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Comment Burst Forth, Publish Your Policy Report! (Score 5, Insightful) 213

If you look at this list, the majority of these problems are man-made. Other than a super volcano and an asteroid impact, the solution seems pretty simple. We must abandon all technology and kill all but a small percentage of the population. And those that are left must live in isolated groups. That way there will not be a world wide disease outbreak.

Yep, that's the only option. There's nothing between doing nothing and that option. It's all we have. And if anyone starts to talk about mitigation strategies, planning ahead of time or devoting a single cent of taxpayer money toward preparing for it, we are just all going to have a meltdown and throw a tantrum with teabags on our hats. Thank god we have these strawman arguments for what these ivory tower Oxford elitists are telling us to do: eliminate the human race to protect the human race. I cannot believe they would actually come to that conclusion but there it is, right in the article. Those environmentalists will have us starving in mud huts by the end of the month if we just sit by and let this academic report go unabated and without criticism!

*tortured sigh*

Submission + - Something Resembling "The Wheel of Time" Aired Last Night on FXX (wired.com)

eldavojohn writes: If you didn't partake in the DDOS attack on Dragonmount as fans tried to figure out just what the %&#% was going on last night, you should probably prepare yourself for Billy Zane filled disappointment and watch a curious pilot covering the prologue of "Eye of the World" by Robert Jordan that apparently aired around 01:30 AM Eastern time on FXX. The reviews of said pilot are unkind and appear to contain question marks all the way down starting with Jordan's Widow disavowing its authorization. The world of film and TV development is a confusing one but it appears that NBC initially bought options to turn it into a mini series which were then optioned by Universal/Red Eagle Entertainment in conjunction with Red Eagle Games to do a coordinated release. Red Eagle games announced a combined effort with Jet Set games and around 2012 began releasing information on an "Aiel War" project to target mobile gaming platforms. But that appeared to die with its failed kickstarter attempt. It is suspected that Red Eagle Entertainment is behind the odd FXX airing last night. Was this an eleventh hour "use it or lose it" move by Red Eagle Entertainment without Universal's knowledge? In any case, it was a secretive, odd, low-budget, disappointing start to The Wheel of Time in film.
Input Devices

Video Listnr Wants to be 'Your Listening Assistant' (Video) 45

This Listnr is "a new listening device connected to the cloud" being developed by a team in Japan that's currently running a Kickstarter project looking for $50,000 by March 7. The other Listnr "is a free music service helping people discover the best music from independent artists on Soundcloud and Bandcamp." More accurately, that's what it was, since their last Facebook post was in 2011 and their domain name is now for sale. Today's Listnr -- the listening device one -- claims it is able to tell whether a baby it hears is laughing, crying, gurgling or trying to talk. It is supposed to respond to finger snaps, hand claps, and other audio commands. It has an open API so that you can extend its use however you like. The company, too, is working on new applications for their product. Will there be enough of them, and will they interest enough people, to make this a success? Co-Founder Rie Ehara says, "We wanted to build something using sound to enrich and delight our lives." As of today (Feb. 2), Listnr is slightly less than halfway to its Kickstarter goal, so it's still a coin-toss whether or not Listnr will succeed.

Submission + - Book Review: Core HTML5 2D Game Programming (corehtml5games.com)

eldavojohn writes: Core HTML5 2D Game Programming details a journey through creating Snail Bait in well defined steps. This simple two dimensional platform game works as a great starting point for anyone interested in making their very first game targeting many desktop and mobile platforms. This incremental process is expertly segmented into logical lessons with the only prerequisite being fluency in JavaScript. One of the most attractive aspects of this book is that the core concepts of this book don’t rely on some flavor of the week JavaScript library or framework.

author David Geary
pages 615 pages
publisher Prentice Hall
rating 9/10
reviewer eldavojohn
ISBN 9780133564242
summary An exercise in 2D game development and mechanics in HTML5 and JavaScript.

First, this book isn't for people who do not recognize HTML5 and JavaScript as a valid development platform for games. I know you’re out there, you can stop reading here and move on to the next article. This book isn't for you. If you have no programming experience this book is likely not for you either. This book dives into concepts faster than Geary’s last book on game development in Canvas. You should also be familiar with JavaScript if you want to effortlessly start on this book. Throughout the book, Geary utilizes object’s JavaScript prototypes to add functions, uses anonymous functions and refers to common programming patterns.

It is worth repeating that the implementation in this book does not rely on a framework or library that could change or go defunct. The game runs entirely on code covered in the book accessing W3C standard specifications like requestAnimationFrame(). As long as JavaScript interpreters don’t change core things like timing control, this book should be relevant to developers for years to come.

The reason this book gets a nine is it accomplishes everything it sets out to do and Geary does a great job dividing up task after incremental task of setting sprite sheets and backgrounds into motion. The reason it doesn't get a ten is that I was personally disappointed with the the author devoting little time to physics and their simulations.

The book is laid out to enable its use as two kinds of resources: cover to cover and chapter specific topics. Reading this straight through, there were only a few times where it felt like I was needlessly being reminded of where I had already read about tangential topics. On the plus side if you ever want to see how Snail Bait implemented something like sound, you need only spend time on the chapter devoted to sound sprites. One mild annoyance I had with the text was that the author seems to always refer to Snail Bait as “Snail Bait” which leads to a Ralph Wiggum-like aversion to pronouns or saying “the game” instead occasionally. It might only be me but it can become tiresome to read “Snail Bait” five or six times on the same page.

You can read a sample chapter here that shows how to implement sprite behaviors.

The first two chapters of the book focus on a set of basic guidelines to follow when doing game development in HTML5 and JavaScript — like keeping certain UI display elements in CSS instead of rendering them as paths or objects in the Canvas. Geary also covers the very absolute simplest concepts of how graphics are going to be displayed and how the background is going to move. He also spends time in Chapter Two showing how to best set up the development environment. It is demonstrated how shortening your cycle of deployment saves you tons of time and the author does a great job on letting you know what tools to use to debug throughout the whole text.

The third chapter delves into draw and rendering graphics in the canvas as well as introducing the reader to the game loop. It spends a good amount of time explaining the use of animation frame control in a browser to keep animations running smoothly. It also begins the auditing of frame rates so that the game can respond to and display things normalized at the rate the user is experiencing them. It also touches on how parallax can be employed to show things closer up moving faster than those further back in the background. This illusion of depth has long been popular and is even finding its way into scrolling on blogs and I wish that Geary would have spent more time on this perhaps in a later chapter but offer the reader more on how to do multiple levels of depth.

The next chapter tackles the core infrastructure of Snail Bait and discusses at length encapsulation of certain functionalities (instead of globals) in the source code as well as Snail Bait’s 2300 line prototype. It bothers me that one file is 2300 lines and I wish there was a better way to do this but as a learning tool, it works even if it is daunting to scroll through. The book adds some helpful pointers about how utterly confusing the “this” keyword can be in JavaScript. Chapter Four really sets the pace for the rest of the book by introducing the use of event listeners and illustrating how the game loop is going to continually be extrapolated.

The next three chapters cover the use of loading screens, sprites and their behaviors. Snail Bait uses all its graphics from an open source game (Replica Island). But if you were to design your own graphics for your game, these chapters do a great job of showing how to construct sprite sheets and how to use tools to construct metadata in the code so that the sprites are usable by the sprite artists. Using the flyweight pattern, Geary sets the stage for more complex behaviors and actions to come in the following chapters.

The next three chapters cover time, stopwatches and their effects on motions and behaviors within the game. The author starts and works from linear motion to non-linear motion and then using transducer functions to affect the time system. The game now has bouncing coins, a jumping player and Geary does a good job of showing the reader how to emulate behaviors in the code.

Naturally what follows next is collision detection and gravity. The collision detection strategies were adequate but I wish that there was more depth at least referenced in the text. This isn't a simple problem and I did like how Geary referenced back to chapter two’s profile and showed how collision detection performance as you implement and refine and optimize your algorithm. The nice thing about this book is that it often tackles problems with a general solution in the code (runner/sprite collision) and then provides the edge case solutions.

In the fourteenth chapter, the author tackles something that has long been a plague in HTML5 games: sound and music. The author doesn't sugarcoat this citing the long history of problems the vendors have had trying to support this in browsers. There’s a great explanation of how to create and handle “sound sprites” (similar to sprite sheets) so that there is only one download for background music and one download for audio sprites.

Next Geary covers the problem of multiple viewport sizes with a focus on mobile devices. Of course this is one of the biggest issues with mobile gaming today. The chapter is lengthy and deals with the many intricacies of scaling, sizing and touch events. This chapter is long but the highly detailed support of multiple platforms and resolutions is a justified discussion point.

In sixteen, the reader gets a treatment of utilizing sprites and their artists to simulate sparks and smoking holes. The book calls this chapter “particle systems” but I don’t think that’s a very good title as the code isn't actually dealing with things at the particle level. Instead this chapter focuses on using sprites to simulate those behaviors via animation. This is completely necessary on a computation inexpensive platform but it is misleading to call these particle systems.

Now that the game looks and functions appropriately, the book covers UI elements like player scores and player lives. The auditing of these metrics are covered in the code as well as warnings when the game begins to run to slowly. It also covers the ‘edge’ condition of winning in the game and the routine that is followed when the user wins the game.

The next chapter introduces the concept of a developer backdoor so that the reader can manually speed up or slow down the game while playing it or even test special cases of the runner sprite interacting with other elements. It’s a useful trick for debugging and playing around but does devote a lot of time to the specialized UI like the speed slider and other things that won’t (or rather shouldn't) be seen by a common player.

Chapter nineteen really felt out of place and very inadequate on important details. It’s a blind rush through using node.js and socket.io to implement server side high scores. The way it’s implemented would make it trivial for someone to submit a high score of MAX_INT or whatever to the server. The metrics reporting is done in a manner that (in my opinion) breaks from long established logging structure one would be familiar with. While it covers important things to record from your users in order to tweak your game, the inadequacy of discussions about shortcomings makes it feel out of place in this text. It's a topic of great depth and I have no problem with an author touching on something briefly in one chapter — this chapter does lack the warnings and caveats found in other chapters though.

Contrary to the previous chapter, the final chapter is a fast application of the entire book’s principles applied to a new game (Bodega’s Revenge). Geary gives a final run through showing how the lengthy prior discussions quickly translate to a new set of sprite sheets and game rules. If this book is ever expanded, I think it would be great to include additional chapters like this although I would pick a more distinct and popular two dimensional game format like a tower defense game or a bejeweled knockoff.

Overall, Core HTML5 2D Game Programming is a great book for a JavaScript developer looking to dabble in game development. You can purchase Core HTML5 2D Game Programming from barnesandnoble.com. Slashdot welcomes readers' book reviews (sci-fi included) — to see your own review here, read the book review guidelines, then visit the submission page. If you'd like to see what books we have available from our review library please let us know.

Printer

Video VP Anthony Moschella Shows Off Makerbot's Latest Printers and Materials (Video) 47

You may have read a few weeks ago about the new materials that MakerBot has introduced for its 3-D printers; earlier this month, I got a chance to see some of them in person, and have them explained by MakerBot VP of Product Anthony Moschella in a cramped demo closet — please excuse the lighting — at the company's booth at CES. Moschella had some things to say about materials, timelines, and what MakerBot is doing to try to salvage its open-source cred, despite being a very willing part of a corporate conspiracy to sell boxes of Martha Stewart-branded extruder filament — as well as a few unremarkable things that the company's ever-vigilant PR overseer decreed Moschella couldn't answer on the record for reasons like agreements between MakerBot parent Stratasys and their suppliers. The good news for owners of recent MakerBot models: they'll be upgradeable to use the new and interesting materials with a part swap, rather than a whole-machine swap (it takes a "smart extruder" rather than the current, dumber one). And the pretty good news for fans of open source, besides that the current generation of MakerBots are all Linux-based computers themselves, is that MakerBot's open API provides a broad path for 3-D makers to interact with the printers. (The bad news is that there's no move afoot to return the machines' guts to open source hardware, like the early generations of MakerBots, but STL files at least don't care whether you ship them to an FSF-approved printer to be made manifest.)

Comment No. (Score 5, Insightful) 228

To be fair to Zuckerberg and Facebook, the company must obey the law of any country in which it operates.

No. He came out in support of a universal maxim and then went back to his board who showed him X dollars of income they get by operating in Turkey. Just like the revenue lost when Google left mainland China. Instead of sacrificing that revenue to some other social network in Turkey run by cowards, he became a coward himself in the name of money. It is an affront to the deaths and memory of the Charlie Hebdo editors. His refusal could have worked as leverage for social change in Turkey but now it will not.

So no, your statement isn't fair to Zuckerberg and his company and the platinum backscratcher he gets to keep with "TURKEY" inscribed on it. Fuck that greedy bastard and his petty meaningless lip service.

Submission + - Valve's Economist Yanis Varoufakis Appointed Greece's Finance Minister (ibtimes.co.in)

eldavojohn writes: A turnover in the Greek government resulted from recent snap elections placing SYRIZA (Coalition of the Radical Left) in power — just shy of an outright majority by two seats. Atheist and youngest Prime Minister in Greek history since 1865 Alexis Tsipras has been appointed the new prime minister and begun taking immediate drastic steps against the recent austerity laws put in place by prior administrations. One such step has been to appoint Valve's economist Yanis Varoufakis to position of Finance Minister of Greece. For the past three years Varoufakis has been working at Steam to analyze and improve the Steam Market but now has the opportunity to improve one of the most troubled economies in the world.
Portables

Video Getting Charged Up Over Chargers at CES (Video) 33

First we look at Skiva Technology and their Octofire 8-port USB charger that pulled in nearly five times the requested amount from a Kickstarter campaign. (The 'pulled in X times the requested Kickstarter amount' is becoming a common product boast, isn't it?) Then, for MacBook owners who are tired of having their chargers or charger cords break, we take a brief look at the Juiceboxx Charger Case. These two power-oriented products and WakaWaka, which we posted about on January 9, are just a tiny, random sample of the many items in this category that were on display at CES 2015. Timothy was the only Slashdot person working CES, so it's shocking that he managed to cover as many (hopefully interesting) products as he did, considering that even the biggest IT journo mills don't come close to total coverage of the overwhelming muddle CES has become in recent years. (Alternate Video Link)

Comment Rumor: Fox Is Planning an X-Files Revival (Score 1) 480

In the news recently are rumors that Carter, Anderson and Duchovny will reunite for new X-Files episodes. Fox has sorta confirmed this.

I own all the DVDs, a couple years ago I rewatched them. I may come off as a rabid fan at times but the background music was atrociously horrid. Also the story arc plot became overly convoluted and impossible to explain at times. That said, one of the most convoluted characters (Krycek) was my favorite. Aside from several minor valid criticisms like that, I really think it's a great platform for modern storytelling.

I do have to ask myself, at times, if there is some level of insane conspiracy theory today that we owe at least in part to those people watching X-Files when younger. I have to admit that the 9/11 inside job truthers movement claims could have been ripped from the pages of an X-Files script.

My biggest concern, of course, is whether or not it could still be fresh. With recent high quality additions to television canon, we'd have to be prepared for Chris Carter coming back at us with a 90's angle when episodes like Home really aren't as shocking anymore. The bar has been raised (thankfully).

Right now, The X-Files is going to occupy a contextual place in television history like The Twilight Zone. A revival could very well tarnish that. On the other hand, I've never felt like I really received closure on the whole story arc ...
Security

Video 'Never Miss Another Delivery' - if You Have a TrackPIN (Video) 85

The company is called TrackPIN, as is the product. Its creator, Mark Hall, showed it off at CES. Timothy pointed his camcorder at Mark as he explained how his product would let you get package deliveries safely when you aren't home by giving the UPS or FedEx (or other) delivery person access to your garage, as well as letting in selected people like your maid, your plumber, and possibly an aquarium cleaner. Each one can have a private, one-time PIN number that will actuate your garage door opener through the (~$250) TrackPIN keypad and tell your smartphone or other net-connected device that your garage was just opened, and by whom. You might even call this, "One small step for package delivery; a giant leap forward for the Internet of Things." Except those of us who don't have garages (not to mention electric garage door openers) may want to skip today's video; the TrackPIN isn't meant for the likes of us. (Alternate Video Link)
Bitcoin

Video Jim Blasko Explains 'Unbreakable Coin' (Video 2 of 2) 39

Today, the conclusion of my talk with Jim Blasko (here's part 1), who encourages you to go start your own crypto currency, because it's a fun exercise and because every entrant adds new ideas to the mix. As you'd expect, he's bullish about both his own Unbreakable Coin and cryptocurrencies more generally; how any given given currency performs, though, is an open question: U.S. dollars, Euros, or Yen may not go experience any meteoric rises, but their stability, even with inflation, is a nice feature, and so is their worldwide convertibility.

Regulation, speculation, fraud, and cultural fashions all play a role in making new currencies risky; reader mbkennel yesterday asked an insightful question: "Are you up to loaning bitcoin or something less popular for 10 years?" Confidence in any given currency can be tested with the terms current holders are willing to accept to make loans payable in that same currency. (On the other hand, if large companies will accept it in payment, they've probably got an idea that a given currency will be around next month or next year.) If you've bought any form of crypto currency, what's been your experience, and what do you expect in 10 years? (Alternate Video Link)
Bitcoin

Video Jim Blasko Explains BitCoin Spinoff 'Unbreakable Coin' (Video 1 of 2) 55

Las Vegas seems an appropriate place for cryptocurrency businesses to emerge, both because the coins themselves are so volatile that some gambling instinct may be required, and because Vegas is a high-tech outpost with lower taxes and lower rents than many other West Coast hot-spots, well-suited to risky startups with ambition but without huge venture backing.Jim Blasko moved there to work on low-voltage engineering for Penn & Teller, and is a qualified Crestron programmer, too (useful in a town that looks from the air like one giant light-show), but has shifted to a quite different endeavor, or rather a complex of them — all related to cryptocurrency. I ran into Blasko during this month's CES, at a forum with several other cryptocoin startups, and the next day we met to talk about just how hard (or easy) it is to get into this world as an entrepreneur.

Blasko has some advice for anyone who'd like to try minting a new cryptocurrency. Making your own coin, he says, is the easy part: anyone can clone code from an existing entrant, like Bitcoin, and rename the result — and that's exactly what he did. The hard work is what comes after: making worthwhile changes, building trust, and making it tradeable. Blasko's done the legwork to get his own currency, which he's bravely called "Unbreakable Coin," listed on exchanges like Cryptsy, and is working on his own auction site as well. He's also got an interesting idea for cryptocoin trading cards, and had a few prototypes on hand. (Part 1 is below; Part 2 to follow.) Alternate Video Link
Security

Forget Stuxnet: Banking Trojans Attacking Power Plants 34

New submitter PLAR writes: Everyone's worried about the next Stuxnet sabotaging the power grid, but a security researcher says there's been a spike in traditional banking Trojan attacks against plant floor networks. The malware poses as legitimate ICS/SCADA software updates from Siemens, GE and Advantech. Kyle Wilhoit, the researcher who discovered the attacks, says the attackers appear to be after credentials and other financial information, so it looks like pure cybercrime, not nation-state activity.

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