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Comment Text files and wiki (Score 1) 428

In my opinion, the easiest type of TODO list to manage and edit, is one stored in a text file, rather than having to go through GUIs to edit details or move things around, save backup versions, etc.

When I get some new task, I'll quickly add a new task entry to the top of my main todos text file. I'll either complete them quickly (and remove from the top of the text file), or later I'll organize things and integrate into my TODO wiki articles, which I keep organized into sections (in order of priority, by date, recurring, low priority, and randomly split some low priority things off into other articles). This part is necessary, because massive TODO.txt files get hard to manage, and wikis are much nicer to browse and read TODOs in, and keep things organized, even if they're harder to edit than a text file.

For major wiki TODO updates, I'll copy the article back into a text file, move parts around, edit, etc, and then save them back into the wiki. This also has the advantage that you can save your text file during extensive editing, rather than saving a lot of temporary versions in the wiki, or risking losing your work if the browser closes unexpectedly.

For coding projects, each has it's own TODO.txt file, rather than being stored on the wiki (the wiki would have more detail on overall tasks, if it's a complicated project). The project itself would be listed in the prioritized section on the TODOs wiki page (do some work on project foo). The projects themselves and their TODO.txt files, are managed via git revision control.

I've tried several different TODO and task-tracking systems in the past, and I've found them all to be much more complicated, or limited in various ways, compared to using a text editor to take down and manage tasks in a free-form way, combined with wikis for keeping larger task lists organized.

Microsoft

Microsoft Game Software Preps Soldiers For Battle 44

coondoggie writes "Soldiers may go into battle better prepared to handle equipment and with a greater knowledge of their surroundings after an intellectual property licensing deal Monday between Microsoft and Lockheed Martin that will deepen the defense giant's access to visual simulation technology. The intellectual property agreement between the two focuses on Microsoft ESP, a games-based visual simulation software platform for the PC."
Games

Games Workshop Goes After Fan Site 174

mark.leaman writes "BoingBoing has a recent post regarding Games Workshop's aggressive posturing against fan sites featuring derivative work of their game products. 'Game publisher and miniature manufacturer Games Workshop just sent a cease and desist letter to boardgamegeek.com, telling them to remove all fan-made players' aids. This includes scenarios, rules summaries, inventory manifests, scans to help replace worn pieces — many of these created for long out of print, well-loved games...' As a lifelong hobby gamer of table, board, card and miniature games, I view this as pure heresy. It made me reject the idea of buying any Games Workshop (read Warhammer) products for my son this Christmas. Their fate was sealed, in terms of my wallet, after I Googled their shenanigans. In 2007 they forbid Warhammer fan films, this year they shut down Vassal Modules, and a while back they went after retailers as well. What ever happened to fair use?"

Comment RPGMaker does this nicely (Score 1) 578

One interesting example of "dumbing down programming" is the RPGMaker series, particularly the VX and XP versions.

You can do basically all of your game eventing, scripting, resource editing, etc, a using user-friendly gui, no need to touch programming code. And you can do some fairly involved "eventing" logic, which is basically a very high level scripting language that you edit through user-friendly dialogue boxes.

But you can also start digging into the lower details. Actually, the core of the RPGMaker game engine is Ruby code, including an interpreter, which loads, interprets, etc the above resources. And that engine is very easy to extend, using custom Ruby coding. And in fact there is a huge number of custom scripts you can download from third parties to customize your games that way. Basically you can customize just about anything that way, except for the user-friendly editor that most people use.

Games

The Psychology of Achievement In Playing Games 80

A post on Pixel Poppers looks at the psychological underpinnings of the types of challenges offered by different game genres, and the effect those challenges have on determining which players find the games entertaining. Quoting: "To progress in an action game, the player has to improve, which is by no means guaranteed — but to progress in an RPG, the characters have to improve, which is inevitable. ... It turns out there are two different ways people respond to challenges. Some people see them as opportunities to perform — to demonstrate their talent or intellect. Others see them as opportunities to master — to improve their skill or knowledge. Say you take a person with a performance orientation ('Paul') and a person with a mastery orientation ('Matt'). Give them each an easy puzzle, and they will both do well. Paul will complete it quickly and smile proudly at how well he performed. Matt will complete it quickly and be satisfied that he has mastered the skill involved. Now give them each a difficult puzzle. Paul will jump in gamely, but it will soon become clear he cannot overcome it as impressively as he did the last one. The opportunity to show off has disappeared, and Paul will lose interest and give up. Matt, on the other hand, when stymied, will push harder. His early failure means there's still something to be learned here, and he will persevere until he does so and solves the puzzle."
Programming

The State of Ruby VMs — Ruby Renaissance 89

igrigorik writes "In the short span of just a couple of years, the Ruby VM space has evolved to more than just a handful of choices: MRI, JRuby, IronRuby, MacRuby, Rubinius, MagLev, REE and BlueRuby. Four of these VMs will hit 1.0 status in the upcoming year and will open up entirely new possibilities for the language — Mac apps via MacRuby, Ruby in the browser via Silverlight, object persistence via Smalltalk VM, and so forth. This article takes a detailed look at the past year, the progress of each project, and where the community is heading. It's an exciting time to be a Rubyist."

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