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Comment Re:Windows again (Score 1) 171

I wish Apple would take OpenGL by the balls and do to it what they managed to do with OpenCL.

Right now DirectX's advantages (from what I understand) are its integration between all the necessary services needed to actually put together a game (video, sound, user i/o, etc.). If they could code an IDE that took a base of an improved OpenGL (what OpenGL 3.0 was supposed to be essentially) _and_ integrated its services with all the other necessary ingredients required to make a game, throw in some of Apples magical usability sprinkles, and Boom!, they have an oven to churn out delicious multi-platform cake that could turn another tide in the "Year of the Alternative Desktop".

Currently said cake is a lie, but oh god I can practically taste it now.

brb pastries

Businesses

Submission + - How Will Apple Spend its $15 Billion in Cash? (wired.com)

scott3778 writes: "The cash coffers are overflowing at Apple these days. While Silicon Valley is abuzz over the fact that social-networking startup Facebook is now worth $15 billion on paper, Cupertino-based Apple has at least that much money — $15.4 billion to be exact — in real, spendable cash. What's a company to do will all that scrilla? http://www.wired.com/techbiz/it/news/2007/11/apple_cash"
Mandriva

Submission + - Mandriva: An open letter to Steve Ballmer

An anonymous reader writes: An entry on the Mandriva Blog, written by Mandriva CEO François Bancilhon, is suggesting that the Nigerian government, after ordering thousands of Classmate PCs with Mandriva Linux installed, has suddenly decided that they will instead install Windows replacing the pre-loaded Mandriva Linux installation on the low-cost computing devices intended for children in the developing world. The blog suggests that this was not a decision that the Nigerian government made on its own. Is this just speculation, or is there something much bigger going on here?
Networking

Submission + - The future of BitTorrent (torrentfreak.com)

javipas writes: "The people behind the popular BitTorrent tracker is working on a new version of the BitTorrent protocol that could become the successor to the current one, maintained by BitTorrent Inc. The company founded by Bram Cohen — original author of this protocol — now has decided to close the source for several new features in the BitTorrent protocol, and this "gives them too much power and influence". The new file format would be called .p2p, and would maintain backwards compatibility with current .torrent files."
PC Games (Games)

Submission + - Level Design For Games

Aeonite writes: "As a content writer I was not heavily involved in the level design process at my last game industry job, but Phil Co's level design For Games: Creating Compelling Game Experiences accompanied me to work every day. Not only is it a good introduction to the world of level design, but it also provides an excellent overview of the entire game design process.

In the past I've been rather verbose when reviewing books about game design, as I wished to provide evidence that justified the often less than stellar score I gave the book in question. I'm pleased that I don't have to do that with this book, which as far as I can tell is a nearly flawless introduction to level design. As such, this review will be more of a recap, so as to help you decide if the book's content is right for you.

Chapter 1, "How Do You Make a Game?," discusses the game development process from Pre-Production through Gold Master by way of showing how level design fits into the overall scheme of things. Also discussed are design documents, basic level geometry, and the difference between alpha and beta, and A, B, C and D bugs (A being "fix this now" and D being "nice to have, maybe later").

Chapter 2, "Defining the Game," focuses on the various types of games on the market and the differences between them, from first-person shooters to platformers, action RPGs to MMORPGs. Also discussed in some depth are themes (fantasy, sci-fi), ESRB ratings and audience age, and system limitations.

Chapter 3, "Enemies and Obstacles: Choosing Your Challenges," is where the book really begins to get into the nitty-gritty of the level design process. This third chapter covers the placement of enemies ("mobs") and objects within the level, the types of levels (hubs, boss levels, etc.), skill trees and the application of skills to obstacles within each level.

With an idea of what needs to go where, Chapter 4, "Brainstorming Your Level Ideas," delves into the creation of concept sketches and reference images, the creation of a level's storyline, the drafting of a level description and the design of the puzzles and scripted sequences within the level (which incorporate the mobs and objects discussed previously).

Chapter 5, "Designing With a Diagram," is where all those ideas and brainstorming begin to take concrete shape. A primary concern here is the scope and order of levels within the game, particularly in terms of a player's progress through each level. Once you know where your level fits into the overall schema, the author tells you to lay it out in diagram format by creating a grid; this is not unlike a Dungeon Master carving out 10' by 10' dungeon corridors on graph paper for a D&D game. You know who you are.

Chapter 6, "The Template," introduces the reader to UnrealEd, a level editor for which a demo is provided in the back of the book. The author walks through the basics of using UnrealEd, from the basic creation of a room and the placement of an NPC within it to slightly more advanced topics such as vertex editing and static meshes. It's a fairly technical chapter, but is laid out clearly with numbered instructions and plenty of screenshots to guide the reader along.

Chapter 7, "Improving Your Level," jumps ahead in time a bit, assuming that you've already mastered the basics from Chapter 6 and have created a level template that can now be play-tested. It focuses mostly on that play-testing process and how to adjust and balance one's level based on feedback in order to make it fun and functional.

The next chapter, "Taking It to 11," is more concerned with polish and quality. Topics include architectural style, the addition of details like trim and borders, the appropriate use of textures and props, and the like. The second third of the chapter takes the reader back into UnrealEd to practice some of these skills, including the creation of new shapes and a radial building technique to create curved hallways an rounded rooms. Finally, the chapter discusses the addition of other game elements, including scripted sequences, ambient sounds and music, and other special effects such as fog.

The final chapter, "Ship It!," revisits the concept of Alpha, Beta and Gold Master in more depth, discussing optimization, the creation of zones (with an UnrealEd tutorial to help the reader along), game balance, and bug testing. It closes off with some discussion of helpful skills and practices one might pick up, including how to file a good bug, why you should archive data, and how to take good screenshots.

On the subject of screenshots, it is worth noting here that the book contains one such shot from Flagship Studio's Hellgate: London, a game which I am downloading from the EA store as I write this review, and which is scheduled for official release on Halloween, 2007. In my experience, many books on game design tend to incorporate screenshots and examples from older games, and it's rare to find a book that includes a screenshot from a game that is not only current, but as of the book's publication was yet unreleased. Indeed, most of the examples in the book are of games released in the past several years (Psychonauts, Half-Life 2, Doom 3), and this gives the book added relevance, appeal and longevity.

Aside from the more technical language involved with the UnrealEd tutorials, the book's clear language and friendly tone makes it quite accessible, even for those not of a technical persuasion. While I can't speak to how much the book would help a more experienced LD, it definitely seems appropriate for a beginner who's eager to learn the craft, or anyone interested in the game industry as a whole. I highly recommend it."
GNU is Not Unix

Submission + - Richard Stallman: Don't follow Linus Torvalds

StonyandCher writes: Here is an interview with Richard Stallman about a range of free software topics including GPLv3 and comment on the Microsoft patent issue. Stallman has a go at Linus Torvalds even suggesting that if people want to keep their freedom they better not follow Torvalds.

From the interview:
"Stallman: The fact that Torvalds says "open source" instead of "free software" shows where he is coming from. I wrote the GNU GPL to defend freedom for all users of all versions of a program. I developed version 3 to do that job better and protect against new threats. Torvalds says he rejects this goal; that's probably why he doesn't appreciate GPL version 3. I respect his right to express his views, even though I think they are foolish. However, if you don't want to lose your freedom, you had better not follow him."
Announcements

Submission + - Radio Frequencies Help Burn Salt Water

krgallagher writes: An Erie cancer researcher has found a way to burn salt water, a novel invention that is being touted by one chemist as the "most remarkable" water science discovery in a century. The discovery has scientists excited by the prospect of using salt water, the most abundant resource on earth, as a fuel. Rustum Roy, a Penn State University chemist, has held demonstrations at his State College lab to confirm his own observations. Roy will meet this week with officials from the Department of Energy and the Department of Defense to try to obtain research funding.
Graphics

Submission + - Decent 3D Graphics For $100 Or Less, NVIDIA Vs AMD (hothardware.com)

MojoKid writes: "The mainstream video card market looks drastically different than it did when AMD and NVIDIA initially launched their most recent mid-range product line-ups. After their respective introductions, AMD's ATI Radeon HD 2600 and 2400 series and NVIDIA's GeForce 8600 and 8500 series DX10-class video cards were all priced somewhat higher than their performance warranted. But the market has settled down and retail shelves are now loaded with product. In the current landscape all of these cards offer a completely different value proposition than they did when first introduced. This article compares three Radeon HD 2000 series cards from Sapphire, the Radeon HD 2400 XT, 2600 Pro, and 2600 XT, to NVIDIA's GeForce 8600 GTS and GT, and an 8500 GT. At their current price points, you may be surprised by which cards represent the best values."
Data Storage

Submission + - World's highest capacity SSD (416GB) (pclaunches.com)

An anonymous reader writes: BiTMICRO has announced world's highest capacity solid state drive (416GB) which is packed in 2.5-inch rugged hard drive enclosure. Based on the latest high-density single level cell NAND flash memory chips, the SSD features 133MB/sec read and 100MB/sec write speed.
Software

Submission + - PCWorld refuse hardware repair due to Linux. 10

Tikka writes: "Today I visit PC World (London, UK) because my 5 months old laptop has developed a manufacturing fault, the hinge to the display has started to crack the plastic casing.
Anyone in the know, will know that this is due to the joint inside and this means that ultimately the screen will separate from the keyboard in time.

Repair was refused, because I have Gentoo Linux on my laptop — Replacing the Windows Vista that was pre-installed.

PC World have said that this has void my warranty and there is nothing they will do for me, I spoke to a manager who said that he has been told to refuse any repairs if the operating system has been changed.

I feel this has really gone against my statutory rights and will do everything I can to fight it, I will review comments for your advice."

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