studio notes 3-14-2024

moha cat Spring break has given me more time to sit and play with projects. No big breakthroughs. I rewired the doorknob plinth from Doors and now the action on all the knobs and doorknob is much nicer than in the show. Unfortunately there’s still communication issues with the blinkm rgb light that lights up the keyhole. It’s possible that I rewired it wrong, but maybe more likely that it’s an OSC issue. It’ll take a little work to remember how it was meant to work and do some troubleshooting, since it was the last feature I added before the show and probably the least documented part of the project. plinth rewire Do I even want to get this working again though? I can see it being part of a show with more grotto-related stuff, but part of me thinks it’s probably better to concentrate on other stuff.

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Playing with Infinity in CSS

CSS has an infinity constant. When I first learned about this, my brain lit up with all kinds of absurd possibilities. Let’s discuss! There might even be some practical use cases. No promises, though. […] Link

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another room

map_3-2

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The Games Industry Has Never Been Sustainable

Many businesses, industries, and regulatory bodies have been putting sustainability front and center in recent years. However, the games industry has fallen short on all three sustainability dimensions (economic, social, environmental). Our talk will explore paths towards compelling it to do better, […] Link

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Weird Fucking Games

Just a blog about weird fucking games. […] Link

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GUI Wonderland, Xerox Alto

Alto MAze War

[The Xerox Alto] was first introduced in 1973, at a time when that same Xerox meant only “photocopy”, and IBM was an extremely important PC manufacturer; among all the features it had, what is probably its most influential achievement is that it was purposely built to run a GUI operating system, the Alto Operating System, at a time when something like that was unheard of. […] The first Alto game we’ll quickly mention is called MazeWar; it wasn’t originally released for this computer, but it was instead ported from another computer called Imlac, which featured intriguing vector-based graphics. What was special about this game is that, just like Alto Trek, it was a multiplayer game, and could be played against people on the same network; luckily for the busy researchers of PARC, it was easy to jump in and out of the game without disturbing anyone, as each instance of it ran on every Alto independently, and it would connect to the network only when it needed to exchange data with other players (so, for instance, the person who started the game, the host, could leave at any time, and the MazeWar match would simply continue).[…] Link

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