The Making of Warcraft, Part 2
Warcraft almost didn't become Warcraft. Part 2 gets into the hard calls, surprises, and turning points that shaped the hit.
Warcraft almost didn't become Warcraft. Part 2 gets into the hard calls, surprises, and turning points that shaped the hit.
Posted by Matthias Grundmann, Vivek Kwatra, and Irfan Essa, Research at Google One thing we have been working on within Research at Google is deve...
When doing the new website for the Sublime Text 2.0 launch, instead of just screenshots, I wanted to have animations to demonstrate some of its features. One of the criteria was that the animations should work everywhere, from IE6 to an iPad. This ruled out two common video options, Flash and the <video> element…
Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint , Heat Signature , and Tactical Breach Wizards . Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
GoldenEye 64 had a special place in my heart when I was growing up. It was the first game my parents wouldn’t let me buy due to violent content. I saved up allowances and dug up couch treasures for months to taste the forbidden fruit. The effort turned into one of the pillars of my childhood experiences. I still…
The following is a "photographic" gallery of fractal patterns found while exploring the planet with Google Earth. Each is provided with a KMZ file so the reader can explore the region for themselves. Readers are encouraged to submit their own discoveries for inclusion, credits will be included. Besides being examples…
Real Time Multiplayer in HTML5 Jul 18th, 2012 | by Sven Bergström Multiplayer and browsers When you consider making multiplayer games, there are …
The following is an email I sent to John Carmack of Id Software after I had watched his Quakecon 2012 Keynote Speech
In this tutorial, you’ll learn how to build a game like Cut the Rope with SpriteKit in Swift, complete with animations, sound effects and physics!
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.
Explore all of Unity's products and services to find the right set of tools for you. Get more information about our plans and pricing.
I got back from San Francisco and the Google I/O developer conference there last week. Google was yet again gracious with the hardware givea...
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…