-
"Some pages from Willard Cope Brinton's second book (1939)". Very, very lovely.
-
"You tell these stories to Your People without reservation. Your People love your stories — fiction and all. They love how you tell them, they laugh about the lies you tell yourself, and then they stop and they tell you the truth." I like his point about us turning our experiences into stories. To be honest, I like the whole thing; one of my favourite Rands pieces in a while. And he's right: it's always worth finding Your People.
-
"Photographer James Balog shares new image sequences from the Extreme Ice Survey, a network of time-lapse cameras recording glaciers receding at an alarming rate, some of the most vivid evidence yet of climate change." This was really, really good – both in terms of the photography on display, but also Balog's delivery, and the message at the heart of it. Well worth your time.
-
A quite nice monochromatic icon set, including both dark-on-light and light-on-dark options.
-
"My other half says I’m losing it. But I think that as an enthusiast kernel developer she doesn’t have the right to criticize people." Generating ASCII pie charts with a single SQL query. It's a very, very big query. It's a bit crazy.
-
"Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the like." My old URL for this no longer works, but fortunately, this one does.
-
"The commercial worked on Lucas but a few years later, the computer graphics group at ILM was sold by Lucas to Steve Jobs for $5 million and became Pixar. Loren Carpenter is still at Pixar today; he's the company's Chief Scientist." Marvellous.
-
"slideViewer (a jQuery image slider built on a single unordered list)". Which looks nifty.
-
"Flicking over to the old graphics — and I, for one, found it almost impossible not to do so on every screen — shows you the game as you originally experienced it, and it looks completely different. Suddenly you remember the old imagery too. Conceptual memory gives way to visual memory, in a clear illustration of how the mind functions on different levels. It’s an odd experience, first thinking you recognise something, then discovering that the original was in fact quite different, but that you now remember that too, as additional detail. In one way it’s a contradiction, and in another it’s sharper focus." Emmett on the Monkey Island remake, and the ability to dynamically swap between old and new interfaces.
-
"Since I’m an OS X user, I decided to make the whole thing work on my system – Leopard 10.5.6 at the time of this writing. Here are the notes, mostly for my reference and because it might be also useful to others:" God yes; setting up cairo on my Mac proved a nightmare last year.
-
Haynes Manual for the Apollo 1 LM and CSM. Awesome.
-
It looks like a GBA Micro; in fact, it's a portable multi-platform emulator, it's $100, and there's almost nothing you can do on it that isn't highly illegal. But if the hardware's manufactured well, it's a lot less faff than modding a PSP these days…
-
Ooh, nice – online favicon generator and editor. Might be useful one day.
-
Type design from videogames. Add to subscriptions.
-
"You've been meaning to do it for over a decade. Now join endurance bibliophiles from around the web as we tackle and comment upon David Foster Wallace's masterwork, June 21st to September 22nd. A thousand pages1 ÷ 93 days = 75 pages a week. No sweat." Hmn. Maybe. I might want to read something else, though… but could be fun!
-
"Strange that, in order the simulate the experience of moving without the guidance of a machine, we are granted the perspective of a god." Lee on games and perspective and HUDs and comics and maps and navigation and more. Ding.
-
"Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references" Toxi's been archiving his early coding notes and experiments and, you know, it's making me feel a little inadequate. Some beautiful hand-drawn pixel typefaces and graphics here
-
'London police are now deleting tourists' photos because "photographing anything to do with transport is strictly forbidden."' Oh god.
-
"Protovis is a visualization toolkit for JavaScript using the canvas element. It takes a graphical approach to data visualization, composing custom views of data with simple graphical primitives like bars and dots."
-
"[within the games industry]… the creativity-medium-invention and attitude-practice-deconstruction models often hold no water. Rather, there is only importance placed upon the “talent-meiter-immitation” model that is still in practice in the industry today." An interesting analysis of the nature of education (as it relates to the games industry) and models of learning. I have often lamented the depressing state of how career progression in the industry works, and this article helps quantifies it.
-
A thoughful post (as ever) from the L4D team detailing some of the balancing and planning that's gone into the Survival Mode experience. Looking forward to firing this up next week…
-
"The genre of the palindrome, playful and ludic as it is, nonetheless has a strong implication of violence. In the work of its foremost practitioners, Velemir Khlebnikov and Vladimir Nabokov, as well as some of their postmodern successors, the palindrome is closely linked to death, cannibalism, beheading, and murder."
-
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
-
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
-
"Tweenbots are human-dependent robots that navigate the city with the help of pedestrians they encounter. Rolling at a constant speed, in a straight line, Tweenbots have a destination displayed on a flag, and rely on people they meet to read this flag and to aim them in the right direction to reach their goal." And, it turns out, you really can rely on the kindness of strangers. If you're a cute robot. And boy, are the tweenbots adorable.
-
"Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics." A not half bad guide to the different kind of projections used in 3D – and pseudo-3D – games. And, of course, a reminder that most isometric games aren't, and that the projection in Ultima VII was *bonkers*.
-
Beautiful. And: insanely time-consuming; it's not just stop-motion, but two separate pieces of stop motion put together. I love it when they go swimming.
-
"I'm going to give you the answer right away and the answer is yes. The only difference between SimCity's 3D and a first-person game's 3D is that SimCity uses "orthographic projection" and limited view freedom. The intent of this article is to explain both of these differences and the reasons for the decision to implement them. Along the way I'll briefly mention some of the rendering techniques and used in SimCity 4 and the issues that come with them." Rather good article explaining about optimising 3D for fixed projections.