onLine weblog archive

Tuesday, June 25, 2002

PPK describes the mysteries of document.body, doctype switching, and more at evolt.org.
I should not neglect to mention that the 2002 5k "Anything Goes" Entries have been posted.
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Tuesday, June 25, 2002

Film Strips is some nice photo booth photography art from Tim Garrett.

Monday, June 24, 2002

I love this Woody Guthrie copyright notice, and I suspect Stewart will love it even more:
This song is Copyrighted in U.S., under Seal of Copyright # 154085, for a period of 28 years, and anybody caught singin it without our permission, will be mighty good friends of ourn, cause we don't give a dern. Publish it. Write it. Sing it. Swing to it. Yodel it. We wrote it, that's all we wanted to do.
I found it at Dithered , and Chris found it at Boing Boing. Maybe if we keep passing it around we can all count ourselves as mighty good friends of Woody.

Sunday, June 23, 2002

From the now online book Halcyon Days: Interviews with Classic Computer and Video Game Programmers comes some great quotes from Eugene Jarvis, the maker of Robotron and Defender. I give them to you without context, since they make sense in so may different contexts:
Money can be made later, but time is lost forever.
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We want total freedom in our fantasy game world to do anything, but we forget that the essence of a game is the limitations of its world. The game of chess is a classic example of a severely limited playfield, but with mind-blowing intrigue. We face the freedom of the real world every day, but find it more interesting to play on our computer screens, because it holds the promise of a less infinite world that can be conquered.
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What is the objective of writing a game? I write a video game for the sole purpose of providing the player with the most awesome experience possible. The best interaction with the highest possible frame rate and quality. Regrettably, high level languages require a compromise in efficiency on the order of 20-50% versus a highly skilled and motivated assembly programmer. It is true that assembly code is more difficult to write, but am I designing a game for my convenience, or to deliver the best possible experience to the player? It is no coincidence that programmers who design with their own convenience as their top priority often end up with crappy games.
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