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Comment Learn your roots... (Score 1) 1419

I have to second several mentions here. Giving your kids an opportunity for a good grounding in classic sci-fi/fantasy literature will pay back in spades. I've also added in some more recent enjoyments.

* A.E. van Vogt - just about anything will do
* Andre Norton - again, just about anything
* Edmond Hamilton - _The Best of Edmond Hamilton_ collection
* Leigh Brackett - _The Best of Leigh Brackett_ collection
* Heinlein juveniles - _Time for the Stars_, _The Starbeast_, etc.
* E.E. "Doc" Smith - Lensman hexology
* Asimov - Robots series
* Bester - _Stars my Destination_ is a little mean, but workable
* Clifford Simak - _Time and Again_
* Weis and Hickman - DragonLance Chronicles and Legends trilogies
* Robert Jordan - Wheel of Time series, long and a bit more grown up, but your kids will handle them
* L'Engle - Time Quartet
* Patricia McKillip - Riddle-Master trilogy
* Tolkien - they'll handle the classic four
* Robin McKinley - _The Blue Sword_, _The Hero and the Crown_
* Anne McCaffrey (and others) - Dinosaur Planet series, especially the latter three: _Sassinak_, _The Death of Sleep_, _Generation Warriors_
* C.J. Cherryh - _Downbelow Station_, _Rimrunners_
* Arthur H. Landis - _A World Called Camelot_
* Neal Stephenson - if they like history, _Cryptonomicon_

That's about all my poor brain can dump at this time.

Graphics

Submission + - Carmack speaks on ray tracing, future id engines (pcper.com)

Vigile writes: As a matter of principle, when legendary game programmer John Carmack speaks, the entire industry listens. In a recent interview he comments on a multitude of topics starting with information about Intel, their ray tracing research and upcoming Larrabee GPU. Carmack seems to think that Intel's direction using traditional ray tracing methods is not going to work and instead theorizes that using ray casting to traverse a new data structure he is developing is the best course of action. The "sparse voxel octree" that Carmack discusses would allow for "unique geometry down to the equivalent of the texel across everything." He goes on to discuss other topics like the hardware necessary to efficiently process his new data structure, translation to consoles, multi-GPU PC gaming and even the world of hardware physics.

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