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Comment Re:Don't like man pages. (Score 1) 769

Here's a real world example which came up yesterday:

% man getpagesize

... The function getpagesize() returns the number of bytes in a page, where a "page" is the thing used where it says in the description of mmap(2) that files are mapped in page-sized units. ...

I guess you can decipher this, but perhaps they should use a weaker cipher for writing docs.

Comment Re:Nothings perfect (Score 1) 483

Yes, I've only seen the problems under the VM (I haven't had the opportunity to install on real hardware yet). It could be that the VM graphics drivers aren't playing nice with KK (or vice versa).

I have run Jaunty, Hardy, Dapper, FC, and other distributions without any issues on the same VM, so my suspicions are that it might be something with KK. But I don't know for certain.

I have faith that the final release of KK will work swimmingly and I look forward to it.

Comment Re:Nothings perfect (Score 1) 483

My experience with 32-bit Karmic (running in a VM) wasn't that great.

The changes to xorg weren't picked up in my VM properly and so I ended up with a small monitor resolution which I couldn't change. There was also a lot of instability with X (I think). After copying an xorg.conf file from Jaunty, the VM wouldn't start X properly and I had to toss the VM. I probably could have fixed it, but there was nothing special on the VM so it was easier to restart.

This is running the VMs under a 64 bit version of Jaunty - with multiple procs assigned to the VM.

Windows? I've had better results running it in a VM. But, I only run Windows a couple of times a year.

Comment Just imagine the royalties... (Score 1) 258

#include <stdio.h>
main(t,_,a)char *a;{return!0 main(-86,0,a+1)+a)):1,t main(2,_+1,"%s %d %d\n"):9:16:t "@n'+,#'/*{}w+/w#cdnr/+,{}r/*de}+,/*{*+,/w{%+,/w#q#n+,/#{l,+,/n{n+,/+#n+,/#\
;#q#n+,/+k#;*+,/'r :'d*'3,}{w+K w'K:'+}e#';dq#'l \
q#'+d'K#!/+k#;q#'r}eKK#}w'r}eKK{nl]'/#;#q#n'){)#}w'){){nl]'/+#n';d}rw' i;# \
){nl]!/n{n#'; r{#w'r nc{nl]'/#{l,+'K {rw' iK{;[{nl]'/w#q#n'wk nw'
\
iwk{KK{nl]!/w{%'l##w#' i; :{nl]'/*{q#'ld;r'}{nlwb!/*de}'c \
;;{nl'-{}rw]'/+,}##'*}#nc,',#nw]'/+kd'+e}+;#'rdq#w! nr'/ ') }+}{rl#'{n' ')# \
}'+}##(!!/")
:t :0 "!ek;dc i@bK'(q)-[w]*%n+r3#l,{}:\nuwloca-O;m .vpbks,fxntdCeghiry"),a+1);}

I can now copyright the 12 days of Christmas! (Well, if I hadn't ripped the code off from Wikipedia)

Comment Re:Cool... but limited... only by your imagination (Score 1) 153

What would be extra cool would be to put a touch screen there. Then you can have a user interface to a music player, ability to check mail, etc. without opening your laptop.

It might save on battery life when you don't have to look at the full screen. That's assuming that the smaller screen draws less power.

Much harder mod though.

Comment Re:I hope they fix a couple of things (Score 1) 493

Also it seems really really processor-hungry on one of my machines. Wish I knew why.

I had to drop back to FF2.0 on my work machine because of this. However, a little bird told me that Mozilla doesn't officially support 64-bit Linux. It's my distribution which has compiled and released it for 64-bit.

On my 32-bit laptop, FF3.0 runs just fine - same distribution, just different architecture.

Programming

Submission + - Indie 3D Game Engines?

TBBScorpion writes: Questions: Which of the Indie 3D game engines are worth while? How long until Ogre3D and other open source engines catch up?

Lately I have been investigating 3D game engines. I was mostly paying attention to open source engines like Ogre3d, Irrlicht, Crystal Space 3D, etc. Then I found out about cheap Indie licenses for commercial game engines like Torque Game Engine ($150), Torque Game Engine Advanced ($295) and the C4 Engine ($200 + free upgrades).

I found a list of top commercial and open source game engines at devmaster.net in case anyone is interested (I didn't want to take the time to list all the engines, but there are more good ones that I did not list on this page.

Here is my dilemma and question... Which of the engines are worth investing in? Buy an indie license or hold out for open source? Or start with indie and switch later if open source catches up?

Torque Game Engine 1.5 works on Windows, Mac OS X, and Linux but lacks modern shader support (except for something about a free modernization kit). I mostly do cross-platform software development so I like this feature.

But then there is Torque Game Engine Advanced (TGEA) which adds shader support and the Atlas terrain paging feature and a few other nice features, but is DirectX9 based and is no longer cross-platform. I have also heard rumors about support for the engine to be a little on the lacking side, yet the Torque community seems to be rather large compared to other commercial. Are the complaints just from people who don't really know how to program expecting to be able to edit the C++ of the game engine or are capable people really having trouble? I've heard rumors about stability of TGEA compared to TGE? For those of you who have used TGE or TGEA, would you recommend it over other engines?

The C4 Engine looks nice as well, but seems to be under active development and less mature, but potentially more modern game engine? Also, it supports Windows XP and Mac OS X, which is better then just Windows.

The features I am hoping for are:
  • Cross-platform if possible
  • Modern shader support
  • Terrain paging system built-in
  • Model, material and animation import from Blender 3d


When it comes to the open source engines like Ogre3D, the main thing the seem to be lacking is the built-in editors, and at least Ogre3D is currently mostly a graphics engine rather then a complete game engine (i.e. Physics built-in; does provide wrappers for ODE and other Physics engines). My assumption is that is just a matter of time before Ogre3D and other engines catch up with the top Indie commercial engines? What does the slashdot community think about the topic?

Lastly, I will be using the game engine for not only making games, but for some scientific applications as well. Also, I started using C++ 10 years ago and have been using Python since January 2002... so I'm ready to dive into the engine code.

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