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Monthly Archives: June 2012

The Final Solution to the Travelling Salesman Problem

By Jeff | Published: June 22, 2012

The Travelling Salesman Problem has plagued computer science for nearly sixty years. Countless hours have been spent on the problem. Countless millions of dollars—funneled through universities, corporations, and government contracts—have been poured into the quest for a solution. Countless computer scientists—withered, hapless creatures—have gone bald and blind, hunched over diagrams of circuitous graphs and motorway [...]

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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. [...]

Posted in Crush the Castle, ethics, games, programming, technology | 11 Comments

How Diablo 3′s Networked Standalone Campaign Secures the Auction House

By Jeff | Published: June 21, 2012

Recently I posted an article poking fun at Blizzard’s decision to force single-player Diablo 3 sessions to depend on the battle.net servers. In the article I implied that Blizzard’s decision was a result of technical incompetence—that somehow programming a non-networked game is more difficult than programming a client-server game, and Blizzard developers had failed to [...]

Posted in games, programming | 3 Comments

In Defense of Article Clones

By Jeff | Published: June 21, 2012

What is inspiration, and what is theft? Someone recently reviewed Plague Inc., a fun (albeit simple) pandemic simulator out now on the App Store. Immediately after the review went live several people noted in the comments that the game bore more than a passing resemblance to an iOS game called Pandemic 2.5, released a month [...]

Posted in Crush the Castle, ethics, games | 12 Comments
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