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Man Sues Neighbor For Not Turning Off His Wi-Fi 428

Scyth3 writes "A man is suing his neighbor for not turning off his cell phone or wireless router. He claims it affects his 'electromagnetic allergies,' and has resorted to being homeless. So, why doesn't he check into a hotel? Because hotels typically have wireless internet for free. I wonder if a tinfoil hat would help his cause?"
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Living In Tokyo's Capsule Hotels 269

afabbro writes "Capsule Hotel Shinjuku 510 once offered a night’s refuge to salarymen who had missed the last train home. Now with Japan enduring its worst recession since World War II, it is becoming an affordable option for people with nowhere else to go. The Hotel 510’s capsules are only 6 1/2 feet long by 5 feet wide. Guests must keep possessions, like shirts and shaving cream, in lockers outside of the capsules. Atsushi Nakanishi, jobless since Christmas says, 'It’s just a place to crawl into and sleep. You get used to it.'”
PC Games (Games)

A Look At How Far PC Gaming Has Come 427

Bit-tech is running a feature examining the progress PC games have made over the past couple decades. The article highlights aspects of modern games we often take for granted or nitpick, and compares them to earlier games in which such features were implemented poorly or not at all. Quoting: "Doom's legacy is still being felt today in fact and it's a fair bet that you can take any shooter off a shelf, from America’s Army to Zeno Clash, examine it, and list a dozen things that those games owe to Doom. Things like the wobble of the guns and the on-screen feedback that tells you which direction you are being shot from — these were things that id Software invented. On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea what’s going on and you are surrounded by demons. You have to read the manual and supporting media to get a grip on it all — something modern games would get heavily slated for doing. Yet the idea that plot was optional caught on and the same flaw was replicated in other games of the era, such as Quake and (to a lesser extent) Duke Nukem 3D. There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible."
Space

Can Space Nerds Get Along? 161

An anonymous reader writes "The Space Review asks whether space enthusiasts can ever get past the humans/robots and private/government flamewars. The article argues that space politics is a non-zero-sum game, and that space science, human spaceflight and private spaceflight can all co-exist. The debate between space and Earth is resolved in the same way: a non-zero-sum game that supports both Earth projects and space projects."

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