Worst Volume control
In 2017, there was a contest to design the worst possible volume control. It goes to show you that just because you make something look cool – it could be the worst design ever.
Even more can be found here.
In 2017, there was a contest to design the worst possible volume control. It goes to show you that just because you make something look cool – it could be the worst design ever.
Even more can be found here.
Besides bad management leading to a 10 year academic decline until Oregon is the 5th worst school system in the country, Portland has another new problem: dramatically declining student enrollment.
In 2023, Portland schools saw an astounding 17.3% enrollment decline. Parents simply pulled their children out of the failing, dangerous school system into private schools or moved elsewhere. What’s worse, is this trend has not only not stopped, but continues to see loss of students. This, all despite some of the highest spending per student and 30 years of complete Democratic party control.
Part of this may be due to the steady, 3 straight year population decline of Portland as people leave some of the highest taxes in the country, one of the highest property crime rates, and some of the least affordable housing due to urban growth restrictions. How bad is this decline?
The 2015 forecast, for example, predicted about 55,000 students for the 2028–29 school year. The latest forecast predicts PPS will dip below 40,000 that year, enrolling 39,945—about a 27% decline.
This means that Portland schools are about to see their funding dramatically cut since it’s based on student population – probably by about 30%.
Links:
The greatest challenge to future games will be competing against those already out there – and that are refusing to go anywhere.
GamebizIndustry did a very interesting 2 part write-up on the current state of the game market that provides some data and commentary on the current gaming marketplace.

Some interesting points:
Links:
I had forgotten the rules for the levels of database normalization. Not surprising since I last had the class over 20 years ago. Those problem sets immediately came back to me.
Dylan Browne demonstrates a 321 billion-polygon forest on UE5 (77,376 instances of 20 million poly trees). Nanite Foliage leverages a voxel-based method to achieve dense forests. The Witcher 4 uses it and it about to be debut in the upcoming release of Unreal Engine 5.
He also did a fascinating ray-traced translucency experiment
Links:








Dezeen did a good report on 10 different architectural installations at Burning man 2024
They also did one for Burning Man 2025





The 90’s were an amazing time to learn to code. Especially in Europe, hundreds and even thousands of people would gather for weekend-long, round-the-clock caffeine fueled coding sessions to flex their latest graphics programming tricks on Amigas, Commodores, PC’s, and other hardware.
Imphobia was the leading PC demoscene diskmag of the first half of the 1990s. Founded in 1992, it issued until 1996. In that period, 12 issues were released.


Early issues of Imphobia run in DOSBox except issues 6 and beyond where the graphics are not displayed correctly, probably because of the use of an obscure video mode. Nevertheless it’s possible to read the articles. All Imphobia issues are available at scene.org and can be seen at Demozoo.
AMD researchers have published a VRAM-saving technique that leverages procedural generation techniques to eliminate the need for sending the GPU 3D geometry altogether. The GPU utilizes work graphs and mesh nodes to produce 3D-rendered trees on the fly at the LOD (Level of Detail) required for the current frame.
Instead of requiring massive amounts of geometry, the only thing transferred is the code needed to generate the trees in the scene – code that is only a few kilobytes instead of megabytes or even gigabytes.
Read the paper here.
A lot of folks don’t understand how to use hiking poles on ascent/descent to their fullest potential. Those straps are more than just for looking good or to avoid dropping them – they’re for leverage and to help pull yourself up hills and ease yourself down descents. You can hike with your arms as much as your legs and save your knees.
Game audio has come a long way from the days of Pac-man. Those original games could manage some beeps and bloops from a single channel speaker. As time went on, sampled sounds and stereo allowed for more realistic material sounds and music. Then was the introduction of surround sound systems and directional effects.

Like most modern games, The Legend of Zelda: Breath of the Wild relied on a standard library of sound effects blended into the gameplay. But this would not work for The Legend of Zelda: Tears of the Kingdom. It needed a much more complex system to meld sounds together and interact anywhere in the game world. It would simply become to much work to simulate an arrow shot in all the different environments found in the game. Caves need to echo, desert sands absorb sound, and what if the arrow lands in water, or ice, or on stone? Further, all of this must be attenuated based on distance and obstructions so players can tell where things are coming from and how far away they are.
Junya Osada, the lead audio engineer for The Legend of Zelda: Tears of the Kingdom, started sharing the mechanisms of how they achieved this. They use a variety of specialized filters that were attached to informational voxel geometry under the map used to describe the environmental characteristics above it. Those voxels were used for game mechanics – and were co-oped to also help the sound. This environmental information is then combined with the players distance and direction from the sounds using their unique method to create some interesting emergent properties.
The system isn’t a full-fledged sound rendering system that has been explored before, but it’s a very interesting halfway ground from what we have today to such a system. It’s definitely worth a listen (which happens after the equally interesting talk about the physics engine):