Guy English returns this week to discuss 3D graphics APIs, so hold on to your butts.

We start with the origins of the GPU, and recount the evolution of graphics APIs. We dig in to what a modern GPU actually does, and then discuss Apple’s new graphics API, Metal. Guy and Nigel reminisce about just how horrible programming for the PlayStation 2 was, we talk latency, and finally Guy explores his relationship with Riddler trophies.

OpenGL
The good but weird Voodoo GPUs
3dfx’ Glide API
Microsoft Direct3D’s long winding path
GLQuake
Retained Mode, an evolutionary dead end in graphics APIs that lives again
The Geforce 3 and programmable shaders
Metal, Apple’s new low-level 3D API
John Carmack on MegaTextures
Guy’s MacWorld article on Metal
Steamclock’s 3D Map of the Internet app
John Carmack’s battle with latency and Oculus Rift
Guy and Rene Ritchie’s excellent podcast, Debug
Batman: Arkham Origins reviews
The Hearthstone tournament that attempted to ban women

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