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Comment Re:Pure marketing jargon (Score 1) 33

I disagree.

Firstly, there's a difference between "public cloud" and "private cloud," where 'public' implies "someone else's computer," but given this, and given that you can do private clouds, clearly the ownership of the hardware is not the defining characteristic for "cloud."

Rather, I'd argue the definition for "cloud" has to include -- perhaps more importantly than any other part of the definition -- the ability to request a resource from the system via an API and get it automatically (barring resource constraint issues or artificial limits) without human involvement. THAT is what makes it "cloud," irrespective of whether you're making that API call against the systems your own IT folks set up to get a resource within your datacenter or you're making that call against AWS.

Comment Should be called (Score -1) 41

slowin.space

The first thing everyone does when they learn OpenGL is texture map a map image in rectangular coordinates to a 3d sphere. Have fun.

/* Apply a texture image, a planetary map in a simple cylindrical
   projection in RGB format*/
static void
texture_map (const char *fname)
{
  GLubyte *image;
  GLint width, height;
  GLenum format;

  /* What are the valid sizes for the texture image? */
  /* glGetIntegerv (GL_MAX_TEXTURE_SIZE) */
  image = LoadRGBImage (fname, &width, &height, &format);

  /* check image size to see if suitable as texmap */
  info ("Texture image: width = %d, height = %d, format = %x\n",
     width, height, format);

  /* texture map is ok to apply */
  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
  glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
        format, GL_UNSIGNED_BYTE, image);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  glEnable (GL_TEXTURE_2D);
}

static void
solid_sphere (GLdouble radius, GLint slices, GLint stacks)
{
  glEnable (GL_CULL_FACE);
  glCullFace (GL_BACK);

  GLUquadricObj *obj = gluNewQuadric();
  gluQuadricDrawStyle (obj, GLU_FILL);
  gluQuadricNormals (obj, GLU_SMOOTH);
  gluQuadricTexture (obj, GL_TRUE);

  glNewList (Sphere, GL_COMPILE);
  gluSphere (obj, radius, slices, stacks);
  glEndList ();
}

void
define_globe (const char *teximage, float radius)
{
  texture_map (teximage);
  solid_sphere (radius, 36, 18);
}

void
draw_globe ()
{
  glEnable (GL_LIGHTING);    /* in case they aren't already */
  glEnable (GL_TEXTURE_2D);
  glCallList (Sphere);
}

Comment The indolent Greeks (Score -1) 1307

Yes, Greece owes you. The Greeks lied and stabbed Europe in the back. Isn't it interesting and freighting that a society will destroy their own banking system to preserve pensions that pensioners did not earn? It is a sobering lesson for all western democracies that make such absurd promises to their citizens. The best thing for everyone is for the Greeks to walk away from their bonds, reissue the Drachma, and start anew. Greek travel will be a great deal. They can rebuild their economy on that basis. As for the pensioners. Enjoy your Drachmas. They won't be worth the paper they are printed on.

Comment MMORPGs aren't any of those things anymore (Score 1) 75

Massively Multiplayer
Online
Role Playing Game

That's the initialism (it's not an acronym unless you pronounce it like a word.. Mumorpuguh?). But those words aren't what we should be talking about. The magic is in MASSIVE gaming experiences. MMOs fell far short of being anything more than the logical extension of MUDs and their kin. We keep building out and optimizing in a line forward from those expectations.

At the same time, that polish means we increasingly cast off the quirky, unique, or memorable experiences that the older MMOs did provide (even if they did so mostly by accident).

Here's a lecture from some years ago on the subject:
https://www.youtube.com/watch?...

I still stand by everything I said then.

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