iteration
7:15Bytebeat: Music from very short programs - the 3rd iteration
327K views • 15 years ago
Ville-Matias Heikkilä (viznut)
Viznut's third bytebeat video presents music generated by very short C programs and JavaScript expressions. It links to online tools and deeper analysis of one-line music.
12:02Nintendo - Putting Play First
997K views • 9 years ago
Game Maker's Toolkit
Game Maker's Toolkit examines Nintendo's design approach of starting from a core play mechanic, making it fun, and building around it. Examples include Mario's jump and Luigi's Mansion's vacuum.
2:09How Not to Land an Orbital Rocket Booster
31.2M views • 9 years ago
SpaceX
SpaceX's own compilation of failed orbital booster landing attempts, set to sound, showing the crashes before landings succeeded.
17:49Shenzhen: A New Breed of Intellectual Property (Part 3) | Future Cities | WIRED
172K views • 10 years ago
Uncanny Valley by WIRED
Part 3 of WIRED's Future Cities series on Shenzhen. It examines how attitudes toward patents and intellectual property differ from the West, and how shanzhai (copycat) manufacturing created an ecosystem of rapid iteration and distribution.
5:02Jerry Seinfeld Interview: How to Write a Joke | The New York Times
3.1M views • 13 years ago
The New York Times
In a New York Times interview, Jerry Seinfeld describes the anatomy of his Pop-Tart joke, still a work in progress, and shows his longhand writing process.
5:46"Z2" - Upgraded Homemade Silicon Chips
2.5M views • 5 years ago
Sam Zeloof
Sam Zeloof shows the upgraded second iteration of his homemade silicon integrated circuit fabrication process, producing chips with around a thousand transistors in his garage. It is a short overview of what the home fab can now do.
1:07:26Procedurally Crafting Manhattan for Marvel's Spider-Man
89K views • 7 years ago
GDC Festival of Gaming
GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man. It covers the open-world pipeline and how each system was designed to support iteration and dependencies.
1:05:22Oculus Connect 2: Live Coding Session with John Carmack
141K views • 11 years ago
Meta VR
John Carmack live-codes a simple VR application at Oculus Connect 2 using a Racket-based environment for rapid development and deployment on Gear VR.
54:31Does APL Need a Type System? by Aaron W Hsu at #FnConf18
6K views • 7 years ago
ConfEngine
Aaron Hsu's FnConf18 talk asks whether APL needs a static type system. He argues that APL's expressiveness and rapid iteration already deliver the benefits usually credited to types.
10:56Tesla Is Lightyears Ahead Of... Tesla
1.4M views • 5 years ago
SuperfastMatt
SuperfastMatt looks at how the Tesla Model S retracting door handles were redesigned over time, from many parts to a motor plus sensor, with a focus on engineering and reliability.
1:19:39Let's port Diablo to SerenityOS!
82K views • 5 years ago
Andreas Kling
Andreas Kling ports the game Diablo to SerenityOS, his from-scratch Unix-like operating system, using the devilutionX project. The roughly 80-minute session shows what porting third-party software to the OS involves.
23:39I sent robot forgeries to a handwriting expert
11.5M views • 3 years ago
Stuff Made Here
Stuff Made Here builds a handwriting robot and sends its output to a handwriting expert to see whether it can pass as forgery. It walks through the engineering trials and errors along the way.
56:03The Early Days of id Software
165K views • 10 years ago
GDC Festival of Gaming
John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.
2:09:15Longplay: The Incredible Machine (1993) [MS-DOS]
344K views • 11 years ago
Dosgamert
A two-hour complete longplay of the 1993 MS-DOS puzzle game The Incredible Machine, in which players assemble Rube Goldberg contraptions to complete simple tasks.
19:58The Genius of 3D Printed Rockets
13.2M views • 5 years ago
Veritasium
A Veritasium video touring Relativity Space and explaining why 3D printing whole rockets cuts tooling costs, allows rapid iteration, reduces part count and enables new designs. It includes an interview with Scott Manley on aerospace engineering.