HN user

doomlaser

3,668 karma

Game Developer & Software Engineer.

Worked on games and technology for Niantic, Apple, Tap Tap Revenge, The Hunger Games, Adult Swim, etc.

http://twitter.com/doomlaser

http://doomlaser.com

https://github.com/doomlaser

Posts57
Comments418
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doomlaser.com 7mo ago

2015 radio interview: AI as "high-level algebra" before Transformers and LLMs

doomlaser
2pts1
doomlaser.itch.io 1y ago

Show HN: Play the prototype of our RPG Game, where you can ASCEND to the ASTRAL

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www.youtube.com 1y ago

Made a music video. The footage is all drawn from our creative software projects

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imgur.com 1y ago

I got ChatGPT to write poetry about what it is to talk to an LLM

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www.youtube.com 1y ago

Detailed view of my game's Gigantic Floating Head Boss (with a cockpit inside) [video]

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www.youtube.com 1y ago

I made a Gigantic Floating Head, with a cockpit inside [video]

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www.youtube.com 1y ago

Made some cute (?)) little critters [video]

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www.youtube.com 1y ago

The making of Tap Tap Dance, part of the popular iPhone Tap Tap Revenge series [video]

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www.youtube.com 1y ago

The making of Tap Tap Dance, part of the popular iPhone Tap Tap Revenge series [video]

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news.ycombinator.com 1y ago

The making of Tap Tap Dance, part of the popular iPhone Tap Tap Revenge series

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4pts10
venturebeat.com 2y ago

Unity announces another new CEO: ex-Zynga exec Matthew Bromberg

doomlaser
3pts1
www.cnbc.com 2y ago

United Airlines inspections find loose bolts on several 737 Max 9 aircraft

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146pts5
www.youtube.com 2y ago

Standard Bits: an abstract pixel art universe to explore [video]

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2pts0
www.youtube.com 2y ago

What a nice 169 second run of my gravity-twisting game Future Bike can look like [video]

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twitter.com 2y ago

A modern wireframe style inspired by Atari's Tempest

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twitter.com 2y ago

Show HN: I made a 3D motorcycle parkour game

doomlaser
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doomlaser.itch.io 2y ago

Show HN: Pilot your motorcycle across increasingly wild roller coaster geometry

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3pts0
en.wikipedia.org 3y ago

List of Artificial Intelligence Films

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doomlaser.com 3y ago

Realtime OpenAI API Generated Video Game Dialog with Live Text-to-Speech

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2pts0
en.wikipedia.org 3y ago

List of Animals by Number of Neurons

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5pts0
twitter.com 3y ago

Show HN: procedurally generated first-person Roman ruins

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1pts0
www.theverge.com 3y ago

New Intel CEO on turnaround plans: “I want to win Apple’s business.”

doomlaser
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www.nytimes.com 3y ago

R. Crumb Means Some Offense

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twitter.com 4y ago

Oliver Stone watched Dr. Strangelove with Putin in 2017, gifted him the DVD

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5pts1
twitter.com 4y ago

ARM1 and Apple M1 Ultra at the same scale

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twitter.com 4y ago

The FIP-FS “Microsoft” Scan Engine Failed. Can’t Convert “2201010001” to Long

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www.loc.gov 4y ago

Library of Congress Audio Recordings from 1922 that are now in the public domain

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doomlaser.com 5y ago

Video Games as High Art? Roger Ebert and the cultural abyss (2009)

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techcrunch.com 5y ago

Google is shutting down development of Tilt Brush VR and open sourcing it

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2pts0
www.sciencealert.com 5y ago

Black Holes Cast Shadows

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Posting this in light of Sergey Brin’s Stanford comments last week about Google under-investing after publishing the Transformer paper. Not just in scaling compute, but in actually turning that invention into first-class LLM products.

I revisited a 2015 radio interview I did (months before OpenAI existed) where I tried to reason about AI as “high-level algebra.” I didn’t have today’s vocabulary, but the underlying intuition—intelligence as inference over math and incentives—ends up looking surprisingly close to how LLMs actually work.

Curious which parts people think aged well vs. clearly wrong.

It's not leaked. It was posted publicly to YouTube, which is where I watched it. It was the first or second video in my recommended feed. I even left a comment, "Thank you, Stanford, for uploading this talk for us." which Stanford put a heart on, pinning it to the top of the YouTube comments: https://i.imgur.com/LSi6mqN.png

It was a good talk on a technical level. My guess is he ran into trouble when he briefly criticized modern Google's corporate culture when it comes to work-from-home?

There is other discussion in the thread with the broken link here: https://news.ycombinator.com/item?id=41157136

The main thing is the funny anecdote about Lua that I shared over there. I'll post it here too. We used Lua for all of the visual programming for the music tracks. This was not allowed by the 2008 App Store policies. We decided to just rename all our .lua files as .cfg (.config?) to obfuscate our rule bending. After the app blew up in popularity, Apple eventually reversed course on this rule.

Here's another fun link. This is Steve Jobs playing Tap Tap Revenge 3 during an iPhone keynote: https://www.youtube.com/watch?v=YXQT19gl1eg#t=14m50s

And here's a fun photo album of interesting stuff, our Palo Alto HQ, and more: https://photos.app.goo.gl/WDUfEV7ivAqyJ1rFA

Loved working on those music games. And that we have a nice document of some of its creation in the video above. I have great memories of working on the series, spread out across Champaign, IL (home of UIUC), the NYU Tisch Center, even a restaurant in Montreal.

Steve Jobs even demoed Tap Tap Revenge at an iPhone keynote in 2009! Our little game!

IGN gaves us a 9/10 when it was released: https://www.ign.com/articles/2008/12/11/tap-tap-dance-iphone...

At the end of each difficulty tier, you unlock a new song that's accompanied by art specific to the track. Daft Punk's "Technologic," for example, has an old-school TV screen that flashes images and the band's name as notes stream down bars that are much shorter and shaped differently than the main game screen. Moby's "Disco Lies" also uses short bars that unfurl from what looks like the mouth of an alien designed by a nine-year-old using MS Paint. (And that's not a slam to the artist -- I think it's very cool.) Once you finish a boss track, that song become parts of the track list on the next tier.

Unless you want to stab your ears when you hear techno, Tap Tap Dance is the best music game on the App Store right now. The note placement and control sensitivity is just right, making it instantly playable to anybody. But Tap Tap Dance doesn't hold its fire. By the time you reach the hard tier, you are getting a serious thumb workout. With excellent song selection and super-cool graphics, Tap Tap Dance is a pleasure to recommend.

One interesting fact about the game. We designed all the levels around Lua, which was officially banned from the App Store when we were making it. I remember deciding with the other main developer, that we should rename all our .lua files, .cfg (.configure) to buy us some time.

Ultimately, Apple eventually changed the rules to allow for this.

Our long-term goal is to produce a highly documented and complete C++ codebase for every version of Twilight Princess. Having clear and readable source code will aid speedrunners, glitch hunters, and modders curious about how particular parts of the game work.

Our primary goal is a full decompilation of the GameCube USA version with appropriate documentation. After this is achieved, we plan to decompile the other versions of the game.

Cool project.

Love the original catalog index of homes. http://www.searsarchives.com/homes/1908-1914.htm

You can click on the pictures to see the original home ads in the Sears catalog, with prices (e.g. http://www.searsarchives.com/homes/images/1908-1914/1911_011...) $1062 for the parts to a beautiful American Craftsman style bungalow ($34,394.38 adjusted for inflation)! Some assembly required :)

On a tangential note: Sears killed the mail order catalog in 1993, just as the Internet was starting to take off. They could have been Amazon. Now, even their landmark highrise, the Sears Tower, has been unceremoniously renamed Willis Tower.

I still like the idea of mail order house parts & plans though. Someone should start a startup to make and build them.

The track is constructed procedurally, so it's different each time you play it, but remains static after it's been constructed. There are about 20-30 "chunks" that get remixed into the track at random, except for a small number of "black listed" tracks after certain chunks, where they would make the track too hard. Additionally, some of the more difficult chunks only appear after the first 20-30 seconds.

This is a time-tested strategy for simple procedural "endless" games, starting with Adam Saltsman's Canabalt in 2009, and one of this game's inspirations, Terry Cavanagh's Super Hexagon from 2012.

When I was an intern, we had to pay $1200 a month for corporate housing, and they put 4 of us in a 2 bedroom apartment, walking distance from IL1 in Cupertino. They also gave the 4 of us 2 bikes. Apple's cafeteria may not be free, but at least they're paying for intern housing these days.