The framing of this article seriously makes me want to take Slashdot off the list of sites I look at. Politically correct? Because he's not white?
Cowardly, pissant, fragile ego white kids need to get over themselves. And now.
Zothecula writes: For those of us who grew up with film cameras, even the most basic digital cameras can still seem a little bit magical. The ability to instantly see how your shots turned out, then delete the ones you don't want and manipulate the ones you like, is something we would have killed for. Well, light field cameras could be to today's digital cameras, what digital was to film. Among other things, they allow users to selectively shift focus between various objects in a picture, after it's been taken. While the technology has so far been inaccessible to most of us, that is set to change, with the upcoming release of Lytro's consumer light field camera.
I would argue that the effects are observable, and they're against it. If every choice is available somewhere, why does probability work so well? Why can we somehow navigate this infinite sea of all possibilities with confidence?
from the new-is-relative dept.
sfraggle writes "Kotaku has an interesting review of Doom (the original!) by Stephen Totilo, a gamer and FPS player who, until a few days ago, had gone through the game's 17-year history without playing it. He describes some of his first impressions, the surprises that he encountered, and how the game compares to modern FPSes. Quoting: 'Virtual shotgun armed, I was finally going to play Doom for real. A second later, I understood the allure the video game weapon has had. In Doom the shotgun feels mighty, at least partially I believe because they make first-timers like me wait for it. The creators make us sweat until we have it in hand. But once we have the shotgun, its big shots and its slow, fetishized reload are the floored-accelerator-pedal stuff of macho fantasy. The shotgun is, in all senses, instant puberty, which is to say, delicately, that to obtain it is to have the assumed added potency that a boy believes a man possesses vis a vis a world on which he'd like to have some impact. The shotgun is the punch in the face the once-scrawny boy on the beach gives the bully when he returns a muscled linebacker.'"
from the you-will-receive-your-award-between-8-and-12 dept.
ISoldat53 writes "The Consumerist has awarded Comcast the Golden Poo award for the worst company in America. From the article: 'After four rounds of bloody battle against some of the most publicly reviled businesses in America, Comcast can now run up the steps of the Philadelphia Museum of Art and hold its hands high in victory — it has bested everyone else to earn the title of Worst Company In America for 2010.'"
from the for-your-time-on-the-elliptical-machine dept.
BJ writes "The Linux Action Show, the Linux-podcast to end all Linux-podcasts, is returning with their 11th season after over 7 months off the air. Kicking it all off with a live streaming event this Saturday at 5pm. Topics are set to include: Maemo/Moblin merging into Meego, Open Source Nividia drivers with 3D, KDE 4.4 and much, much more."
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...)."