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Australia

Fine-Structure Constant Maybe Not So Constant 105

Kilrah_il writes "The fine-structure constant, a coupling constant characterizing the strength of the electromagnetic interaction, has been measured lately by scientists from the University of New South Wales in Sydney, Australia and has been found to change slightly in light sent from quasars in galaxies as far back as 12 billion years ago. Although the results look promising, caution is advised: 'This would be sensational if it were real, but I'm still not completely convinced that it's not simply systematic errors' in the data, comments cosmologist Max Tegmark of MIT. Craig Hogan of the University of Chicago and the Fermi National Accelerator Laboratory in Batavia, Ill., acknowledges that 'it's a competent team and a thorough analysis.' But because the work has such profound implications for physics and requires such a high level of precision measurements, 'it needs more proof before we'll believe it.'"
First Person Shooters (Games)

Infinity Ward Fights Against Modern Warfare 2 Cheaters 203

Faithbleed writes "IW's Robert Bowling reports on his twitter account that Infinity Ward is giving 2,500 Modern Warfare 2 cheaters the boot. The news comes as the war between IW and MW2's fans rages over the decision to go with IWnet hosting instead of dedicated servers. Unhappy players were quick to come up with hacks that would allow their own servers and various other changes." Despite the dedicated-server complaints, Modern Warfare 2 has sold ridiculously well.
Games

Imagination In Games 94

In a recent article for Offworld, Jim Rossignol writes about how the experiences offered by games are broadening as they become more familiar and more popular among researchers and educators. He mentions Korsakovia, a Half-Life 2 mod which is an interpretation of Korsakoff's syndrome, a brain disorder characterized by confusion and severe memory problems, and makes the point that games (and game engines) can provide interesting and evocative experiences without the constraint of being "fun," much as books and movies can be appreciated without "fun" being an appropriate description. Quoting: "Is this collective imagining of games one of the reasons why they tend to focus on a narrow band of imagination? Do critics decry games because games need, more than any other media, to be something a group of people can all agree on? Isn't that why diversions from the standard templates are always met with such excitement or surprise? Getting a large number of creative people to head out into the same imaginative realm is a monumental task, and it's a reason why game directors like to riff off familiar films or activities you can see on TV to define their projects. A familiar movie gets everyone on the same page with great immediacy. 'Want to know what this game is going to be like? Go watch Aliens, you'll soon catch up.' We are pushed into familiar, well-explored areas of imagination. However, there are also teams who are both exploring strange annexes and also creating games that are very much about imaginative exploration. These idiosyncratic few do seem like Alan Moore's 'exporters,' giving us something genuinely new to investigate and explore. Once the team has figured out how to drag the thing back from their imaginations, so we get to examine its exotic experiences — like the kind we can't get at home."

Comment Re:Audio processesing using the GPU (Score 3, Informative) 70

Some audio cards already use DSP chips developed for graphics processing (notably the UAD-1 DSP card,) but the main problem with using GPUs sitting on an video card to process audio is that the video card doesn't have any way of sending the processed data back to the rest of the system at a useful rate. So you can process audio at 40+ GFLOPS, but you can't send it back to your sequencer software and/or audio card. If/once video card manufacturers hack some sort of interface to send data back to the system, then things are going to get pretty interesting for sure.

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