Jordan Mechner’s game development diaries from when he made the original Prince of Persia are a good read, and now available in what looks like a nicely illustrated hardback edition — he was a teenager when he released his first commercial game and roughly 20 when developing the even bigger hit Prince of Persia, and his diaries illuminate both the remarkable technical accomplishments he was able to pull off on the limited 1980s hardware but also the mind and outlook of a teenager diving into an increasingly commercial world.
Notes about game development
This would be a fun thing to dink around with: a level editor for the Apple II version of Prince of Persia, one of the most innovative platforming games of all time.
If you have any interest in game design and development, be sure to also read Jordan Mechner’s journals / diaries from his time making Karateka and Prince of Persia — a time capsule into the mind of a successful ~18-year-old game dev auteur.
Hey, that’s not a very nice thing to call game developers! Oh, you mean literal slime molds…
British computer scientists are taking inspiration from slime to help them find ways to calculate the shape of a polygon linking points on a surface. Such calculations are fundamental to creating realistic computer graphics for gaming and animated movies. The quicker the calculations can be done, the smoother and more realistic the graphics. …
Adamatzky explains that the slime mould Physarum polycephalum has a complicated lifecycle with fruit bodies, spores, and single-cell amoebae, but in its vegetative, plasmodium, stage it is essentially a single cell containing many cell nuclei. The plasmodium can forage for nutrients and extends tube-like appendages to explore its surroundings and absorb food. As is often the case in natural systems, the network of tubes has evolved to be able to quickly and efficiently absorb nutrients while at the same time using minimal resources to do so.
The Internet will some day be a series of (feeding) tubes?