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Comment: Re:The burning question. (Score 1) 393

by speedeep (#36152518) Attached to: Boot Linux In Your Browser

Back in the mid- to late-90's there was an open competition to see how many levels of nesting you could achieve. For some reason I think I read about this on Usenet. Don't know who kept track of this or what the record was. I remember hearing that someone had achieved 9 levels of nesting at one point. I'm sure that's been superseded by now.

Earth

Endangered Species Condoms 61

Posted by samzenpus
from the make-it-growl dept.
The Center for Biological Diversity wants to help put a polar bear in your pants with their endangered species condom campaign. They hope that giving away 100,000 free Endangered Species Condoms across the country will highlight how unsustainable human population growth is driving species to extinction, and instill the sexual prowess of the coquí guajón rock frog, nature's most passionate lover, in the condom users. From the article: "To help people understand the impact of overpopulation on other species, and to give them a chance to take action in their own lives, the Center is distributing free packets of Endangered Species Condoms depicting six separate species: the polar bear, snail darter, spotted owl, American burying beetle, jaguar, and coquí guajón rock frog."
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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