waving android

I am currently a software engineer at Google, where as a member of the Android platform team I build frameworks and user interfaces.

The blog here at is mostly historical; you can find more recent posts on .

Archive for January 25th, 2004

LISP to Perl, and other sadism

January 25th, 2004



Lisp-to-Perl
Compiler
. No, really.

On highly realistic models of rocks being rolled uphill

January 25th, 2004


For the most part, though, we’re still in an era where verisimilitude is
a common goal. If one sees virtual world design as an art form, this is
somewhat interesting. In fine art, this moment essentially passed after
the time of Durer’s rabbit (though it resurfaced, to some extent, with
the Pre-Raphaelites, the photorealists, and contemporary realism). I
wonder how long virtual worlds designers will pursue verisimilitude? At
what point (if ever) will Picassos and Rothkos of virtual world design
predominate?

dpeck throws down

January 25th, 2004



Dave Peck writes about his
electronica improv throw-down
at Chop
Suey
in Seattle. Dave is one of the
(void*)s
(and has
been
mentioned
here
a
few
times
before).

From The Morning News:

January 25th, 2004

From The Morning News: a
walkthrough for the action game “IKEA”
, including
detailed descriptions of each level and weapon. Excerpts:

====================
WORLD TWO: SHOWROOMS
====================

You start this world armed only with a UNIVERSAL FURNITURE-ASSEMBLY ALLEN
WRENCH. This is the weakest weapon in IKEA: You will have to hit a person 16
times with it to kill them. So your primary goal in this level is to find more
lethal means of dispatching your enemies.

================================
WORLD FOUR: SELF-SERVE WAREHOUSE
================================

Upon entering the warehouse, you need to go:

N, N, E, N, S, SW, U, N, W, U, W, W, W, U, NW, N, NW, S, E, W, W, W, N,
W.

Now you are in a maze of twisty little passages, all alike.

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