Letter to John Carmack
The following is an email I sent to John Carmack of Id Software after I had watched his Quakecon 2012 Keynote Speech
The following is an email I sent to John Carmack of Id Software after I had watched his Quakecon 2012 Keynote Speech
It’s a new thing on the Internet, a planetary-scale augmented-reality game being played on a real planet: ours. It’s fun to play, particularly if you have kids. And interesting, I think, for anyone who cares about issues of Life Online, even non-gamers.
Linked lists look harmless until they start detonating your game at runtime. This is the bug pattern far too many programmers miss.
Since I had one week before my next contract I decided to finish my "cycle of id". After Doom , Doom Iphone , Quake1 , Quake2 , Wolfenstein iPhone and Doom3 I decided to read the last codebase I did not review yet: idTech3 the 3D engine that powers Quake III and Quake Live . The engine is mostly an evolution of…
Back in March of 2012 I was watching Duplicity and I noticed something odd about 28 minutes in:
Table of Contents | Chapter 2 » OpenGL has been around a long time, and from reading all the accumulated layers of documentation out there on the Internet, it's not always clear what parts are h…
Depth of field blur is an effect that is used in many modern games as a cool graphics effect. A nice example of this is of course my own gam...
This was a joke at the time... we should have seen it coming. I'm beginning to see Codemasters in a very different and negative light ...
Shareware games, New Zealand Game Developers Screaming Duck Software are the makers of the puzzle games Fitznik, Fitznik 2 and Drippy
Parallelogram is a demo running on the Commodore One extender board, which contains an Altera Cyclone III FPGA and an SDRAM chip. The logic design was made from scratch, including a homebrew CPU, FM synth and blitter with pixel shader support. The demo won the wild compo at Revision 2012 .
Anyone remember Color cycling from the 90s? This was a technology often used in 8-bit video games of the era, to achieve interesting visual effects by cycling (shifting) the color palette. Back then video cards could only render 256 colors at a time,...
Allow a single entity to span multiple domains without coupling the domains to each other.