoast, quality to the way we appreciate games. It’s a reflection of how partially engaged we are with each one. We consider games primarily as ideas, rather than actual evolving relationships that we’ve had over time." Yeah, that. I enjoyed this discussion: I'm pretty sure you don't have to finish games to review them. Then again: I also think writing about games six months after they came out is way more interesting than trying to hammer through something to fit into a review cycle.
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Oooh, the Shruthi got an upgrade: not just white PCBs, but an interesting new filter board. Seriously tempted by one of these.
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"If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line – about the value of being first and being innovative – was the most important here for me.)
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"PhantomJS is a headless WebKit with JavaScript API. It has fast and native support for various web standards: DOM handling, CSS selector, JSON, Canvas, and SVG."
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"It’s the symptom of the algorithm. It’s what comes out of the digital-political-economy of cultures that live by networks and the machinary (soft/hard/hashtag-y) that underpin it all. All this #newaesthtic #ooo #futureofproduction stuff is the excess. The unexpected, unplanned for result. It’s the things that happen without one self-consciously *going after* #newaesthetic / object-oriented ontological / future of network connected things sensibilities." A calm, rational, open-ended commentary from Julian. I liked this point.
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"We'll only really understand what we're doing when it stops feeling new, when we have a sense of history about what we're making." Better keep on making, then. (This is good. Also: well done Phil. It's important to say well done, and this is a lot of effort, and it's been brilliant. Finishing in May! Gosh).
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Gorgeous work from Ken Garland, and an exhibition of the Galt Toys work in Shoreditch. And, best of all, the exhibition lets you play with the toys. Will be going to this.
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"In making this list, Sterling privileges the visible objects of New Aesthetics over the invisible and algorithmic ones. New Aesthetics is not simply an aesthetic fetish of the texture of these images, but an inquiry into the objects that make them. It’s an attempt to imagine the inner lives of the native objects of the 21st century and to visualize how they imagine us." I'm never quite convinced by the Creators Project, and their introduction to this feels a bit woolly, but the interviews are all very good. This quotation, from Greg Borenstein, is excellent.
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"That’s why I like having these little printed books, or these little files of my notes, because I can literally pull up anything I want to remember from Moby Dick, and in repeating it, remember it. Annotating becomes a way to re-encounter things I’ve read for pleasure." Which is why I have a stack of eight books on my dining table, and more to come over the years – to be read, not just hoarded.
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"So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview – and great piece of writing fro Simon – with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.