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Comment: Type 1 Diabetic since 1995 (Score 1) 196

by boltik (#39642053) Attached to: McAfee Claims Successful Insulin Pump Attack
Using wireless insulin pump. I am an Electrical and Electronics Engeneer with specialization in computers and RF communication. I don't believe that anybody (McAfee employee or Al-Kaida terrorist) can possibly access my insulin pump or my Glucometer. My insulin pump can deliver 315 units of insulin in one go, without triggering any alert, if programmed or operated to do so. I use ~41 units of insulin per a day. It is 7 days, 16 hours and ~ 20 minutes of insulin. It is ~17% of 45 days. I am not worried, it is just a regular pile of FUD.
First Person Shooters (Games)

Code Review of Doom For the iPhone 161

Posted by Soulskill
from the old-dogs-new-tricks dept.
Developer Fabien Sanglard has written a code review for id Software's iPhone port of Doom. It's an interesting look into how the original 1993 game (which he also reviewed to understand its rendering process) was adapted to a modern platform. "Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore. The only solution is to use OpenGL, but this comes with a few challenges: Doom was faking 3D with a 2D map. OpenGL needs real 3D vertices. More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize). But Doom sectors were made of arbitrary forms. Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection. Doom was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...)."

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