Programming

Interviews: Alexander Stepanov and Daniel E. Rose Answer Your Questions 42

samzenpus (5) writes "Alexander Stepanov is an award winning programmer who designed the C++ Standard Template Library. Daniel E. Rose is a programmer, research scientist, and is the Chief Scientist for Search at A9.com. In addition to working together, the duo have recently written a new book titled, From Mathematics to Generic Programming. Earlier this month you had a chance to ask the pair about their book, their work, or programming in general. Below you'll find the answers to those questions."
Emulation (Games)

Spectrum Vega: A Blast From the Past 110

mikejuk writes A new games console is being launched based on the classic Sinclair ZX Spectrum from the 80s. Within days of the start of its Indiegogo campaign all of the 1000 Limited Edition Spectrum Vegas had been claimed but there is still the chance to get your hands on one of the second batch. The Sinclair Spectrum Vega is really retro in the sense that it plugs into a TV, thus avoiding the need for a monitor, and comes complete with around 1,000 games built-in. Games are accessed through a menu based system, and once selected load automatically, taking the player directly into the game play mode. This is very different from the original Spectrum with its rubber-topped keyboard and BASIC interface. If you have existing Spectrum games you'd like to play, you can use an SD card to load them onto the Vega, though the current publicity material doesn't give much clue as to how you go from ancient cassette tape to SD card. As for programming new games, there are ZX Spectrum emulators for Windows that are free and ready to use.
Classic Games (Games)

Tetris Is Hard To Test 169

New submitter JackDW writes: Tetris is one of the best-known computer games ever made. It's easy to play but hard to master, and it's based on a NP-hard problem. But that's not all that's difficult about it. Though it's simple enough to be implemented in one line of BBC BASIC, it's complex enough to be really hard to thoroughly test.

It may seem like you can test everything in Tetris just by playing it for a few minutes, but this is very unlikely! As I explain in this article, the game is filled with special cases that rarely occur in normal play, and these can only be easily found with the help of a coverage tool.
Medicine

Professor Kevin Fu Answers Your Questions About Medical Device Security 21

Almost a year ago you had a chance to ask professor Kevin Fu about medical device security. A number of events (including the collapse of his house) conspired to delay the answering of those questions. Professor Fu has finally found respite from calamity, coincidentally at a time when the FDA has issued guidance on the security of medical devices. Below you'll find his answers to your old but not forgotten questions.
The Almighty Buck

Kickstarter Lays Down New Rules For When a Project Fails 203

An anonymous reader writes "In a blog post, Kickstarter announced several updates to its terms of use for projects. From the article: "Kickstarter has iterated on its policies several times since it launched in 2009, with the most recent wave of revisions surrounding the site's transition from only posting projects cleared by the staff to clearing all projects that meet a basic set of criteria. Even still, some projects lack clear goals, encounter setbacks, or fail to deliver, like the myIDkey project that has burned through $3.5 million without yet to distributing a finished product. The most recent terms revision is timely: on Thursday, science fiction author Neal Stephenson announced that a game he Kickstarted in 2012 with $526,000 in funding was officially canceled."
Classic Games (Games)

Fifth Edition Dungeons and Dragons Player's Handbook Released 203

New submitter GammaKitsune writes: "The Player's Handbook for the fifth edition of Dungeons and Dragons, formerly known as "D&D Next," released today to major bookstores and online retailers across the U.S. The Player's Handbook, which contains core rules for gameplay and character creation, is one of thee core rulebooks that developer Wizards of the Coast plans to release in 2014. The Monster Manual is scheduled to release in late September, and the Dungeon Master's Guide will release in mid November. Also out today is the first of two adventure modules in which players team up to battle against the dragon goddess Tiamat.

Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released.
First Person Shooters (Games)

CCP Games Explains Why Virtual Reality First Person Shooters Still Don't Work 154

An anonymous reader writes Icelandic studio CCP is better known for EVE Online, but its first foray into virtual reality with space shooter Valkyrie has caused a stir, and is widely seen as a flagship game for the Oculus Rift headset. In a new interview, Valkyrie executive producer Owen O'Brien explains what advantages the game will have when played with a headset — and gives his view on why a dogfighter is better suited to VR than a first person shooter: "People have hacked it together, but it doesn't really work," he says. "The basic problem is Simulator Sickness. In Valkyrie or any cockpit game or driving game, what you're doing in the real world, assuming you're sitting down, more or less mimics what your brain is telling you you're doing in the game. So you don't get that disconnect, and it's that disconnect that causes sickness. So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time."
Programming

Ask Slashdot: Best Way to Learn C# For Game Programming? 254

An anonymous reader writes So I, like many people, want to make my own game. Outside of MATLAB, Visual Basic, and LabVIEW I have no real programming experience. I initially started with Ruby, but after doing my homework decided that if I ever wanted to progress to a game that required some power, I would basically need to learn some form of C anyway. Further digging has led me to C#. The other parts of game design and theory I have covered: I have ~8 years of CAD modeling experience including Maya and Blender; I have a semiprofessional sound studio, an idie album on iTunes, and am adept at creating sound effects/music in a wide variety of programs; I'm familiar with the setbacks and frustration involved with game development — I beta tested DotA for 9ish years; I already have my game idea down on paper (RTS), including growth tables, unit types, unit states, story-lines, etc. I've been planning this out for a year or two; I will be doing this on my own time, by myself, and am prepared for it to take a couple years to finish. The reason for listing that stuff out, is that I want people to understand that I know what I'm getting myself in to, and I'm not trying to put out a not-so-subtle "help me make a game for free lol" type of post. With all of that said, where is a good place to start (i.e., recommended books) for learning C# for game programming? I am familiar with object oriented programming, so that's a little bit of help. I'm not necessarily looking for the syntax (that part is just memorization), but more for the methodology involved. If anyone also has any suggestions for other books or information that deal with game development, I would love to hear that too. I know enough to understand that I really don't know anything, but have a good foundation to build on.
Education

Reading, Writing, Arithmetic, and Lately, Coding 125

theodp (442580) writes "The NY Times reports that the national educational movement in computer coding instruction is growing at Internet speeds. 'There's never been a move this fast in education,' said Elliot Soloway, a professor of education and computer science at the Univ. of Michigan. But, cautions the NY Times' Matt Richtel, it is not clear that teaching basic computer science in grade school will beget future jobs or foster broader creativity and logical thinking, as some champions of the movement are projecting. And particularly for younger children, the activity is more like a video game — better than simulated gunplay, but not likely to impart actual programming skills. 'Some educators worry about the industry's heavy role,' adds Richtel. 'Major tech companies and their founders, including Bill Gates and Facebook's Mark Zuckerberg, have put up about $10 million for Code.org,' which recently announced its CS programs will be rolled out to more than 2 million students — nearly 5% of all U.S. K-12 students — at 30 school districts this fall. Among the 20,000 teachers who Code.org says have signed on is Alana Aaron, a fifth-grade math and science teacher who, with her principal's permission, swapped a two-month earth sciences lesson she was going to teach on land masses for the Code.org curriculum. 'Computer science is big right now — in our country, the world,' she said. 'If my kids aren't exposed to things like that, they could miss out on potential opportunities and careers.'"
Books

Book Review: Stay Awhile and Listen 66

Many of today's adult video gamers grew up with a gaming industry that was still trying to figure itself out. In the early-to-mid 1990s, most of the gaming genres we're familiar with today were still indistinct, half-formed concepts waiting for that one game necessary to define them. Thus, many players sat up and took notice when a relatively unknown company named Blizzard managed to exemplify not one, but two separate types of game in quick succession. Warcraft: Orcs and Humans put real-time strategy on the map, and Diablo set the standard for action RPGs. The two games immediately elevated Blizzard to the top of the industry, and many gamers wondered how one studio could put out two games like these so quickly. As it turns out, it wasn't one studio; it was a blending of two very different but extremely creative groups who had a passion for making video games. In Stay Awhile and Listen, author David Craddock lays out the history of the two groups, from how they first got into the gaming business to their eventual success launching now-legendary games. Read on for our review of the book.
Electronic Frontier Foundation

9th Circuit Court Elevates Celebrity Privacy Rights Over Video Game Portrayals 207

The EFF posted a biting response to yesterday's Ninth Circuit ruling that heavily weights celebrities' right to privacy, and construes that right very broadly. From the EFF summary of the case: "The plaintiff, Sam Keller, brought the case to challenge Electronic Art (EA)'s use of his likeness in its videogame NCAA Football. This game includes realistic digital avatars of thousands of college players. The game never used Keller’s name, but it included an avatar with his jersey number, basic biographical information, and statistics. Keller sued EA claiming that the game infringed his right of publicity — an offshoot of privacy law that gives a person the right to limit the public use of her name, likeness and/or identity for commercial purposes. ... Two judges on the panel found that EA’s depiction of Keller was not transformative. They reasoned that the 'use does not qualify for First Amendment protection as a matter of law because it literally recreates Keller in the very setting in which he has achieved renown.'" The piece later notes that this reasoning "could impact an extraordinary range of protected speech."
Games

Megatokyo Gets a Visual Novel Game 88

TheSHAD0W writes "It's been over a decade since Megatokyo was mentioned in a Slashdot story. Fred Gallagher, author of the long-running webcomic, has launched a Kickstarter for a Megatokyo Visual Novel Game. The KS has fared very well, funding its basic goal in less than four hours and covering most of the posted stretch goals in the first twenty-four. Fred also posted a half-joking stretch goal at a half-million dollars to include'"excessively romantic content,' wink wink nudge nudge. He may have been kidding, but there are some indications it might be reached."
The Almighty Buck

BitCoin Mining, Other Virtual Activity Taxable Under US Law 239

chicksdaddy writes "Beware you barons of BitCoin – you World of Warcraft one-percenters: the long arm of the Internal Revenue Service may soon be reaching into your treasure hoard to extract Uncle Sam's fair share of your virtual wealth. A new Government Accountability Office (GAO) report on virtual economies finds that many types of transactions in virtual economies – including Bitcoin mining and virtual transactions that result in real-world profit – are likely taxable under current U.S. law, but that the IRS does a poor job of tracking such business activity and informing buyers and sellers of their duty to pay taxes on virtual earnings. The report, 'Virtual Economies and Currencies: Additional IRS Guidance Could Reduce Tax Compliance Risks' found that the growing use of virtual currencies like BitCoin and virtual game currencies warrants the U.S.'s tax collection agency to mitigate the risks. Those include efforts to educate taxpayers and the publication of basic tax reporting requirements for transactions using virtual currencies, The Security Ledger reports."
Books

Book Review: Core HTML5 Canvas 72

eldavojohn writes "Core HTML5 Canvas is a book that focuses on illuminating HTML5 game development for beginning and intermediate developers. While HTML and JavaScript have long been a decent platform for displaying text and images, Geary provides a great programming learning experience that facilitates the canvas element in HTML5. In addition, smatterings of physics engines, performance analysis and mobile platform development give the reader nods to deeper topics in game development." Read below for the rest of eldavojohn's review.
IOS

What Features Does iOS 7 Need? 262

Nerval's Lobster writes "Apple's iOS 7, which is heavily rumored to make its debut at next week's Worldwide Developers Conference (WWDC) in San Francisco, will almost certainly feature a totally redesigned interface. According to recent rumors (including a few key postings on the Apple-centric blog 9 to 5 Mac), the OS will stand as a shining example of "flat" design, which eliminates "real world" elements such as texture and shading in favor of stripped-down, basic shapes. That means certain iOS environments such as Game Center (with its casino-like green felt) and Newsstand (with its wooden shelving) could soon look completely different. But what about iOS 7's actual features? What could Apple change that would improve the operating system's chances against the increasingly sophisticated Google Android, not to mention the new-and-improved BlackBerry 10 and Windows Phone 8? What would you do to iOS with Apple's full resources at your disposal?"
Businesses

Two Changes To Quirky Could Change The World 103

"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.
Games

Video Games and Literature 78

An anonymous reader writes "Have the storytelling capabilities of the two already met? A New Yorker interview with Gears of War 4 writer Tom Bissell explores the question. Bissell says, 'More and more, I’m seeing that games are mining good, old-fashioned human anxieties for their drama, and that’s really promising. Games, more and more, are not just about shooting and fighting, and for that reason I’m optimistic and heartened about where the medium is heading, because I think game designers are getting more interested in making games that explore what it means to be alive. ... At the same time, though, pure storytelling is never going to be the thing that games do better than anything. Games are primarily about a connection between the player, the game world, and the central mechanic of the game. They’re about creating a space for the player to engage with that mechanic and have the world react in a way that feels interesting and absorbing but also creates a sense of agency. So writing, in games, is about creating mood and establishing a basic sense of intent. The player has some vague notion of what the intent of the so-called author is, but the power of authorship is ultimately for the player to seize for him or herself.'"
Image

Book Review: The Nature of Code Screenshot-sm 37

eldavojohn writes "I kickstarted a project undertaken by Daniel Shiffman to write a book on what (at the time) seemed to be a very large knowledge space. What resulted is a good book (amazing by CC-BY-NC standards) available in both PDF and HTML versions. In addition to the book he maintains the source code for creating the book and of course the book examples. The Nature of Code starts off swimmingly but remains front heavy with a mere thirty five pages devoted to the final chapter on neural networks. This is an excellent book for Java and Processing developers that want to break into simulation and modeling of well, anything. It probably isn't a must-have title for very seasoned developers (unless you've never done simulation and modeling) but at zero cost why not?" Read below for the rest of eldavojohn's review.
AI

AI Systems Designing Games 47

Trepidity writes "AI systems can (sort of) paint and compose classical music, but can they design games? Slashdot looked at the question a few years ago, and several research groups now have experimental systems that design board games and platformers with varying levels of success. I've put together a survey of the AI game designers I know of, to round up what they can do so far (and what they can't). Are there any others out there? 'Pell's METAGAME is, to my knowledge, the first published game generator. He defines a generative space of games more general than chess, which he calls "symmetric, chess-like games." They're encoded in a representation specific to this genre, which is also symmetric by construction. By symmetric I mean that mechanics are specified only from the perspective of one player, with the starting positions and rules that apply to the other player always being the mirror of the first player's. The rules themselves are represented in a game grammar, and generation is done by stochastically sampling from that grammar, along with some checks for basic game playability, and generative-parameter knobs to tweak some aspects of what's likely to be generated.'"
Android

A Wish List For Tablets In 2013 453

timothy writes "For the last few years, I've been using Android tablets for various of the reasons that most casual tablet owners do: as a handy playback device for movies and music, a surprisingly decent interface for reading books, a good-enough camera for many purposes, and a communications terminal for instant messaging and video chat. I started out with a Motorola Xoom, which I still use around the house or as a music player in the car, but only started actually carrying a tablet very often when I got a Nexus 7. And while I have some high praise for the Nexus 7, its limitations are frustrating, too. I'll be more excited about a tablet when I can find one with (simultaneously) more of the features I want in one. So here's my wish list (not exhaustive) for the ideal tablet of the future, consisting only of features that are either currently available in some relevant form (such as in existing tablets), or should be in the foreseeable near future; I'll be on the lookout at CES for whatever choices come closest to this dream." Read below to see what's on Timothy's wish list.

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