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spillhistorie.no | ||
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www.technologizer.com
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| | | | | Forty years ago, Nutting Associates released the world's first mass-produced and commercially sold video game, Computer Space. It was the brainchild of Nolan Bushnell, a charismatic engineer with a creative vision matched only by his skill at self-promotion. With the help of his business partner Ted Dabney and the staff of Nutting Associates, Bushnell pushed... | |
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www.tiki-toki.com
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| | | | | This timeline shows key dates in the emergence of the educational gaming industry, from its nascent stages in the 1970s, to today's advanced gaming platforms. | |
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listverse.com
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| | | | | We are so far away now, from the original computer games, it doesn't seem outrageous to claim that in a few years we might achieve complete virtual reality, and indeed become a race unsure of what is real and what is unreal, like films such as The Matrix portray. Most people have only experienced fully functioning 3D games with decent graphics, but games had beginnings routed in the very basics of electronics and computing. Here are 15 past advancements in video game technology that have made the industry what it is today, given birth to it, shaped it, and is steering it towards a future. | |
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danielmangum.com
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| | | Isolating sensitive data and operations is a fundamental issue in computing. Ideally, we want to minimize the possibility of a software defect compromising the security of a device. However, in order for the software we write to be useful, it typically needs to interact with that sensitive data in some form or fashion. So how do we interact with sensitive data without being able to access it? The answer is that we bring only the operations that must access the sensitive data closer to the data, then force all other software to invoke those operations via some sort of interface. | ||