Daniel Wellman is a software developer whose blog features programming stories and software development essays.
HN commenters repeatedly link his story of a Tron lightcycle game on an Apple IIgs, where a bug let the cycle run into system memory.
This has been posted before[0], two[1] and four[2] years ago, and is a delightful and fascinating read every time. It's fun to anthropomorphize the AI running amok in the system's memory, and wonder if we'll ever see something analogous happen with more sophisticated AIs in the future.
[0] http://blog.danielwellman.com/2008/10/real-life-tron-on-an-apple-iigs.html
[1] http://news.ycombinator.com/item?id=2087367
[2] http://news.ycombinator.com/item?id=326356
> I did have some problems throughout the contest with my choice of C++ -- in fact without Valgrind, my entry may never have run correctly. (Turns out one of my algorithms was "escaping" off the border of the map and scribbling in RAM) But hey, I've been dealing with problems like that for more years than I care to count right now.
:D
http://blog.danielwellman.com/2008/10/real-life-tron-on-an-apple-iigs.html
Reminds me of a similar story of someone creating a Tron lightcycle game on an Apple IIgs. They had created a bug so that the lightcycle could travel off-screen and into memory, causing all sorts of undefined behaviour.
https://blog.danielwellman.com/2008/10/real-life-tron-on-an-apple-iigs.html
That reminds me of "Real Life Tron on an Apple IIgs". There's something so charming about system memory being misinterpreted.
https://blog.danielwellman.com/2008/10/real-life-tron-on-an-apple-iigs.html
Reminds me of this blog post about a Tron game that didn't check memory bounds either: http://blog.danielwellman.com/2008/10/real-life-tron-on-an-apple-iigs.html
that reminds me of this awesome story
http://blog.danielwellman.com/2008/10/real-life-tron-on-an-apple-iigs.html