Purely Functional Retrogames, Part 1
23 days ago by rybesh
Pac-Man is dead simple in any language that fits the same general model as C. There are a bunch of globals representing the position of Pac-Man, the score, the level, and so on. Ghost information is stored in a short array of structures. Then there's an array representing the maze, where each element is either a piece of the maze or a dot. If Pac-Man eats a dot, the maze array is updated. If Pac-Man hits a blue ghost, that ghost's structure is updated to reflect a new state. There were dozens and dozens of Pac-Man clones in the early 1980s, including tiny versions that you could type in from a magazine.
In a purely functional language, none of this works. If Pac-Man eats a dot, the maze can't be directly updated. If Pac-Man hits a blue ghost, there's no way to directly change the state of the ghost. How could this possibly work?
functional
programming
games
In a purely functional language, none of this works. If Pac-Man eats a dot, the maze can't be directly updated. If Pac-Man hits a blue ghost, there's no way to directly change the state of the ghost. How could this possibly work?
23 days ago by rybesh
Attention Economy: The Game
february 2008 by rybesh
In my course Friend Request Denied: Social Networks and the Web I have my students play a game I developed to let them explore the dynamics of building a reputation online by giving and capturing attention. It’s also a fun way for students to get to know each other. I’m posting the game instructions and materials here (under a Creative Commons license) for anyone who wants to try it. If you make any improvements, please share!
Attention Economy: The Game
Ulises A. Mejias
How do new bloggers gain recognition? Why are some people in MySpace or Facebook more popular than others? Why does one YouTube video get seen by thousands of people, and another by just a few? What does it mean that “on the internet, everyone is famous to 15 people”? Can the subject matter of the content we post to an online network make us more or less popular?
This game is an accelerated simulation of the process of gaining attention online (acquiring more readers, friends, hits, etc.). The goal of the game is to collect the most attention. The game tries to condense a process that can take weeks or months into about an hour. It is intended for people who are new to the study of online social networks, but anyone can play. The game can also be used to teach some basic characteristics of networks, such as the role of hubs or connectors in scale-free networks. Players are asked at the end to critically reflect on the values that drive this Attention Economy.
Number of players: around 10-25
Time for activity: 45 minutes to 1.5 hours (depending on number of players)
Background
Attention is “the action that turns raw data into something humans can use” (Lanham, in Lankshear and Knobel, 2003, p. 111). Information is not scarce, attention is. Attention Economics establishes that what information consumes is “the attention of its recipients. Hence a wealth of information creates a poverty of attention and a need to allocate attention efficiently among the overabundance of information sources that might consume it” (Simon, in Lankshear and Knobel, 2003, p. 109).
Game Set Up
Goal: Collect the most attention.
Players:
Newbies: Individuals who just joined the online community. Few people know they exist.
Oldbies or Hubs: Individuals who have been around the online community for a while. They have established reputations, and people pay attention to what they say.
[Tip: In a group of 20 players, I usually designate 3 oldbies, but this number can be adjusted.]
Materials:
Attention Credit cards: Used by players to directly award or “pay” attention to another player.
Recommendation cards: Used by players to try to influence others to award or “pay” attention to someone.
[Tip: The reason section of the Recommendation card can be left blank, but writing something here can make the recommendation more "sticky".]
Log sheet: Used by players to keep track of how they have allocated their attention and who has awarded them attention, which is translated into points. Note that for every two Recommendations players receive, two points are gained.
DOWNLOAD A PDF WITH CARDS AND LOG SHEET READY TO PRINT!
Topic Boards: Used by players to identify themselves and the subject matter of their content. Players can change their topic as many times as they want during the game. It might make it easier to limit the topics to a few areas. For instance, I have students choose topics related to Entertainment, Sports, Politics or Religion.
[Tip: Dry-erase boards work best as Topic Boards, but they can be a bit expensive. I purchased the ones I use from The Markerboard People. Twenty boards (with markers, erasers, and display base) cost around $130.00 USD.]
Playing the Game
Different scenarios can be provided. For instance, players can be told that they are part of the blogosphere, and their topics reflect the subject matter of their posts. Or they can pretend to be YouTube users, and their topics reflect the subject matter of their videos, etc.
Game Setup
Sit in a circle, so everyone can see each other.
Have players write their names (in big letters) in the top section of their Topic Board.
Newbies get 15 Attention Credits and 5 Recommendations
Oldbies get 15 Recommendations and 5 Attention Credits. Make sure oldbies are clearly identified (attach something to the Topic Board, have them wear a party hat, etc.)
[Tip: The number of cards each player receives can be adjusted to control the duration of the game. The fewer cards, the shorter the game. I usually prepare individual player packs with the corresponding number of cards before the game.]
Playing the Game
Choose a starting topic and write it on your Topic Board (remember that you can change your topic as many times as you want).
Pay the Oldbie Tax: All newbie players must write their first Attention Credit card to one of the oldbies [Tip: if the game goes on for a long time, you may want to have players pay the Oldbie Tax more than once during the game.]
Decide who you are sending your first Attention Credits to, fill out your card, and log your decision.
Decide who you are sending your first Recommendation to, and fill out your card.
Send Attention Credits and Recommendations by passing them from left to right only along the circle. If something is addressed to you, keep it. If not, pass it along quickly. If it’s a Recommendation, read it before passing it along. Players can send cards to the same person more than once (or even send all their cards to the same person!).
Log any received Attention Credits or Recommendations.
Continue to send the rest of your Attention Credits and Recommendations until you run out of cards.
Ending the Game
The game ends when all cards have been used and received by their intended parties (or you can end the game early by stopping all traffic).
Have players calculate their scores and post in on their Topic Board.
Discuss the post-game questions.
Post-Game Questions
Why did oldbies have less Attention cards but more Recommendation cards than newbies?
What strategies did newbies employ to gain attention?
How did you decide to allocate recommendations?
Was it possible to gain more attention than oldbies?
What was your strategy for selecting or changing topics?
What was more important in guiding your actions: reciprocity or self-interest?
Reference
Lankshear, C., & Knobel, M. (2003). New literacies: Changing knowledge and classroom learning. Buckingham [England]; Philadelphia, Pa.: Society for Research into Higher Education & Open University Press.
See also:
The Attention Economy: The Natural Economy of the Net - Michael H. Goldhaber
Attention economy - Wikipedia
teaching
games
networks
from google
Attention Economy: The Game
Ulises A. Mejias
How do new bloggers gain recognition? Why are some people in MySpace or Facebook more popular than others? Why does one YouTube video get seen by thousands of people, and another by just a few? What does it mean that “on the internet, everyone is famous to 15 people”? Can the subject matter of the content we post to an online network make us more or less popular?
This game is an accelerated simulation of the process of gaining attention online (acquiring more readers, friends, hits, etc.). The goal of the game is to collect the most attention. The game tries to condense a process that can take weeks or months into about an hour. It is intended for people who are new to the study of online social networks, but anyone can play. The game can also be used to teach some basic characteristics of networks, such as the role of hubs or connectors in scale-free networks. Players are asked at the end to critically reflect on the values that drive this Attention Economy.
Number of players: around 10-25
Time for activity: 45 minutes to 1.5 hours (depending on number of players)
Background
Attention is “the action that turns raw data into something humans can use” (Lanham, in Lankshear and Knobel, 2003, p. 111). Information is not scarce, attention is. Attention Economics establishes that what information consumes is “the attention of its recipients. Hence a wealth of information creates a poverty of attention and a need to allocate attention efficiently among the overabundance of information sources that might consume it” (Simon, in Lankshear and Knobel, 2003, p. 109).
Game Set Up
Goal: Collect the most attention.
Players:
Newbies: Individuals who just joined the online community. Few people know they exist.
Oldbies or Hubs: Individuals who have been around the online community for a while. They have established reputations, and people pay attention to what they say.
[Tip: In a group of 20 players, I usually designate 3 oldbies, but this number can be adjusted.]
Materials:
Attention Credit cards: Used by players to directly award or “pay” attention to another player.
Recommendation cards: Used by players to try to influence others to award or “pay” attention to someone.
[Tip: The reason section of the Recommendation card can be left blank, but writing something here can make the recommendation more "sticky".]
Log sheet: Used by players to keep track of how they have allocated their attention and who has awarded them attention, which is translated into points. Note that for every two Recommendations players receive, two points are gained.
DOWNLOAD A PDF WITH CARDS AND LOG SHEET READY TO PRINT!
Topic Boards: Used by players to identify themselves and the subject matter of their content. Players can change their topic as many times as they want during the game. It might make it easier to limit the topics to a few areas. For instance, I have students choose topics related to Entertainment, Sports, Politics or Religion.
[Tip: Dry-erase boards work best as Topic Boards, but they can be a bit expensive. I purchased the ones I use from The Markerboard People. Twenty boards (with markers, erasers, and display base) cost around $130.00 USD.]
Playing the Game
Different scenarios can be provided. For instance, players can be told that they are part of the blogosphere, and their topics reflect the subject matter of their posts. Or they can pretend to be YouTube users, and their topics reflect the subject matter of their videos, etc.
Game Setup
Sit in a circle, so everyone can see each other.
Have players write their names (in big letters) in the top section of their Topic Board.
Newbies get 15 Attention Credits and 5 Recommendations
Oldbies get 15 Recommendations and 5 Attention Credits. Make sure oldbies are clearly identified (attach something to the Topic Board, have them wear a party hat, etc.)
[Tip: The number of cards each player receives can be adjusted to control the duration of the game. The fewer cards, the shorter the game. I usually prepare individual player packs with the corresponding number of cards before the game.]
Playing the Game
Choose a starting topic and write it on your Topic Board (remember that you can change your topic as many times as you want).
Pay the Oldbie Tax: All newbie players must write their first Attention Credit card to one of the oldbies [Tip: if the game goes on for a long time, you may want to have players pay the Oldbie Tax more than once during the game.]
Decide who you are sending your first Attention Credits to, fill out your card, and log your decision.
Decide who you are sending your first Recommendation to, and fill out your card.
Send Attention Credits and Recommendations by passing them from left to right only along the circle. If something is addressed to you, keep it. If not, pass it along quickly. If it’s a Recommendation, read it before passing it along. Players can send cards to the same person more than once (or even send all their cards to the same person!).
Log any received Attention Credits or Recommendations.
Continue to send the rest of your Attention Credits and Recommendations until you run out of cards.
Ending the Game
The game ends when all cards have been used and received by their intended parties (or you can end the game early by stopping all traffic).
Have players calculate their scores and post in on their Topic Board.
Discuss the post-game questions.
Post-Game Questions
Why did oldbies have less Attention cards but more Recommendation cards than newbies?
What strategies did newbies employ to gain attention?
How did you decide to allocate recommendations?
Was it possible to gain more attention than oldbies?
What was your strategy for selecting or changing topics?
What was more important in guiding your actions: reciprocity or self-interest?
Reference
Lankshear, C., & Knobel, M. (2003). New literacies: Changing knowledge and classroom learning. Buckingham [England]; Philadelphia, Pa.: Society for Research into Higher Education & Open University Press.
See also:
The Attention Economy: The Natural Economy of the Net - Michael H. Goldhaber
Attention economy - Wikipedia
february 2008 by rybesh
if:book: why is 'world without oil' such a bore?
may 2007 by rybesh
"humour around topics like this would index the PMs squarely to an activist agenda.. it's a risky strategy for anyone who's reluctant to nail their political colours firmly to the anti-capitalist mast, which rules out most of Silicon Valley."
environment
activism
games
humor
siliconvalley
opinion
may 2007 by rybesh
Welcome to King Features Syndicate
march 2007 by rybesh
King Features Syndicate, part of the Hearst Entertainment & Syndication Group, is the world's premier distributor of comics, columns, editorial cartoons, puzzles and games to newspapers.
newspaper
comics
cartoons
syndication
business
games
march 2007 by rybesh
uclick Comics, Web Content, Games and Columns for syndication, hosted subscription services, Web publishing and Wireless applications.
march 2007 by rybesh
uclick is the largest packager and distributor of comics and word games on the Web.
comics
cartoons
syndication
news
journalism
games
march 2007 by rybesh
WiiToMidi - Wii Controller to MIDI interface for Mac OS X
february 2007 by rybesh
WiiToMidi allows you to convert signals from a Nintendo Wii controller to MIDI signals.
music
interface
osx
games
february 2007 by rybesh
Epistemic Games: ByLine
january 2007 by rybesh
ByLine is designed to help players learn to think like journalists about science and society.
games
research
learning
education
journalism
january 2007 by rybesh
Yahoo! Talent Show
october 2006 by rybesh
The Yahoo! Talent Show is a nationwide search to find the next great Internet celebrity.
web
video
yahoo
tv
games
social
media
october 2006 by rybesh
Fantasy Congress - Where People Play Politics!
october 2006 by rybesh
In this game, we give you the power to draft and manage a team of members from the U.S. Congress.
politics
games
markets
october 2006 by rybesh
Clickable Culture - Airport Screening Is A Badly-Designed Game
june 2006 by rybesh
In an increasingly digitally-networked society, could airport screening tasks be integrated into a game available to the public?
security
surveillance
opensource
games
june 2006 by rybesh
Digital Blue
may 2006 by rybesh
We offer the freedom to create, play, and learn from technology without always being "tethered" to a PC or videogame console.
teenagers
media
tools
digitalyouth
camera
toys
games
technology
may 2006 by rybesh
SL Exchange
may 2006 by rybesh
SL Exchange is the premier Second Life®-integrated commerce website featuring real-time shopping, real estate listings, and full-fledged currency exchange.
virtualreality
games
capitalism
market
consumer
may 2006 by rybesh
Machinima.com: Second Life - Making the Movie
may 2006 by rybesh
In what we’ll call a SLeadicam™ shot, the cameraman sits on an object (a simple wooden block will suffice), while a dolly grip uses the object editing tools to move the block (and the cameraman) in the desired direction.
machinima
virtualreality
games
film
cinema
howto
camera
techniques
may 2006 by rybesh
OGLE: The OpenGLExtractor
may 2006 by rybesh
OGLE (i.e. OpenGLExtractor) is a software package by Eyebeam R&D that allows for the capture and re-use of 3D geometry data from 3D graphics applications running on Microsoft Windows.
3d
architecture
art
code
graphics
games
virtualreality
may 2006 by rybesh
PIECORP - Public Interest Entertainment Corporation
may 2006 by rybesh
We create online collaborative creativity tools and fun virtual worlds that promote civic participation, non-violent conflict resolution, and critical thinking.
games
virtualreality
collaboration
creative
tools
social
public
may 2006 by rybesh
Quicktime in Second Life: llParcelMediaCommandList
april 2006 by rybesh
You are allowed one movie per land parcel. The movie will be played by replacing a texture on an object with the movie. Users will only see the movie when they are standing on your land parcel.
3d
games
video
tools
delivery
virtualreality
april 2006 by rybesh
American Bishoujo: Ren'Py - Visual Novel Interpreter
april 2006 by rybesh
Ren'Py is a programming language and runtime, intended to ease the creation of visual-novel type games.
opensource
python
code
games
japan
interactive
fiction
anime
authoring
tools
april 2006 by rybesh
Visual Novel Fan Translations
april 2006 by rybesh
This site tries to provide a complete and convenient overview of links to all unlicensed English visual novel fansubs.
interactive
fiction
anime
fans
video
games
subtitle
community
april 2006 by rybesh
nscripter.insani.org
april 2006 by rybesh
Support site for the Japanese visual novel scripting engine NScripter and its open-source (GPL) counterpart, ONScripter.
interactive
fiction
video
games
authoring
tools
opensource
april 2006 by rybesh
Visual novel
april 2006 by rybesh
A visual novel is an interactive fiction game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or stage plays more than anything else.
comics
video
games
authoring
interactive
fiction
anime
participatory
media
april 2006 by rybesh
bunchball.com - Play with your friends!
march 2006 by rybesh
For developers wanting to create multi-player games, we provide a multi-player ActionScript API and hosted infrastructure at no cost.
api
collaboration
community
flash
games
social
play
web
march 2006 by rybesh
How to Kill Your Industry
february 2006 by rybesh
Don't innovate; extract value instead of creating it, by building iron curtains around the valeu chain; focus on synergies (read: marketing economies of scale and scope).
business
strategy
ideas
innovation
games
media
creative
february 2006 by rybesh
WSJ.com - Yahoo Hopes to Make Network Flop a Net Hit
january 2006 by rybesh
The company is working on a cross between a narrative video production and an online game: Consumers will be able to view regularly updated video clips and try to solve online puzzles about the fugitive's real-world location.
tv
games
yahoo
narrative
video
locative
maps
YRB
january 2006 by rybesh
Experimental Travel
january 2006 by rybesh
Experimental Travel is travel with constraints, that at the same time liberates you from the limitations and expectations of classic tourism.
experimental
travel
games
january 2006 by rybesh
Oslo PhD grants in participation, games
december 2005 by rybesh
Dialogic mass media refers to a number of digital media technologies established over the past ten years, in which the receiver is also a sender and therefore able to engange in a dialogue.
unmediated
media
participatory
incentives
politics
games
norway
academia
grants
december 2005 by rybesh
Nintendo Beats Google To Free Nationwide Wi-Fi
november 2005 by rybesh
Nintendo is deploying a free, nationwide Wi-Fi network, well before Google.
wireless
mobile
games
business
communication
november 2005 by rybesh
The Movies: Premier Edition
november 2005 by rybesh
Create your own movies within the game and share them with the entire world.
machinima
games
cinema
tools
november 2005 by rybesh
IF Audiogaming
november 2005 by rybesh
Ruminations on how to create aural interfaces to interactive fiction.
audio
games
interface
ideas
multimodal
november 2005 by rybesh
Storytelling Games
november 2005 by rybesh
Games and Resources on Storytelling Games and Improvisational Storytelling; Card Games, Board Games, and Role-Playing.
drama
games
narrative
ideas
november 2005 by rybesh
Experimental Gameplay Project
november 2005 by rybesh
Each game must be made in less than 7 days.
game
games
design
ideas
entertainment
experimental
creativity
research
project
november 2005 by rybesh
Mediamatic.net - Playing FLICKR v2.0
november 2005 by rybesh
The diners in Restaurant 11 can use their mobile phones to submit a keyword of their choice, which will later appear on the surrounding screens with corresponding photographs from Flickr.
amsterdam
art
community
food
games
image
interactive
interface
media
mobile
newmedia
photography
play
sms
social
vj
wireless
november 2005 by rybesh
Millions of games
september 2005 by rybesh
Tagging casual games.
games
community
mobile
social
metadata
september 2005 by rybesh
Peekaboom: Not just wasting your time...
august 2005 by rybesh
Peekaboom allows us to gather useful information about random images from the Web, which is used to train computer vision algorithms.
computervision
games
research
social
metadata
YRB
august 2005 by rybesh
www.theory.org.uk -- the media theory site
august 2005 by rybesh
Social theory for fans of popular culture. Popular culture for fans of social theory.
social
theory
fans
culture
culturalstudies
sociology
research
postmodernism
media
games
literature
art
cinema
august 2005 by rybesh
Interactive Fiction Metadata Element Set
august 2005 by rybesh
This document defines a set of metadata elements for describing Interactive Fiction games.
games
literature
metadata
standards
semweb
august 2005 by rybesh
The Lessons of Lucasfilm's Habitat
july 2005 by rybesh
Our experiences developing the Habitat system, and managing the virtual world that resulted, offer a number of interesting and important lessons for prospective cyberspace architects.
community
culture
design
games
social
networking
july 2005 by rybesh
Hypermedia Laboratory - University of Tampere
july 2005 by rybesh
The research projects conducted in the Hypermedia Laboratory concentrate in planning and developing new digital user-friendly services that help people in their everyday life.
design
mobile
games
research
hypermedia
labs
july 2005 by rybesh
Kevin Slavin
july 2005 by rybesh
Kevin Slavin is the Managing Director and co-Founder of area/code.
people
games
advertising
nyc
july 2005 by rybesh
spring_alpha
june 2005 by rybesh
The project combines the development of an open software system along with workshop events that seek to broaden Free Open Source Software development principles into areas outside of programming.
art
code
culture
games
social
collaboration
opensource
june 2005 by rybesh
character_rpg LJ Community
june 2005 by rybesh
This community is for the promotion of Character Role Play games, games based on literary works, movies, TV shows, historical events, or original creations In which the members play as the characters of that particular genre.
fans
collaboration
narrative
games
blog
june 2005 by rybesh
A Different Kind of Game: The Phenomena of Milliways Bar
june 2005 by rybesh
By making initial "entrance" posts and allowing any and all other characters to respond as the inclination strikes them, Milliways Bar is enabling a kind of collaborative storytelling.
narrative
collaboration
games
blog
fans
june 2005 by rybesh
Games + Learning + Society Conference
june 2005 by rybesh
The GLS Conference will foster substantive discussion and collaboration among academics, designers, and educators interested in how videogames – commercial games and others – can enhance learning, culture, and education.
conference
education
games
june 2005 by rybesh
Menko
june 2005 by rybesh
For the uninitiated, the word "menko" generally refers to a thick piece of cardboard with a picture printed on its face. They are used as toys by Japanese children in much the same way as American children might flip baseball cards.
image
culture
games
collecting
japan
comics
june 2005 by rybesh
Delta3D - Open source gaming & simulation engine backed by the U.S. Military
june 2005 by rybesh
A well-supported and fully-funded open source project, Delta3D is a full-function game engine appropriate for a wide variety of modeling & simulation applications.
3d
games
graphics
python
opensource
june 2005 by rybesh
OverClocked ReMix - Unofficial Game Music Arrangement Community
may 2005 by rybesh
OverClocked ReMix is a website dedicated to reviving the video and computer game music of yesterday, and reinterpreting that of today, with new technology & capabilities.
games
music
remix
collaboration
may 2005 by rybesh
Rip, rig & panic. Enabling creativity: the user experience
april 2005 by rybesh
"Firms in publishing, music, film, television, gaming, software, and hardware are increasingly understanding that much of the most exciting media work in the world today is being... facilitated by the creative wisdom of information or library science."
media
cinema
music
tv
games
hardware
code
library
commons
msmdx
quote
commercial
creative
april 2005 by rybesh
A New Way to Think About Games
april 2005 by rybesh
The important thing to take away from this is the way that he is making the game. He's sidestepped the whole idea of massive teams of content creators in favor of a system of building games based on player-content and emergence.
games
design
unmediated
social
authoring
april 2005 by rybesh
Code Zebra
april 2005 by rybesh
A chat visualization and dialogue tool that enables serious conversations, performances and game play between individuals and groups on the Internet.
art
flash
java
messaging
games
april 2005 by rybesh
Organum Playtest
april 2005 by rybesh
An interactive week of programs exploring the human voice through sound, image and technology. A week-long installation premieres Organum: The Game, a video game in which gamers navigate through the human voice box using their own voices as game controls.
art
music
newmedia
games
april 2005 by rybesh
Ariadne - Understanding MMORPG Addiction
april 2005 by rybesh
Using survey data and anecdotes collected from MMORPG players, this essay first shows that MMORPG addiction is a very real phenomenon, and then attempts to provide a holistic explanation of MMORPG addiction.
social
research
games
april 2005 by rybesh
vidbites community
april 2005 by rybesh
Every two weeks, one challenge will close as the next challenge opens, and members will be asked to make fifteen to twenty seconds of a video based on that challenge: a vidbite.
social
video
authoring
editing
remix
games
april 2005 by rybesh
Xbox Marketplace
march 2005 by rybesh
Browse-able by game, genre, and a number of other ways, the Marketplace will provide a one-stop shop for consumers to acquire episodic content, new game levels, maps, weapons, vehicles, skins, and community-created content.
games
commercial
social
fans
march 2005 by rybesh
Interplay: Computer Games Meet TV and Film
march 2005 by rybesh
Topics to be covered include Computer Games, Digital media production, use of Computer Game Engines in film/TV production, linear and non-linear narratives and formats, realistic computer Graphics.
games
tv
cinema
commercial
research
march 2005 by rybesh
Starsiege 2845
february 2005 by rybesh
"Authorized" fanmod, meaning they can use commercial IP.
fans
games
social
authoring
remix
february 2005 by rybesh
:: TOTAL IMMERSION
february 2005 by rybesh
Total Immersion is a leading software and services company specialized in real time video and 3D images integration.
ubicomp
3d
graphics
interface
games
commercial
february 2005 by rybesh
LUDIFIED: On Work and Play at the Dawn of the Game Age
january 2005 by rybesh
We stand on the verge of a curious sort of industrial revolution, driven by play as the first was driven by steam.
games
ideas
january 2005 by rybesh
Instinct Corporation
january 2005 by rybesh
Instinct Corporation, based in the Silicon Valley, is the leading educational software company focusing exclusively on developing communication skills through story telling and movie making.
commercial
authoring
narrative
education
tools
games
video
january 2005 by rybesh
pygame - python game development
january 2005 by rybesh
Pygame is a set of Python modules designed for writing games.
games
python
graphics
opensource
code
january 2005 by rybesh
NetGames Proceedings
january 2005 by rybesh
ACM papers on network and system support for games.
games
networking
architecture
january 2005 by rybesh
Caterpillar Mobile
january 2005 by rybesh
Anita and Erick are building multimedia games for pocket devices.
mobile
social
games
berkeley
january 2005 by rybesh
MTV2: Video Mods
november 2004 by rybesh
MTV 2’s Video Mods program features music videos which are produced using look-alike skins of the performers inserted in the worlds of 3D games.
3d
authoring
graphics
music
tv
video
games
november 2004 by rybesh
JTGL - Java Tiny Gfx Library Project
november 2004 by rybesh
JTGL is a java library for graphical development (e.g. games), specially suited for mobile appliances such as mobile phones, pdas, etc.
code
games
graphics
java
mobile
opensource
november 2004 by rybesh
The 36 Plots
october 2004 by rybesh
This article is descended from an article I wrote several years ago about plotted games, based on my interpretation of a book by Georges Polti called The Thirty-Six Dramatic Situations.
games
ideas
narrative
reference
october 2004 by rybesh
Katamari Damacy
october 2004 by rybesh
As the tiny Prince of the Cosmos, you must roll a sticky ball around on the Earth, progressively picking up larger and larger things until your huge ball of garbage is transformed into a star.
games
japan
wishlist
october 2004 by rybesh
NeL
september 2004 by rybesh
A toolkit for the development of massively online universes. It provides the base technologies and a set of development methodologies for the development of both client and server code.
3d
code
games
opensource
tools
web
september 2004 by rybesh
Java Games Programming Techniques
april 2004 by rybesh
Java programming techniques for 2D, 2.5D, 3D, and networked games.
code
games
java
april 2004 by rybesh
Experimental Game Lab at Georgia Tech
march 2004 by rybesh
In this interdisciplinary lab, computer scientists, designers and artists work together to push the boundaries of existing genres and create new genres of electronic games.
academia
games
march 2004 by rybesh
Façade
february 2004 by rybesh
Façade is an artificial intelligence-based art/research experiment in electronic narrative.
games
february 2004 by rybesh
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