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Published · transcript-backed

Rahul Vohra: commitment

12 Nov 2020 Acquired Special: Superhuman Part II - Designing Software to Feel like a Game (with Rahul Vohra)

“Because we're trying to do real-time graphics in the browser, I'm going to create my own object model in Java.”

— Rahul Vohra

Source trail

Everything needed to verify it.

Speaker
Rahul Vohra
Attribution
Verified speaker
Claim type
commitment
Recorded
12 Nov 2020
Publisher
Acquired

Transcript context

…Java Game Experts, right? That was the colloquial interpretation. The very original technical definition was Java Graphical Extensions. Andrew Gower—who is resolutely a genius, he was an alumnus of the Computer Science Laboratory where I studied, many years ahead of me—had created an entire graphical game engine that was capable of doing what now would look like rudimentary 3D graphics—imagine the PS One era—but it ran in the browser. It ran in every browser of every library of every school all across the world, and that was all it had to do to capture that user base that it did. He was incredible. I remember—to nerd out for just a second, for anyone who's programmed Java, there is, of course, an object model. You don't have to define what an object is. It comes with it and everything inherits from this object-oriented scheme. Andrew said, no, this is too slow. Because we're trying to do real-time graphics in the browser, I'm going to create my own object model in Java. He took Java the language but he completely threw away Java the framework, made his own, and that was the thing upon which RuneScape was built. It was a real technical model at the time. Wow. Was that technically a Java applet then?…

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