Hyperlapse makes first-person videos smooth and speedy
Professional photographer Nick Didlick always wanted to make a great ski movie, but he had long been stymied by the need for two things: Tons of pricey camera gear, and plenty of time to shoot.
Professional photographer Nick Didlick always wanted to make a great ski movie, but he had long been stymied by the need for two things: Tons of pricey camera gear, and plenty of time to shoot.
In 1998, the U.S. Patent and Trademark Office issued Patent 5,718,632, on a method for avoiding “unnecessary wastage of time” in video games. What’s transpired in the 17 years since then can best be described as an unnecessary wastage of time. Namco’s patent covers “auxiliary games” that a player...
A blog about video game development
In 1995 one of my all time favorite video games was released: the original WipEout for PlayStation. The brand new PlayStation produced 3D graphics previously unseen on living room TVs and WipEout exploited its capabilities like no other game at the time. It was one of the pioneering titles of the fifth generation…
I spent a lot of time as a kid playing (generally, pretty terrible) games on my Game Boy. Having never written code for anything other than 'regular' general purpose computers before, I've been wondering recently: how easy is it to write a Game Boy (Advance) game?
Blog by Nolan Lawson about JavaScript on mobile devices
Cancelled & Unreleased Video Games
In some ways path tracing is one of the simplest and most intuitive ways to do ray tracing.
Interactive animations and even a game in your URL bar.
Can you use math to escape from, what seems like, an impossible prison escape problem based on coins and a chessboard?
I’m sorry all my weblog entries seem to be variations of emulation, Internet Archive, Archive Team and Vintage Computing, but that’s kind of all my life is right now anyway. (I’m …
Total Annihilation has a special place in my heart since it was the very first RTS I played; it was with Command & Conquer and …
There is a whole chunk of the Dolphin project that most users don't know about and have no interactions with. Most of the blog's articles focus on user visible features: improvements in the emulator core, or accuracy changes that allow non playable games to finally work properly. We seldom talk...
Let me get this straight. We have an emulator for 1985 hardware that was written in a pretty new language (Go), ported to a language that isn’t even 1.0 (Nim), compiled to C, then compiled to JavaScript? And the damn thing actually works? That’s kind of amazing.
“I Know This” is a game I made for the Global Game Jam 2015 along with Gavin McCarthy (art, design), Adam Axbey (sound effects) and Matthew Simmonds (4mat) (music); I did programming and design. The name we chose for the team was Two’s Complement .
While walking around the Bay Area Maker Faire this weekend, I stumbled across an amazing piece of technology: Valve's "Lighthouse" tracking system. Valve's demos were (supposedly) a major contributor to Oculus' fundraising efforts and ultimate sale to Facebook, and this device may have been a key piece of those demos…
Today, we are proud to announce that Microsoft has acquired Havok, the leading provider of 3D physics, from Intel. As we welcome Havok to the Microsoft family, we will continue to work with developers to create great gaming experiences, and continue to license Havok’s development tools to partners. We believe that…
Wow, it’s been a while. Figured passing another milestone is worth at least some sort of update. Looking back at my 1 year milestone has been amusing. My initial thought was that almost all the points brought up 4 years ago would no longer apply. A lot of the insights back then are strangely still quite applicable. So…