• "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.
  • "We are a loose collection of mostly London-based comic-artists, illustrators and writers, who have grown up listening to the Magnetic Fields and got together over a mutual love of the songs. One day, on Twitter, a couple of us decided that illustrating – or writing a comic – or a short story – inspired by all 69 songs was a worthwhile and exciting pursuit, so here we are!" Let's see how this will turn out.
  • "Players need to understand all the inputs and all the outputs to make interesting, informed decisions. These are the mechanisms through which we express our will in the game. This is the machinery that transforms our medium from passive to interactive… This is a multifaceted (and as far as I'm aware, relatively unexplored) issue, but we can begin making inroads. Making games more readable begins with two things- empathy and data." Nels on Don Norman and readability, amongst other things.
  • Blimey. Video from the 4k demo competition. Yes, that's terrain generation, that looks *that* good, in 4k. Eek.