Become a fan of Slashdot on Facebook


Forgot your password?

Slashdot videos: Now with more Slashdot!

  • View

  • Discuss

  • Share

We've improved Slashdot's video section; now you can view our video interviews, product close-ups and site visits with all the usual Slashdot options to comment, share, etc. No more walled garden! It's a work in progress -- we hope you'll check it out (Learn more about the recent updates).


Comment: Re:awesome publicity for public awareness (Score 2) 597

by Kev Vance (#40898023) Attached to: NASA's Own Video of Curiosity Landing Crashes Into a DMCA Takedown

It's not perjury, and they're not criminals. Perjury is making a false or misleading statement while under oath, and there is no oath here.

17 U.S.C. (512(c)(3)(A)(vi)):

A statement that the information in the notification is accurate, and under penalty of perjury, that the complaining party is authorized to act on behalf of the owner of an exclusive right that is allegedly infringed.

But IANAL. So why isn't this perjury?

Comment: Re:Updates to phones (Score 1) 309

by Kev Vance (#37762552) Attached to: Android Ice Cream Sandwich SDK Released

Manufacturers and carriers that hold back Android updates are like IT departments that keep everyone on IE6. Developers have to decide whether or not to support new features given so many people running old versions. And if they do use the new features, do they lock out the old versions, or spend extra time writing workarounds and testing on those old versions?

Comment: Re:Die! (Score 1) 198

by Kev Vance (#37481056) Attached to: Oracle Removes Java Signatures, Breaking Webstart

The CPython implementation has a global interpreter lock that makes threading worthless in some situations, but the language certainly supports it (and other implementations can use it without restriction).

There certainly are mediocre Python programmers out there, but I hadn't seen "Java-bad" Python code until the most recent TDWTF:

Comment: Re:As the solaris user... (Score 1) 274

by Kev Vance (#36758914) Attached to: Adobe Released 64-bit Flash For Linux

As a Solaris user, I guess I just don't get it. Why EXACTLY do you need a 64bit version of flash? Have they removed the ability in linux of running 32bit binaries on a 64bit system?

It's nice not to have to maintain an extra userland just for one program. If I upgrade JACK and the wire protocol changes, Flash can't make sound until I go find the latest 32-bit libs.

Classic Games (Games)

20 Years of Commander Keen 152

Posted by Soulskill
from the aliens-ate-my-babysitter dept.
angry tapir writes "This week marks the 20th anniversary of the release of the first Commander Keen game. For those too young to remember, Commander Keen was a series of shareware 2D platform games for the PC released by Apogee Software (aka 3D Realms) developed by no less than id Software — the developers of Wolfenstein 3D, Doom and Quake."
Classic Games (Games)

Pac-Man's Ghost Behavior Algorithms 194

Posted by Soulskill
from the i-hate-the-pink-one dept.
An anonymous reader writes "This article has a very interesting description of the algorithms behind the ghosts in Pac-Man. I had no idea about most of this information, but that's probably because it's difficult to study the ghosts when I die every 30 seconds. Quoting: 'The ghosts are always in one of three possible modes: Chase, Scatter, or Frightened. The "normal" mode with the ghosts pursuing Pac-Man is Chase, and this is the one that they spend most of their time in. While in Chase mode, all of the ghosts use Pac-Man's position as a factor in selecting their target tile, though it is more significant to some ghosts than others. In Scatter mode, each ghost has a fixed target tile, each of which is located just outside a different corner of the maze. This causes the four ghosts to disperse to the corners whenever they are in this mode. Frightened mode is unique because the ghosts do not have a specific target tile while in this mode. Instead, they pseudorandomly decide which turns to make at every intersection.'"

Wolfenstein Gets Ray Traced 184

Posted by Soulskill
from the ach-mein-framen dept.
An anonymous reader writes "After showcasing Quake Wars: Ray Traced a few years ago, Intel is now showing their latest graphics research project using Wolfenstein game content. The new and cool special effects are actually displayed on a laptop using a cloud-based gaming approach with servers that have an Intel Knights Ferry card (many-core) inside. Their blog post has a video and screenshots."

Google Caffeine Drops MapReduce, Adds "Colossus" 65

Posted by samzenpus
from the time-to-upgrade dept.
An anonymous reader writes "With its new Caffeine search indexing system, Google has moved away from its MapReduce distributed number crunching platform in favor of a setup that mirrors database programming. The index is stored in Google's BigTable distributed database, and Caffeine allows for incremental changes to the database itself. The system also uses an update to the Google File System codenamed 'Colossus.'"
Classic Games (Games)

How Death Rally Got Ported 89

Posted by Soulskill
from the not-the-opposite-of-starboarded dept.
An anonymous reader writes "Last year, I got the opportunity to port Remedy Entertainment's Death Rally to modern platforms off its original MS-DOS sources. I wrote an article about the porting process for Game Developer magazine, and now I've posted the text of the article for general consumption. 'The source software platform was DOS, Watcom C, and some Dos4GW-style DOS extender. The extender basically meant you could use more than 640k of memory, and would not need any weird code for data larger than 64k. The game displayed in VESA 640x480 and MCGA 320x200 graphics modes, all with 8-bit palettes; there was no true color anywhere. There were also some per-frame palette change tricks that emulators have trouble with. The source code was mostly pure C with a couple dozen inline assembly functions. There were a few missing subsystems, specifically audio and networking, which would have to be replaced completely anyway, as well as one file for which the source code was lost and only a compiled object was available.'"
Role Playing (Games)

Torchlight II Announced For 2011 85

Posted by Soulskill
from the so-nice-they-made-it-twice dept.
Runic Games has announced a sequel to the popular action RPG Torchlight, planned for release in Spring 2011. One notable improvement from the first game is Torchlight II's inclusion of online co-op play, with LAN support and a matchmaking system. "The sequel will feature an updated version of the Torchlight editor, randomized overworld areas complete with weather effects, random dungeons, a selection of pets, fishing, limitless loot, and a retirement system which will allow users to retire an older character and bestow some benefits of it to a newly created character." An MMO set in the Torchlight world is still in development.

If a thing's worth having, it's worth cheating for. -- W.C. Fields