Finally, after 3.5 years, the Canon 5D Mark III is here (or at least on the way)!
This biography is primarily a character study. It seeks by detailing the man’s actions to try and quantify and qualify the traits that made him the iconoclast that he was. The hero of this book is not a particularly likable man or even that rational. He was a fierce demon of passionate opinion, amazing taste, and an extraordinary instance of talent at the intersection of technology and art.
Continuing the big upgrades on my website, I’ve built out new pages for my books: The Darkening Dream and Untimed. These pages are an attempt to look less bloggy, more like typical author and book sites. I’ll, of course, be continuing to refine and add. One of the nice things about using Wordpress is that it’s easy to continually modify. I’ll add reviews and promotional information. Sample chapters, etc.
Since I’m waiting for both my line edits on Untimed and my proofreading on The Darkening Dream, I’m researching website construction. I have to morph, upgrade, or supplement this blog with a genuine author website and I can’t bring myself to hire someone…
Yesterday, John McCarthy, the inventor of the LISP programming language passed away. It’s been a bad month for computer guys. First Steve Jobs, then Dennis Ritchie, creator of C, now McCarthy. LISP was one of my early great loves in programming languages….
This post is presents an algorithm of sorts for learning to program. It applies not only to the fundamentals, but to all aspects, including the acquisition of small component skills. Thirty years after learning, I still follow the same basic procedure. To tell the truth, modified, it works for leaning most things.
There are two basic approaches: home training and school. Personally I’d recommend both.
Let’s talk school. In my day (1980s) pre-collegiate computer classes barely existed, and if they did they were mostly about Pascal programming and data-structures. They often used p-System pascal, an old-school predecessor to Java!
Some kid is always asking me, “I love video games, how do I learn to program them?”
First of all, a warning. Reaching the skill level to be a professional video games programmer takes years. There are no shortcuts. You can not possibly go from nothing to professional grade skills in less than perhaps 2-3 years — and for that you’d have to be an uber-genius — usually it takes 5-10.
This post is a sequel of sorts to my How do I get a job designing video games. The good new is — if you’re a programmer — that nearly all video game companies are hiring programmers at all times. Demand is never…
There are a couple of broad categories of programmers working on video game teams. If programmer is your player class, then the following types are your spec. Programmers are all warlocks and mages so instead of “demonology” or “frost” you can choose from below. This is the real world however, and many programmers dual (or even triple) spec — i.e. they handle multiple specialties.
Part 3 of a journal article I wrote on making Crash in 1999.
Part 2 of a detailed journal article I wrote on making Crash in 1999.
Below is another journal article I wrote on making Crash in 1999. This was co-written with Naughty Dog uber-programmer Stephen White, who was my co-lead on Crash 2, Crash 3, Jak & Daxter, and Jak 2. It’s long, so I’m breaking it into three parts.
I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. This post is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash 3. GOOL was my second custom language. GOOL was mostly interpreted, although by Crash 2 basic expressions were compiled into machine code.
For my first novel, The Darkening Dream, I started in word and then switched to Scrivener about 60% of the way through the first draft. I’ve never looked back. Scrivener is a specialty word processor designed for those who write…