Sandboxing all the way down
There's a malicious package released every six minutes, so I run my AI agents in a macOS sandbox. Now it supports iOS Simulator and Chrome browser automation.
Game design, programming and more
There's a malicious package released every six minutes, so I run my AI agents in a macOS sandbox. Now it supports iOS Simulator and Chrome browser automation.
Behold, my new blog; in which I discuss the site's tech, like anyone cares
Every day I'm surprised by AI. Today's surprise was how capable AI is at self-test.
I'm mystified that developers run AI agents locally with no sandbox.
Twenty years after Guild Wars launched, the memories are still sharp. This is the anniversary look back fans kept asking for.
A lot of people got the Battle.net origin story wrong. This sets the record straight with names, dates, and receipts.
A rare long-form game-dev conversation with Casey Muratori, Jonathan Blow, Mike Acton, Ron Gilbert, and more, all in one place.
Fans of Blizzard's early years may want to check this out: a newly released book on the making of Diablo.
For a moment it looked like the company site might have been hacked. Here's what actually caused the scare.
StarCraft pathfinding looked impossible to fix until one ugly hack changed everything. Here's the trick that shipped.
Some bugs look so impossible you start blaming the OS, the tools, or the compiler. This post digs into three of them.
Warcraft's first multiplayer match was somehow a win, a loss, and a tie. The story behind that mess is even better.
StarCraft was once mocked as 'Orcs in space' and heading for disaster. This is the story of the reboot that saved it.
Linked lists look harmless until they start detonating your game at runtime. This is the bug pattern far too many programmers miss.
The road to StarCraft was a brutal sequence of bad breaks, hard pivots, and near-disasters. This is the part most people never heard.