console prototype
26:38Ben Heck's Nintendo-Playstation Prototype Pt 1 Teardown
828K views • 10 years ago
element14 presents
A Ben Heck Show episode tearing down the Nintendo PlayStation prototype, one of the rarest consoles ever, with its owners Terry and Dan Diebold. Part 2 then gets it working again.
53:44Console Hacking 2016 (33c3)
166K views • 9 years ago
media.ccc.de
A 33c3 talk by marcan on reverse engineering the PS4 hardware to run Linux with 3D acceleration. It covers how the console differs from a PC and includes a story about tunneling PCIe over RS-232.
44:1127c3: Console Hacking 2010 (en)
33K views • 15 years ago
Christiaan008
The fail0verflow team (bushing, marcan, sven) present console hacking at 27C3, covering Wii, Xbox 360 and PS3 exploits. They explain how the PS3 was cracked after Sony removed Other OS.
56:5034C3 - Console Security - Switch
135K views • 8 years ago
media.ccc.de
A 34C3 talk on the security architecture of the Nintendo Switch and the early progress breaking it. It introduces the Switch's custom OS and software stack, with the hackers' reverse-engineering and glitching work.
45:32BlueHat Seattle 2019 || Guarding Against Physical Attacks: The Xbox One Story
7K views • 7 years ago
Microsoft Security Response Center (MSRC)
Tony Chen of Microsoft explains at BlueHat Seattle 2019 how the Xbox One was designed to resist physical attacks. He covers the security design and hypervisor-based OS architecture that kept the console uncracked for years.
23:23Building Prototypes Dan Gelbart part 18 of 18 Design
99K views • 13 years ago
Dan Gelbart
The final part of Dan Gelbart's 18-part Building Prototypes series, focused on mechanical design. It opens with a demonstration of stiffness and covers practical design principles for prototype machines.
58:05Guarding Against Physical Attacks: The Xbox One Story — Tony Chen, Microsoft
95K views • 7 years ago
Platform Security Summit
Microsoft's Tony Chen explains how the Xbox One was designed to resist physical attacks, including secure boot, encrypted memory, a security processor and a hypervisor. The goal was to make any hardware attack cost more than the price of many games.
26:49Inside a Huge PCB Factory
3.7M views • 8 years ago
Strange Parts
Strange Parts tours JLCPCB's large PCB factory in Huizhou, China, walking through the printed circuit board manufacturing process step by step. It shows the machinery, quality checks and scale behind cheap prototype boards.
58:44TasBlock at AGDQ 2017: TASBot
398K views • 9 years ago
TASVideosChannel
A recording of the TASBot block at Awesome Games Done Quick 2017, where a robot plays games via tool-assisted speedruns, including Super Mario 64 and Portal on an SNES via arbitrary code execution, and ending with a Twitch Plays segment. It showcases console exploits and creative hardware hacking.
59:34PRACTICE 2018: Joseph White
21K views • 8 years ago
NYU Game Center
Joseph White, creator of PICO-8, retraces the design of the fantasy console and how tools can shape and guide creative work. He discusses cozy, constrained design spaces and the influence of user-made cartridges.
21:01Self: The Movie;
21K views • 13 years ago
Jecel Assumpção Jr
A 1995 Sun Microsystems film about the Self programming language, a prototype-based Smalltalk relative, showing its live, graphical programming environment.
30:41Linear Book Scanner
408K views • 13 years ago
Google TechTalks
Google engineer Dany Qumsiyeh presents a prototype automatic, non-destructive book scanner that turns pages and captures high-resolution images, built in Google's workshops. The talk includes a live demo and a short technical overview.
52:45The Road to PS5
16.8M views • 6 years ago
PlayStation
PS5 lead system architect Mark Cerny gives a deep dive into the PS5's architecture, covering its SSD, I/O, audio and design goals. He explains how removing bottlenecks shapes future games.
27:09Sega Saturn CD - Cracked after 20 years
4.4M views • 10 years ago
debuglive
A look inside Dr Abrasive's lab as he engineers a flash-card replacement for the Sega Saturn optical drive after cracking its CD protection 20 years on.
44:40DCEmu Reviews - 27C3 - Chaos Communication Congress 2010 - fail0verflow - FULL VIDEO
47K views • 15 years ago
1KIND Reviews
The fail0verflow 27C3 talk on breaking PS3 security, covering how Sony's implementation failed, including its ECDSA mistakes.
24:30Bill Atkinson: Polaroids showing the Evolution of the Lisa GUI
13K views • 1 year ago
Computer History Museum
Bill Atkinson shows and explains his binder of Polaroids taken during Lisa development, documenting how its graphical interface evolved. Recorded at the Computer History Museum.
44:10Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
386K views • 12 years ago
Dutch Game Garden
Vlambeer's Jan Willem Nijman shows how to make an action game feel great by stacking small effects like screenshake, recoil and particles onto a basic shooter. It was presented at INDIGO Classes 2013.
33:25Dan Abramov: Beyond React 16 | JSConf Iceland
139K views • 8 years ago
JSConf
Dan Abramov's JSConf Iceland talk on what came after React 16, with live-coded prototypes of async rendering and time slicing. It previews the ideas that became concurrent mode and suspense.
36:14Barliman: trying the halting problem backwards, blindfolded - William Byrd, Greg Rosenblatt
8K views • 9 years ago
ClojureTV
A Clojure/conj 2016 talk demoing Barliman, a prototype smart editor that does program synthesis. Given a partial program and tests, it completes the program using a relational interpreter written in miniKanren.
21:02Cody's Algae Panel
3.3M views • 4 years ago
Cody'sLab
Cody's Lab builds a prototype algae growing panel as an experiment before making more. The channel also shows growing algae for consumption.
25:55React.js Conf 2015 - Beyond the DOM: How Netflix plans to enhance your television experience
26K views • 11 years ago
Meta Developers
Jafar Husain of Netflix explains at React.js Conf 2015 how Netflix runs React-style rendering without the DOM on smart TVs and game consoles. It uses a canvas-like API for performance.
47:51Brandt Bucher – A JIT Compiler for CPython
14K views • 2 years ago
encukou
Brandt Bucher presents his prototype JIT compiler for CPython at the 2023 Core Developer Sprint. He explains the copy-and-patch approach, the implementation and its performance.
51:01Amiga Story | Nostalgia Nerd
1.7M views • 9 years ago
Nostalgia Nerd
Part 1 of a documentary on the Commodore Amiga, from the Lorraine prototype and the Atari and Commodore buyouts through the Amiga 1000 launch in the 1980s.
34:29The History of 3D Graphics on the Gameboy Advance | minimme
667K views • 6 years ago
minimme
minimme traces the timeline of 3D graphics engines on the Game Boy Advance, from early experiments to commercial 3D games, covering techniques such as voxel rendering. It is a history and showcase of what developers coaxed out of the limited hardware.
32:18(ninth RacketCon): Andrew Blinn – Fructure: A Structured Editing Engine in Racket
10K views • 7 years ago
Racket
A RacketCon talk presenting Fructure, a prototype extensible structured editing engine in Racket. Language providers define syntactic forms and refactorings as rewrite rules, and editing operates on program structure rather than on text.
43:13Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.
27:56What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)
128K views • 12 years ago
Steamworks Development
Michael Abrash of Valve explains what affordable VR hardware will be capable of within a couple of years, and describes a prototype showing what that level of hardware can do.
31:07Crafting A Tiny Open World: A Short Hike Postmortem
521K views • 6 years ago
GDC Festival of Gaming
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike. He covers the solo development process and technical choices like a pixel shader over low-poly models.