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A remarkable book – and resource – from Chris Brejon. All on lighting for CG animation, but as usual with this sort of reference, so much to say about cinematic lighting fullstop.
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A deeply personal obit that will likely be lost to the sands of Facebook, but hey.
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Via Phil G, a nice modern boilerplate for HTML pages – notable because of the excellently narrated explanation around it. Always useful to have something like this to refer back to.
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Marvellous writing on one of Infocom's most notably experimental works, and its relationships to the present.
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Always love seeing the state of modern CSS explained clearly, and this is great from Una Kravets. Also: new to me is "clamp", which is a lifesaver…
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Finally, a set of links I don't feel ashamed to send people. Good. (Via Phil).
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"A compelling 120-word critique regarding automated front-end development, as provided by a class attribute inside this simple Squarespace template"
Yes.
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"Software is a spidery, ambiguous apparatus that reaches through society and culture at all levels to shape our behaviours, practices and beliefs. CGI itself is complex, expensive, time-consuming and difficult to master. The impenetrable CG image masks a complex reality of representational bias, human-computer collaboration, software politics, soft power tax incentives, 24/7 render farms, international trade deals, mineral extraction, gender imbalances, bankruptcy and wage fixing. It’s far more than nerds clicking buttons, it’s a multi-billion dollar industry whose influence continues to proliferate." This is fantastic stuff from Alan Warburton.
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Well that fixes one of my main problems with that funtionality.
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This makes lots of things clearer, even if the layout is a bit… eccentric.
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"Capture screenshots of websites in various resolutions." Oh, that looks awesome. Really, really nice – and CLI-based.
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I liked this introduction to D3 that Square give new hires – does a lot to explain the core of what's going on, without disappearing into handwavy magic.
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Useful-looking list.
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"Boilerplate is not a framework, nor does it prescribe any philosophy of development, it's just got some tricks to get your project off the ground quickly and right-footed." Good documentation, lots of neat tricks in here, and some good jumping-off points for further research.
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Not a bad list, especially for sites needing hardcore, tight, front-end work, and that are going to face load.
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Mitu makes a series of interesting connections here, though the conclusion she came to isn't quite the same as mine – which is in the comments. But there's a mass of starting points here as to notions of the "abstract", and what it might mean for games. Something I shall be returning to, for sure.