RIP John C. Dvorak (1946–2026)

Today the tech world says goodbye to John C. Dvorak, who passed away on Monday, July 20, 2026, at the age of 80, following complications from recent heart bypass surgery. He is survived by his wife, children, and grandchildren, and remembered by colleagues and readers as a writer who never softened an opinion to make it more comfortable.

A voice from the golden age of tech magazines

My own memory of Dvorak goes back to 1992 or 1993, when I was working in the IT department of a cable manufacturer in Brazil. The company had subscriptions to two or three of the great American tech magazines of the era — PC Magazine, InfoWorld, and, I believe, Byte in its golden years. Somewhere in those pages I ran into Dvorak for the first time, and it was immediately clear this was a writer with strong, unfiltered positions on technology, unafraid to say a product was garbage or that an entire company was heading in the wrong direction. At a time when most technical writing was dry and procedural, his columns had a voice. He wrote for exactly this kind of press — InfoWorld and PC Magazine both carried his columns for decades, and Byte was part of the same world of serious, opinionated computer journalism that shaped how an entire generation of IT professionals thought about the industry.

From print to screen — and beyond

By the late 1990s and into the 2000s, Dvorak had carried that same directness onto television and, eventually, podcasting. His appearances on Computer Chronicles — the long-running PBS show that served as one of America’s first mainstream windows into personal computing — captured that same instinct for opinion and showmanship that print alone couldn’t fully contain. It’s easy to see, watching those episodes now, why the leap into broadcasting felt inevitable for him: he was a natural in front of a camera the same way he was sharp on a page. He went on to appear on CNET Central, NPR, and ZDTV, and later co-hosted the tech show Cranky Geeks.

That instinct for media eventually led him to podcasting, where in 2007 he teamed up with Adam Curry to co-host No Agenda, a show he kept doing right up until his death — nearly two decades of consistent, opinionated broadcasting.

Even in his blog writing, that same instinct for a good, opinionated story never went away. His “Whatever Happened To…” series, still archived on dvorak.org, is a good example — pieces like the one on MSX computers dig into forgotten corners of computing history (in that case, Microsoft’s failed attempt at a home-computer standard in partnership with Japan’s ASCII Corp.) with the same critical eye he brought to his columns decades earlier.

A career that spanned the whole arc of personal computing

Dvorak’s career is really a map of the entire personal computing era — from the earliest days of 8-bit home computers, through the PC and internet booms, into the age of podcasting and blogs. He started as a wine columnist before pivoting to technology, became a fixture at InfoWorld and then PC Magazine (where his column ran for decades), and never stopped writing, broadcasting, or arguing his point of view, right up to the end.

RIP John C. Dvorak.

From a Transforming Ship to a Transforming Engine

Voltron assembles from five lions. The Valkyrie in Macross folds from a fighter jet into a battle-ready mecha. The Autobots have been telling us for forty years that there’s “more than meets the eye.” Transformation is one of gaming and animation’s oldest tricks — take something familiar, and reveal it was always capable of becoming something bigger.

That’s also, more or less, the plot of Caravellius.

The ship that started it all

Back in 2021, I set out to build a shoot-’em-up called Caravellius — the Caravela, an old-world sailing ship, transforms into a spaceship to defend Earth from a Venusian invasion. Here’s the first footage of it taking shape:

Caravellius — early build

I made one deliberate, slightly stubborn decision going in: I wasn’t going to reach for an existing engine. I wanted to actually understand how games get built — cameras, collision, sprites, tile maps, all of it — by writing the plumbing myself.

Two candidates stood out for the actual graphics primitives: raylib and SDL. Rather than pick one and hard-wire the whole game to it, I built a boundary between “my game logic” and “whatever draws the pixels” from day one. If I ever wanted to swap the backend later, I shouldn’t have to rewrite the game to do it.

That boundary is what eventually became sunlight.

The engine transforms

About three months in, sunlight had grown enough of its own identity — map rendering, collision, sprites, sound, a scripting layer — that it stopped feeling like “part of Caravellius” and started feeling like its own thing. So I split it out into its own repository.

That’s the Voltron moment, if you squint: the pieces that had been quietly doing their job inside Caravellius assembled into something that could stand on its own.

Here’s a later look at Caravellius, running on top of that separated engine, with updated art and music:

Caravellius — updated build

Since the split, sunlight has kept leveling up on its own track — a real CI pipeline building it on Linux, macOS, and Windows on every change; a proper unit test suite; five sample projects showing off map rendering, animated sprites, collision, gamepad input, and a scripted “stage intro” cutscene; generated API docs; and, as of this week, its first tagged release, v0.1.0 — with prebuilt packages for all three platforms attached automatically the moment the tag goes up.

The next form

Here’s where the transformation keeps going. sunlight isn’t just Caravellius’s engine anymore — it’s now the rendering backend for Scarab, a new game engine I’m building that adds Lua scripting on top. Where sunlight handles the “how do pixels get on screen and what happens when two things collide,” Scarab is meant to let game logic live in Lua instead of C++.

It’s the same shape as the Caravela becoming a spaceship: the thing underneath didn’t get thrown away when it transformed. It got carried forward into something that could do more.

sunlight is open source under the zlib license — the repo, docs, and the v0.1.0 release are all up on GitHub if you want to see how a ship-turned-spaceship’s engine turned out:

github.com/popolony2k/sunlight

More forms to come.

Enjoy

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PopolonY2k

Revista MSX Brasil Oficial – No 3

MSX Brasil Oficial 4 cover

Após um período de hiato voltamos a lançar mais uma edição da Revista MSX Brasil Oficial que de fato estava no forno desde inicio de 2020 entretanto com os acontecimentos mundiais ocorridos nesses últimos 2 anos, a prioridade dessa edição diminuiu bastante a ponto de praticamente cancelarmos todo o planejamento original e repensarmos a mesma quase que completamente.

Passado esse momento de instabilidade voltamos com muito conteúdo repaginado e relacionado aos últimos acontecimentos ocorridos na comunidade MSX brasileira e também internacional.

Nessa edição temos um review sobre a excelente versão de Ghosts n’ Goblins para MSX equipados com o poderoso V9990, além de entrevistas com “antigas” e “novas” personalidades conhecidas na comunidade MSX onde poderemos saber um pouco sobre sua história bem como as motivações que os fizeram abraçar essa plataforma que tem mantido unidas diversas gerações de entusiastas.

Como fomos um dos primeiros a falar com  Kazuhiko Nishi sobre o novo e “confuso” MSX3, seguimos de perto analisando todos os passos de seu idealizador e dessa vez trouxemos mais informações que poderá deixar a comunidade MSX mais esclarecida sobre essa nova atualização da plataforma….ou não 🙂

Esperamos que gostem, contribuam e façam suas sugestões na comunidade MSX Brasil Oficial no FaceBook.

download da Revista MSX Brasil Oficial – No 3 pode ser ser feito nesse link aqui.

Enjoy
PopolonY2k

PopolonY2k Youtube channel

Em meados do ano passado, mais especificamente em maio de 2020, comecei a dar um foco no meu canal do Youtube que já existia desde 2006 e que de fato só tinha alguns vídeos curtos de cunho pessoal, bem como resultados de trabalhos em desenvolvimento como foi o caso do Pop!Art, liberado no ínicio desse ano e divulgado no canal há mais de 5 anos.

Pop!Art playlist

Pois bem, decidi reestabelecer o canal como um complemento desse blog, principalmente para deixar registros audio visuais de quaisquer experimentos e trabalhos aqui divulgados.

Como resultado desse primeiro ano do canal tenho liberado cada vez mais vídeos em intervalos menores de tempo e a medida que começo a juntar mais material, fica mais fácil de manter essa constância na liberação de material para o canal.

A idéia é ter registrado no canal, todos os experimentos e informações relacionadas a coisas que gosto, que variam desde desenvolvimento de software a eletrônica em geral, enfim, tudo o que é sobre tecnologia, nova ou velha.

DIY (Do it yourself) playlist

Sugestões de conteúdo são bem vindas, então aguardo sua inscrição no canal e aproveita para clicar no “sininho” para receber as notificações de novos vídeos no canal. 🙂

Channel unboxing playlist

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PopolonY2k

To infinity… and beyond.

Além dos tradicionais lançamentos de sondas espaciais, foguetes, satélites, homens no espaço bem como na lua, a agência espacial mais conhecida do planeta (quiçá em outros planetas), a NASA, tem feito um esforço para tornar conhecidas as suas iniciativas no desenvolvimento de software.

NASA
NASA logo

Apesar de muito conhecida por seus grandes feitos desde a época da corrida espacial nos anos 50, é óbvio que além de todo o conhecimento científico adquirido com esses feitos, principalmente o conhecimento e desenvolvimento matemático e algorítmico devem ter sido algo jamais experimentado na história da humanidade em um curto intervalo de tempo.

Como a NASA foi criada em uma época em que o “segredo” era algo que poderia mudar o rumo da história devido a um momento de “guerra” (psicológica) entre as duas maiores potências da época, é normal que tudo o que fora desenvolvido por essa agência fosse “secreto” até então.

Entretanto os tempos são outros e a quantidade de informação existente hoje não justifica mais nenhum “segredo”, uma vez que é muito mais interessante que a própria agência se beneficie das vantagens do compartilhamento via iniciativas de software open source.

Até mesmo outras agências, como a DARPA, vem utilizando há anos software open source em seus projetos internos.
Eu mesmo já obtive um feedback há uns 15 anos atrás, onde um engenheiro da DARPA me pareceu estar usando a minha biblioteca JMML (Java MSN Messenger Library), já naquela época.

Voltando à NASA, desde o ano passado percebi que a agência tem demonstrado estar bem compromissada em organizar um grande catálogo contendo todas as suas tecnologias em software, já criadas e utilizadas em seus projetos.

NASA Software Category

Na imagem acima podemos ver todas as categorias de software contemplados pela iniciativa.
Particularmente me interessei pela “Data servers processing and handling” e ao abrir essa categoria, percebi que tenho, só ali, um universo a ser explorado que irá me levar “ao infinito e além“.

Segue abaixo o link da iniciativa.

https://www.nasa.gov/directorates/spacetech/techtransfer/Software_Catalog_2019

https://software.nasa.gov/

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PopolonY2k