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Category Archives: technology

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SimCity to License Blizzard’s LocalServer™ Technology

By Jeff | Published: March 22, 2013

Electronic Arts announced today that it intends to license Blizzard Software’s LocalServer™ technology as soon as it becomes available. EA has taken a beating in recent weeks over its decision to make SimCity—an essentially single-player game—require online access as a condition for play. The decision mirrors the approach taken by Blizzard in the development of [...]

Also posted in games, programming | 2 Comments

Hitting a Dead End with FlasCC

By Jeff | Published: January 1, 2013

I’ve been looking long and hard for a solution to the problem of creating high-performance games that are broadly portable across desktop, mobile, and in-browser platforms. Adobe Flash looks to be the closest solution to what I want, but FlasCC falls far short of offering the performance benefits it promises.

Also posted in games, programming | 5 Comments

I Cannot Read on My iPad

By Jeff | Published: July 10, 2012

I didn’t buy my iPad to read books—I bought it as a developer, to develop games. But I’m a user as well as a designer, and I certainly expected to read books on it. That seems to be a lot of what people do. But I can’t read books on my iPad. I have about [...]

Also posted in books | 15 Comments

Angry Birds “Cloned” Crush the Castle, and That’s Okay

By Jeff | Published: June 21, 2012

When people find out that I developed the iOS version of Crush the Castle, they often respond in a peculiar and surprising way. They come to my defense. “Man, aren’t you angry that Angry Birds ripped you off?” they ask. “They totally stole your idea.” I tell them, no, I’m not angry “Really?” they reply. [...]

Also posted in Crush the Castle, ethics, games, programming | 11 Comments

Diablo 4 to Feature LocalServer™ Technology

By Jeff | Published: May 16, 2012

In a surprise move today, Blizzard Entertainment announced that their hotly anticipated forthcoming game Diablo 4 will feature a new technology they’re calling LocalServer™. Blizzard claims that the innovative feature will allow players to run the single-player game entirely on their own computer. LocalServer™ promises to all but eliminate contact with the battle.net servers for [...]

Also posted in games | 13 Comments

How Siri Works

By Jeff | Published: October 5, 2011

NEWS FLASH: Check out House of Shadows, my latest game for iPhone, iPad, and iPod Touch. Once again someone has offered us incredible artificial intelligence, and once again we are bracing for disappointment. It happened with handwriting recognition on the Newton, which proved to be slow and clumsy. It happened with the not-as-smart-as-they-first-appeared creatures of [...]

Also posted in iPhone, programming | 72 Comments

Back from the Bing

By Jeff | Published: June 10, 2010

All right Google, nevermind. I thought you were obnoxious. But after trying Bing for a few hours I see you’re still the best thing going. Google’s recent interface changes may be noisy and toadying. But at least their search engine works. Bing’s doesn’t. Not well anyway.

Also posted in programming | 1 Comment

Goodbye Google

By Jeff | Published: June 10, 2010

I never imagined this day would come. It seemed like Google would be my conduit to the internet forever. Why not? Who could beat it? I never guessed that I would leave Google not for another, superior search engine, but simply because Google had turned fickle and annoying.

Also posted in culture, programming, thinking | 11 Comments

Porting a Fixed-Function Game to a Programmable Pipeline: Part 1

By Jeff | Published: May 29, 2010

I’ve started work on porting Crush the Castle from the iPhone/iPod Touch to the iPad. I thought I’d share some of the technical issues I’ve encountered while expanding the Crush the Castle renderer from an OpenGL 1-based system to a system that supports both OpenGL 1 and OpenGL 2. When my daughter wants the iPad [...]

Also posted in Crush the Castle, games, iPhone, programming | 6 Comments

How to Get Your iPhone App into the Top 10

By Jeff | Published: December 18, 2009

This week Crush the Castle hit the top 10 list on the iPhone App Store. I’ve helped release a dozen iPhone/iPod Touch apps in the last year and a half. Some have made money. Others have tanked. But Crush the Castle is the first to have climbed to the top echelons of iPhone apps. It’s [...]

Also posted in games, iPhone, programming | 7 Comments
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    • Angry Birds “Cloned” Crush the Castle, and That’s Okay
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