Comment Re:Flight Sim Tech Here (Score 3, Insightful) 125
Given the number of hours things like the F22 have managed to stay airworthy I'd say simulators were the future, yes.
Given the number of hours things like the F22 have managed to stay airworthy I'd say simulators were the future, yes.
I haven't gotten a straight answer from MSM accounts as to why they even suspected this might be KR3.
Did you, ummmm, try reading the article?
Radical, I know...
What are the repercussions or ramifications of you writing back,
"Fuck you, we're not going to play this game."
Serious question.
The repercussions are that they know you didn't just laugh and throw it in the bin.
This moves you along to phase 2.
Can it write 200Mb/sec...?
It is a particularly fast thumbdrive...
I get the feeling Google paid this because the revenue from the adverts was more than 60m...not because the newspapers "won" in court.
There's also this thing called "robots.txt"...
the idea that these systems are stupid enough to shoot down missiles that aren't going to hit targets is laughable.
For ballistic missiles, sure.
If it's got an engine though, you have no idea where they're headed.
OpenGL ES is essentially OpenGL with the parts which embedded hardware can't handle removed.
No it isn't.
Also it's not that hard to run an implementation of OpenGL ES on the desktop today
Still hard, though.
What OpenGL needs is a library for fixed function and immediate mode layered on top of OpenGL ES. The emulator would make porting OpenGL->OpenGL ES easier without being an albatross around the neck of the API (and of the OpenGL driver writers who'd be free to concentrate on with their OpenGL ES implementations).
This is what OpenGL basically is these days. The trouble is that nobody's free to dump legacy code and go with pure OpenGL ES on the desktop, they're forced to go through all the layers. These people will prefer Direct3D instead (it's a much cleaner, more direct API).
OpenGL ES 2.0 might be suitable for running a desktop framework, but it probably isn't suitable for the apps running on top of it. It's too cut to the bone e.g. it only supports triangles, lines and points as primitives, lacks geometry and tesselation shaders and has various other restrictions which might be necessary in a phone but should not be when running against a PC GPU.
Guess what? That's what the graphics cards do. No consumer graphics card does quads, strips, fans, big dots or wide lines in hardware. The driver has to re-work them on the fly.
OpenGL ES also needs a separate, standard library for doing immediate mode rendering, matrix math, etc. Newbies can't be expected to do all that stuff for themselves. Direct3D has Direct3DX, OpenGL ES has nothing (I suspect this is one more reason why they're trying to keep OpenGL ES off the desktop when what they should really be doing is creating that library and getting people to use it...)
Maybe I just wanted a big screen, decent camera, mp3 player and Angry Birds for less than the price of an iPhone
(actually my phone company gave me my Samsung Galaxy for free...)
....wholly inadequate for modern GPU architectures.
The GPU architectures are designed around the APIs so it's not like existing GPUs would work a lot better if driven differently.
I think the abstraction works quite well for most cases.
Is it worth re-architecting for the handful of cases where it doesn't? It seems unlikely.
There might be a case to be made for delayed rendering and more frame-buffer composition, but even they'd still use the "single-threaded CPU cores building out a single, final command buffer" paradigm.
Yep. DirectX 11 is quite well finished (and it only took them eleven iterations to get things figured out...!), but I doubt Microsoft will let Apple or Linux license it anytime soon.
"A great many people think they are thinking when they are merely rearranging their prejudices." -- William James