programming
31:00ALAIN COLMERAUER L'AVENTURE PROLOG
7K views • 4 years ago
Prolog Heritage
A French-language documentary on the history of Prolog, created in Marseille by Alain Colmerauer in the early 1970s, with interviews of many people involved. It traces the origins of logic programming and later developments of the language.
Topic match · Programming language design
13:44The Story of Another World on the Amiga | MVG
350K views • 4 years ago
Modern Vintage Gamer
Modern Vintage Gamer explains how Eric Chahi built Another World on the Amiga 500, using 2D polygons, rotoscoping and clever techniques to run well on a stock 7MHz machine.
Topic match · Demoscene & retrocomputing
2:01:18Half-Life 2: 20th Anniversary Documentary
9.3M views • 1 year ago
Valve
Valve's two-hour documentary for Half-Life 2's 20th anniversary, with team members discussing development, nearly running out of money, being hacked, the publisher lawsuit and the birth of Steam.
Topic match · Game programming & engines
41:12Trackers: The Sound of 16-Bit
2.1M views • 4 years ago
Ahoy
Ahoy's documentary traces tracker music from early Amiga software like SoundMonitor and Soundtracker through the demoscene, Protracker, and PC trackers such as Screamtracker and FastTracker. It covers the sound, culture and history of 16-bit module music.
Topic match · Demoscene & retrocomputing
1:43:00Disney's FastPass: A Complicated History
27.3M views • 4 years ago
Defunctland
A feature-length Defunctland documentary on the history of Disney's FastPass and FastPass+ expedited queue systems. It covers how the systems evolved and how they were designed, with simulation of their effects on park lines.
Topic match · Algorithms & data structures
20:49How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica
1.5M views • 6 years ago
Ars Technica
In an Ars Technica War Stories episode, Prince of Persia creator Jordan Mechner describes how he made the game on the Apple II, fighting hardware memory limits and the platform's decline. It covers the rotoscoped animation and the engineering tricks involved.
Topic match · Demoscene & retrocomputing
29:06The REAL Story On Why Space Cadet Pinball Was Removed (ft. Windows on Itanium)
1.2M views • 5 years ago
NCommander
NCommander investigates why Space Cadet Pinball disappeared from Windows Vista, building on Raymond Chen's explanation about 64-bit incompatibility. He tests it on 64-bit Windows including Itanium and walks through the debugging.
Topic match · Demoscene & retrocomputing
1:03:23The Only Famous Motherboard
266K views • 2 years ago
Cathode Ray Dude - CRD
Cathode Ray Dude's hour-long retrospective on the ABIT BP6, the dual-Celeron motherboard. He covers early multiprocessing, its legend, a build, running NT 4, benchmarks and the pros and cons of early SMP.
Topic match · Demoscene & retrocomputing
49:03Apollo Core Rope Memory (Apollo Guidance Computer Part 30)
759K views • 3 years ago
CuriousMarc
CuriousMarc's Apollo Guidance Computer restoration series looks at core rope memory, the ROM that held the Moon landing programs. Mike Stewart builds a custom reader to recover lost AGC programs.
Topic match · Demoscene & retrocomputing
1:02:03Elite: "The game that couldn't be written"
2M views • 2 years ago
Alexander the ok
An hour-long video essay on Elite, the 1984 BBC Micro game by David Braben and Ian Bell. It covers how they fit a 3D engine, economy and universe into 22KB on a 2MHz 6502.
Topic match · Demoscene & retrocomputing
59:23Quick Start, Episode 7: Crimes... And Felonies.
235K views • 2 years ago
Cathode Ray Dude - CRD
Cathode Ray Dude covers two bizarre HP 'Quick Start' features: QuickLook, an offline email client built on EFI firmware, and Daystarter, which hijacks the Windows boot process. It includes an explanation of EFI applications and why HP built these things.
Topic match · Demoscene & retrocomputing
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.
Topic match · Demoscene & retrocomputing