This is an interesting article on the history of graphics rendering algorithm development in the Wolfenstein 3D and Doom game engines.
20191230/https://twobithistory.org/2019/11/06/doom-bsp.html#fnref:2
It was later republished on Ars Technica. Please note, however, that the only addition they made was some screenshots from the games.
20191230/https://arstechnica.com/gaming/2019/12/how-much-of-a-genius-level-move-was-using-binary-space-partitioning-in-doom/
So, about the original blog. It’s great to see that the purpose of this blog article is to provide a computer history from a perspective more relevant to that of the tech industry workers.
20191230/https://twobithistory.org/about.html
I also found a few interesting articles here. The manpage article distinctively makes no mention of Texinfo, though it would have been a great illustrative example about why traditional Unix manpages are so hard to displace.
20191230/https://twobithistory.org/2017/09/28/the-lineage-of-man.html
There is a page on which articles were translated into different languages by third parties.
20191230/https://twobithistory.org/translations.html
But, by far the most interesting, the contents of Ada Lovelace’s first program. It is a program to compute Bernoulli numbers, useful in the computation of other numbers such as a sum of integers each raised to the nth power. The published copy did in fact have one bug, but it may have been due to a typesetting error, introduced by a secondhand human. The overall published program was excellently documented and specified, so translating it into modern programming languages like Python and C was a breeze.
20191230/https://twobithistory.org/2018/08/18/ada-lovelace-note-g.html