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No strong matches for “prototype”. Here are the closest videos.
Self and Self: Whys and Wherefores1:10:11

Self and Self: Whys and Wherefores

30K views • 16 years ago
Stanford
David Ungar of IBM Research reflects at Stanford on the Self language project and argues the real legacy of ideas is the people. He covers its history, philosophy, successes and failures.
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 201344:10

Jan 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.
CppCon 2017: Juan Pedro Bolivar Puente “Postmodern immutable data structures”1:06:00

CppCon 2017: Juan Pedro Bolivar Puente “Postmodern immutable data structures”

31K views • 9 years ago
CppCon
Juan Pedro Bolivar Puente explains immutable and persistent data structures in C++ and how they support value semantics. He presents the Immer library, rrb-trees, and a prototype text editor that opens a huge file instantly.
Dan Abramov: Beyond React 16 | JSConf Iceland33:25

Dan 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.
Barliman: trying the halting problem backwards, blindfolded - William Byrd, Greg Rosenblatt36:14

Barliman: 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.
Brandt Bucher – A JIT Compiler for CPython47:51

Brandt 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.
(ninth RacketCon): Andrew Blinn – Fructure: A Structured Editing Engine in Racket32:18

(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.
What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)27:56

What 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.
MIX08 Microsoft Office 2007: The Story of the Ribbon (1 of 10)10:01

MIX08 Microsoft Office 2007: The Story of the Ribbon (1 of 10)

32K views • 17 years ago
creativecrewchannel
Jensen Harris of the Office 2007 design team tells the behind-the-scenes story of the Ribbon at MIX08. He covers early prototypes, mistakes, and the UX principles used to design and validate it.
Crafting A Tiny Open World: A Short Hike Postmortem31:07

Crafting 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.
Breaking Conventions with The Legend of Zelda: Breath of the Wild1:28:30

Breaking Conventions with The Legend of Zelda: Breath of the Wild

565K views • 9 years ago
GDC Festival of Gaming
A 2017 GDC session in which Nintendo's Breath of the Wild team walks through how the game's convention-breaking systems were built. It covers the 'chemistry engine' of material interactions and shows the early 2D prototype footage.