Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints
barnsworthburning.net A Website by Nick Trombley barnsworthburning.net What this site isColophonContact meShortlist of interesting spacesBehind the scenes Five barns worth burningExtract (n)Kicks Condor: barnsworthburningNodal pointsMonoskop collectionsnotetakingconnection
What this site is A kind of commonplace book. A kind of digital garden. A kind of Zettelkasten. The front end to a brain. Part research, part dissertation, part art project. A kind of essay, in the sense that it is an attempt. ...but at what? What is a commonplace?A Brief History of the Digital GardenZettelkastenare.naHighlighterThe Art of Looking SidewaysReading DesignEssayerGlaspMaintenance and Care gardens
Colophon airtable stores the majority of the content for the site. the front-end is written using svelte and its companion toolset, sveltekit. it is hosted as a digital ocean app. figma was used for some of the design – the rest was done in code (as I increasingly believe it should be). it is typeset with IBM plex sans Designing with code
Contact me You can reach me using this Airtable form – I would love to hear from you. I'm also on LinkedIn.
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