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Quake for Oculus Rift 5 Jul 2013 | 05:22 pm
With the many "modern" games like Half-Life 2 and Doom 3 already modified to support the Oculus Rift, I decided to give one of my favorite classic games a shot: the original Quake. Id Software long a...
MPEG1 Video Decoder in JavaScript 7 May 2013 | 09:09 pm
With still no common video format for HTML5 in sight, I decided to implement an MPEG1 decoder in JavaScript. I know there's already an h264 decoder for JavaScript around, but it's huge, compiled with ...
How much Traffic is too much Traffic for CloudFlare? 13 Feb 2013 | 10:39 pm
Evidence suggests it's 100TB per month. Before I go into the details I want to state two things first: CloudFlare generously provided most of the bandwidth for our site for a year, without any hiccu...
Ejecta 26 Sep 2012 | 06:58 pm
Ejecta is a fast JavaScript, Canvas & Audio implementation for iOS. Today, I'm releasing it under the MIT Open Source license. Visit the Ejecta website for more info on what it is and how to use it. ...
Drawing Pixels is Hard 14 Sep 2012 | 04:01 am
Way harder than it should be. Back in 2009 when I first started to work on what would become my HTML5 game engine Impact, I was immediately presented with the challenge of scaling the game screen whi...
Where the Innovation Stops 31 Aug 2012 | 04:44 pm
Some time ago a rather large US entertainment company bought a few licenses for my HTML5 Game Engine Impact. They used it for internal prototyping and, as they told me, were quite happy with it. A fe...
Letter to John Carmack 3 Aug 2012 | 07:46 pm
The following is an email I sent to John Carmack of Id Software after having watched his 2012 Quakecon Keynote Speech. Hi John, I watched the live stream of your keynote speech yesterday, and – as e...
What the Fucking Fuck, Apple? 3 Jul 2012 | 07:42 pm
Update Tuesday, July 16th 2012: The Bug appears to be fixed in iOS 6 Beta 3. Almost two years ago I noticed a strange multitouch problem in Mobile Safari with one of my games. This problem was new; i...
X-Type – Making Of 28 Jun 2012 | 03:08 am
For this year's Google IO, Google asked me to do a Chrome experiment for Mobile for them. They initially wanted me to vamp up Biolab Disaster – it's still a good game, but because of it's retro style ...
Measuring Input Lag in Browsers 20 Jun 2012 | 12:39 am
For games, the time between a key-press and the appropriate action happening on the screen can often decide over virtual life or death. It is no surprise that game developers go to great length to re...