Catch up on stories from the past week (and beyond) at the Slashdot story archive

 



Forgot your password?
typodupeerror

Comment Re:WTF ever happened to "Do No Evil"? (Score 1) 107

Their current logo is "Let's make money". It has been like that ever since Eric Schmidt made his way into Google. What I am interested in knowing is if Google ever got forced to give up this information willingly by a government operation, or because its funding came from a source that needed the data (get paid or get shut down).

Submission + - 386BSD 1.0 and 2.0 released (386bsd.org)

An anonymous reader writes: Who could forget 386BSD? This precursor to the modern BSDs was once released along a series of articles on the Dr. Dobb's Journal in 1991. The last known public release was version 0.1. Until today, when Lynne Jolitz, one of the co-authors of 386BSD, released the source code to version 1.0 as well as 2.0 on Github.

386BSD takes us back to the days when you could count every file in your Unix distribution and more importantly, read and understand all of your OS source code.

386BSD is also the missing link between BSD and Linux. One can find fragments of Linus Torvalds's math emulation code in the source code of 386BSD. To paraphrase Linus: "If 386BSD had been available when I started on Linux, Linux would probably never had happened."

As of today, you can boot this OS off Qemu and have a go at it.

Submission + - $4 Android phone goes on sale in India (freedom251.com)

An anonymous reader writes: Freedom 251 is the name of a new mass affordable Android smartphone which is going on sale in India. It features an 4-core 1.3 Ghz Processor, with 1GB RAM and 8GB internal memory and runs an Android Lollipop 5.1 distribution complete with civilian and government applications for Indian citizens. It is being heavily subsidized to make up for the benefits that it will bring to the people who could never afford a smartphone before.

Comment A few of my reasons (Score 1) 249

Some 2D games provided non-linearity. You could take many routes and finish the game how you wanted. In some games like Commander Keen you could go around picking the maps you want first. Today's Prince of Persia is similiar to this in a way but the length of exploration puts you off. Those games had a variety of environments with different characteristics which changed quite easily. Partly because the designers thought it would be cool to have a lava or snow level. Dungeon Siege I brought in elements from this and is partly a reason why I enjoyed that particular game. 2D platform games didnt provide repetitive, mundane, exploratory tasks. Many games had nice challenges in every segment of the level. But partly some segments were really hard to play and if they didn't have a save feature, you'd be put off by them. Some people however like this feature and say that it gives you a sense of achievement when you finish them. 2D games provided different, weird characters. Not weird like the scary creatures in Quake 4, but funny, entertaining and weird. They weren't like Quake where you had to gnash one monster after another. You wouldn't be too involved in trying to kill an imp that would jump out from nowhere. The level characters are easy to play. Not like Quake where you have to keep firing at a creature and not get nuked by it. This makes 2D games unrealistic but somewhat easier to play. The bosses were hard to play. And you had to think how to hit the boss. Mostly today's bosses just have a huge amount of health points. That sucks. 2D games had level physics which you could enjoy, experience while jumping, flying or swimming. It doesnt feel the same way in 3D games. The games were bright and lively. Not sophisticated lighting in dark rooms. It had a feel good factor to it. For example, many people might prefer Quake 4 to Doom 3. 2D games were small, didn't demand too many things. They were and are fun to make. Nobody needs to spend a fortune creating the characters or textures or environments in a 2D game. Nobody needs to spend involve themselves in advanced graphics techniques which involve shaders and lighting and what not. It's not something many programmers would like to handle. Even the most advanced 2D games are simpler to program. Today, an individual with MS Paint (or the more advanced GIMP) and a free compiler (C/C++/C#/Pascal or whatever) can create a simple 2D game which he can play, share with his friends and distribute. This isn't possible with a professional 3D game anymore. Today, 3D games with a lot of realistic visuals always compromise on realistic physics for playability. Which brings me to the point that 2D games defined how 3D games must be played. The amount of complexity needed in rendering a 3D game doesnt justify its' playability.2D games were always about playability.

Both Sides of Wii 560

Yesterday Nintendo released the official name for their next console. Formerly the Revolution, and now simply called Wii, reaction has been strong among gaming fans. A Brian Crecente article in the Rocky Mountain News looks at why Wii is bad, from a marketing perspective. Chris Kohler, over at Game|Life, looks at why Wii is good because of its iconoclastic nature. And, always happy to help with the irreverent, Games.net examines why Wii is weird. From that article: "We don't think Nintendo Wii is a truly terrible console name, but it's an uncharacteristically risky choice, even for Nintendo. We admire its simplicity and its playfulness (the two i's represent multiplayer action, you see). But on the flip side, parents will have a hard time pronouncing it ("Nintendo...why?") and hardcore gamers will slam it ..."

Slashdot Top Deals

Programmers do it bit by bit.

Working...