Combine every attack being a social engineering attack plus foundational model hacking-fu and we're in a shocking interesting place. Identity itself becomes a pretty interesting opportunity/threat. Wrote an oped [1] with friends from Badge on this topic 6 months ago.
> in fact in one of Jeff Barr's AWS user meetups in Second Life
There's so much about that phrase that makes me smile. Easy to forget that Second Life was also one of the earliest users of AWS, S3 first. Jeff Bezos had personally invested in our 2005 round (a round that made Linden Lab a unicorn before that was a thing) and pointed us at Jeff Barr and the work coming from AWS.
In return, Jeff Barr started hosting AWS meetups in Second Life -- this was the era of lots of groups setting up Second Life outposts, from Jonathan Coulton to Reuters.
The whole “wheelie to jump cars” but “wheelie require touch on analog stick” is a mechanic I’m shocked other action race games never copied. So much fun to press your luck.
According to a sticky note somehow still stuck to RR64 box, the unlcok everything code is (from the main screen): Control Up, Control Up, Left Trigger, Control Down, Z Trigger, Left Trigger, Z Trigger, Control Up
Yeah, so that was what we were in theory "porting." Except that RR3D was streaming off of CD, so they had near infinite disk storage, where we needed to fit in a cartridge. Also -- surprise -- after the contract with EA was signed, it turned out the RR3D team had mostly disbanded inside EA and moved on to other projects, so nobody knew how the streaming worked, where the full map dataset was, how the tracks were represented, etc. Lots of commando visits to EA and long chats later, we had a data dump of the entire map, which was a great start. The compute/storage/graphics performance of the N64 vs PSX were also wildly different, so we ended up having to really rethink virtually all aspects of it.
We also were lucky enough to have an incredible physics engine programmer, so we were running a way better motorcylce simulator than made any kind of sense -- led to huge arguments with our CEO because higher level motorcycles were much harder to ride initially because they were modeled after real performance figures. We fixed that eventually -- Don was right!
Completely agree that none of the games from the CRT era look right on modern TVs. There was a group at GaTech that did some really nice visual simulations of scanline artifacts, but they haven't seemed to generally make it into emulators.
We were subleasing from 3Dfx at the time, working on JetMoto, RR64, and Nuke Strike at the same time. It was old school game development — dumb hours, too much coffee, grabbing tubes of Oreos from the 3Dfx micro kitchen, late night In N’ Out runs for animal style and fries well done. Mix of ex-EA, ex-arcade, and all of us thinking how smart we were to not be leaving games to go to Internet startups. Oops.
Well, in deeply technical terms, it didn’t work at all and just had like one setting that almost worked. The hardware engineers working on the ASIC tried to slam it in at the last minute and they almost pulled it off. Except the didn’t.
Thank you! I’m cracking up because that’s something we all did while building it, too. It’s part of how the insanity bikes ended up so hilariously overpowered.
Very cool. In 1998 (oof) we built Road Rash 64 which was accidentally open world -- even though you had race on a particular road, with a start and finish line, you could drive anywhere, see traffic all over the map, jump off of mountains, etc. The r4k plus reality coprocessor was quite potent -- we got to over 750k shaded triangles per second in optimized testing -- though finicky because you had to manage audio during vblank, etc. Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.
Related to separate paper on using a different method for linear equation solving from a few weeks ago https://www.quantamagazine.org/new-algorithm-breaks-speed-li... seems likely if you can use a different method for solving linear equations, it may be that some matrix multiplication can also be improved using a different method.
Oh, memories. We built a custom arcade board based on SLI Voodoo1, mips r5k, and custom jpeg decompression in hardware to do Magic the Gathering: Armageddon. https://youtu.be/cci5l21aMss We wanted to run at highrez (640x480 vga) at 60hz with tons of animating sprites on screen and realized nothing had the fill rate we needed. Rather than changing the game design, we kept looking and met the 3Dfx team when they had barely taped out the Voodoo1. We gambled that SLI would work and started designing the hardware and adapting the game to an early alpha of Glide. We prototyped on SLI cards running on Windows NT and pentium pros. In parallel, Atari Ganes built Voodoo1-based hardware to replace Zoid. Mace and War shipped on that hardware.
Flying Cloud is a wonderful innovation story that connects to the larger story of Matthew Maury, who used US Navy datasets to transform how ships navigated. Gave a talk about this at the US Naval Academy a few years ago, build a bunch of visualizations since NOAA still hosts the data sets http://ondrejka.net/history/2014/02/28/maury.html
My dad was project photogrammetrist on Corona when he worked at Itek in the 60s. Lots of stories around focus and aiming challenges, since Corona was used to build maps of inaccessible regions of the world (e.g. Soviet Union ICMB sites). Focus targets gave high contrast, known images to detect what kind of focus problems were being encountered -- ranging from image smear from forward motion compensation failing or stretching the film; film sticking, stretching and/or lifting off of the focal plane; star camera inaccuracies; thermal distortion of camera, spacecraft, star camera, or film; etc. A few good books on Corona (https://www.cia.gov/library/publications/intelligence-histor...) and Itek (https://books.google.com/books/about/Spy_Capitalism.html) out there. Same teams worked on subsequent KH projects (Gambit, Hexagon/Big Bird/BMF), as well as Apollo and Viking camera systems.
Running under VMware skewed the first results. We have been hustling to get the code to version 0.1 and I didn't get a comparable test PC in time. We will be rerunning all the benchmarks soon without VMware.
As for using node.js, we're starting to test various communication channels -- websocket versus long poll techniques versus straight ajax etc -- and it's faster for us to be working in a single project as we bootstrap up the tech curve.
This echoes the story of Eurisko, a genetic AI written by Stanford's Douglas Lenat to build Traveller "Trillion Credit Fleets." Eurisko destroyed the competition at the national championship 2 years in row.
In both cases, using the GA allowed a player to more comprehensively search the opportunity space created by the game designers than the designers did during design and play testing.
Really awesome stuff, though it sets up an intriguing arm's race between the game designers who can patch and Nerf elements to eliminate unbalanced strategies and the players who then explore the new rule set.
[1]: https://idtechwire.com/opinion-in-an-ai-world-every-attack-i...