I heard about the DOOM Game Engine Black Book by Fabien Sanglard on the Hanselminutes podcast episode 666, and immediately ordered the book. It was a riveting read – at least for someone who likes technology and computer history like I do. The book walks through how the ID Software classic DOOM game from 1993 works and the tricks and techniques used to get sufficient performance out of the hardware of 1993. As background to how the software was written, the book contains a great description of the hardware design of IBM-compatible PCs, gaming consoles, and NeXT machines circa 1992-1994. It covers software design, game design, marketing, and how ID Software worked.Continue reading “DOOM Black Book – This is Brilliant!”
Human Resource Machine, from the Tomorrow Corporation, is a puzzle game that basically boils down to assembly-language programming. It has a very charming graphical style and plenty of entertaining sideshows, hiding the rather dry core game in a way that really works! It is really great fun and challenging – even for myself who has a reasonable amount of experience coding at this low level. It feels a bit like coding in the 1980s, except that all instructions take the same amount of time in the game.
I am really a great fan of the Rovio games from Angry Birds and on. One of these games is the tricky puzzler Bad Piggies, which I have spent a great deal of time playing to unlock new levels (and as an illustration of deterministic simulation). Playing on my Nexus 7 I have solved level after level… and then I got myself a new Xperia phone. Not that playing on the go is that big an attraction, but if I happened to want to do that, starting over just felt wrong.
I just added a new blog post at the Wind River blog, about determinism and illustrating Simics-style determinism is by looking at the game Bad Piggies. Games and simulators have quite a lot in common, actually.
Once upon a time, I was young man in high school where our little computer club got a new PC with a color screen and a floating-point coprocessor. One fun little program I wrote was a simple gravity simulator, where a number of point-size assigned various mass flew around interacting with each other. We used that program and tried to set up initial setting for sizes, speeds, and directions of bodies that would result in some kind of stable system. More often that not, all we managed to create were comets that came in, took a sharp corner around a “star” and disappeared out into the void again. Still, it was great fun. And when I discovered Angry Birds Space it felt like a chance to try that again. Overall, “space” as my son calls it is a great spin on the Angry Birds idea. However, the way it is sold does not make me too happy.