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
Control and Correlation An Article slimemoldtimemold.com In any control system that is functioning properly, the methods used to control a signal won’t be correlated with the signal they’re controlling. Worse, there will be several variables that DO show relationships, and may give the wrong impression. You’re looking at variables A, B, C, and D. You see that when A goes up, so does B. When A goes down, C goes up. D never changes and isn’t related to anything else — must not be important, certainly not related to the rest of the system. But of course, A is the angle of the road, B is the gas pedal, C is the brake pedal, and D is the speed of the car. statisticsfeedbackcontrol