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Comment Re:At least Microsoft and Slashdot listen to users (Score 1) 236

The software was Xfree86 vs Xorg. The quickest way to get up to speed on the politics of that fork is here: http://en.wikipedia.org/wiki/X... XFree86 was the default X server for 15+ years till it made a nasty license change and all the distributions dropped it like a hot potato for Xorg in 2009.

Comment This is a BS concern. (Score 4, Insightful) 468

I use Waze virtually every day. It can only be used to spot for cops who are running speedtraps. It doesn't "stalk" them in anyway. It is not very accurate because it relies on someone to note their location, and cops move a lot (say, when they go after a speeder and setup somewhere else or move on with other duties). At best it can bed give you info like "There's been some activity by police looking for speeders around here recently."

If Google caves to this nonsense, I'm going to be very disappointed. And, for the record, never have any reason to use Waze again.

Comment Re:Do they make high-quality LTE bridges? (Score 1) 107

We have a Cradlepoint MBR1200B with Verizon LTE service as tertiary fail over for our headquarters. The router is about $800 for router + modem + replacement 4G antennas. $500 for a static IP from Verizon. $50 a month for a sim and basic service. (If we ever need it, we expect to pay overage.)

http://3gstore.com/product/524...

Comment This guy doesn't know Unity (Score 4, Insightful) 127

I hate to say it, but this Jeff guy is fairly cluesless when it comes to Unity. And is, therefore, in a poor position to give any useful insight into Unity vs. UE4.

My studio (of roughly 27 years) has used a lot of tech in its time. We even developed our own engine, HeroEngine (used in games like Star Wars The Old Republic MMO). We've made lots of games and have lots of experience with Unity. I used Unity to do the Android port of Temple Run, and we've made a lot other titles with it too. We're currently working on a marquee franchise for a major publisher... using Unity.

Unity is not just for small teams. Jeff didn't do his homework on this one. Our team is 27 strong, using git for version control. We use a deep feature-branch approach and it works well not only for our developers, but our non-techies: artists, designers, sound guys, etc. Sure there are issues with Unity and version control, but you find ways to make it work through convention and approach. Same thing happens in all Engines. They all have their issues. The only engine that put collaboration at the forefront was our HeroEngine, but even that has issues. Though we sold off that tech, you can still check it yourself... just Google.

The 32 bit editor limit is true, but is it really an issue? It never has been for us. His problems smell strongly of bad development practices... they can't seem to manage their memory resources well and that suggests other major issues in their group. Just reads a bit amateur to me. No engine will save you from bad practices. The game builds are 64 bit, and the Editor will be also in Unity 5 (how did he not know this?).

It is notable that the guy is fascinated with a lot of things in UE4 that, as it turns out, you can also do as well or even better in Unity. He loves, for instance, Blueprint visual scripting... did he bother to check out uScript for Unity? He loves the node-based Shader in UE4.... well there is ShaderForge in Unity. He loves Physically Based Rendering in UE4 but doesn't mention Alloy in Unity. Sure some of these things are add on costs (usually pretty tiny) and there are also lower cost or sometimes even free alternatives to many of them. The best part is you can mix and match which pieces work best for you. If you don't like UE4's node-based shader... tough! But in Unity you have a few to pick form..... .... or better yet, you can make your own! The best part of Unity is how seamlessly extensible the editor is. This is a huge productivity booster. Every game we do we create custom tools that enhance the efficiency of the designers and artists. It's so easy to do, you just naturally create augmenting tools as the need comes up. Our designers and artists can do amazing things without ever having worry about writing any code... much less even a visual scripting system. This is because we made the tools specific to the game that let them express what they need all from the inspectors and the scene tools.

Another cool thing: make a great addon that is generally useful... then wrap it up and sell it in the Asset Store. Monetize that sucker! Or give it away for free if you like.

Is Unity perfect? Nope. But it is insanely efficient for developing games. Works with any sized team well enough, and creates titles that run across tons of platforms. And the Asset Store is a treasure trove of extensions that just make it better and better all the time.

The places where it falls behind a tad are either addresseable from add ons, and ultimately in Unity 5.

I am not advocating that one choose Unity over UE4... but if you are going to make an argument, at least make a balanced one with all the facts. I would take his critique with a grain of salt. Try each engine yourself, but make sure you take the time to fully understand both the tool and its eco-system and how it applies to what you are doing. And above all, make sure you have sharp developers on your team who understand the fundamentals. Like I said, no tool will get you out of a jam of your own making.

Comment Re:That's ADMIRAL Grace Hopper (Score 1) 137

Whoosh. (You guys are +5ing bad facts again). The point the AC is trying to make is that Admiral Grace Hopper has a title, and it should be used to honor her career.

Also, the Commodore to Rear Admiral changed occurred in 1985, and Admiral Hopper was involuntarily retired in 1986.

https://www.youtube.com/watch?...

egrep patterns are full regular expressions; it uses a fast deterministic algorithm that sometimes needs exponential space. -- unix manuals

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