I used to work in a test tools team and we'd get a lot of visitors wanting help interpreting test results and preferably fix their bugs for them. It was manageable until we got close to release. By that point our scrum master moved to the desk closest to the door and would intercept everyone coming into the room. He'd have them describe their issue to him and then he'd make the call whether to disturb anyone in the team. Still, there was almost constant talking in the room so headphones were a must.
I've found that one thing that causes a lot of unnecessary interruptions is a lack of documentation. One company I worked for kept almost no documentation since "this is a fun workplace and writing documentation is boring". I had to track down multiple people just to figure out how to set up a working build environment. Another problem is knowing who to ask. Spending some time to create a knowledge matrix and assigning a go-to person for each area helps limit the amount of people that get disturbed and also spread the load.
Code reviews are another thing that can cause a lot of interruptions. I don't have much experience with code ownership and automatically assigning reviewers so I can't say how well that works in practice.
To what extent do you take power consumption into account when designing new models – should we expect new models to continue to use more power as they get more powerful or do you plan to try to keep them below a certain level?
That'd be amazing. I've seldom felt as immersed in a game – I loved the story and the atmosphere. The story of Marathon: Infinity was so mind-bogglingly complex that fans were still discussing and trying to figure it out ten years later. I don't believe there'll be another Marathon game though. However, the fans have done an amazing work keeping the story and universe alive through scenarios (mods/conversions, whatever you call them) such as Rubicon and Eternal.
Oh, and it's a shame Double Aught never managed to release it's game Duality.
Ah, yes, I've been thinking of Sim Earth as well. I still have the original disks (Macintosh B&W and colour) and the 220 pages thick manual. One third of it consisted of "an introduction to earth science". I don't think I've ever seen any other game come with a science book.
I never beat most of the NES games I owned. The exception was the Super Mario games where you could skip most of the game by warping. Did this bother me? No. Did this frustrate me? Not much. I didn't have to beat them, I enjoyed just playing them. Sometimes I made it to a new area and I'd feel the adrenalin start flowing.
I don't get people playing through a computer game with an invincibility code - and doing it over and over. I'm no hardcore gamer (I'm on a Mac Mini dammit!), but I grew up with hard games and enjoyed the challenge. I also believe many of today's games are too easy with their infinite lives and checkpoints/respawn points once every minute. I don't get the same adrenaline kicks anymore since I don't need to be afraid of dying.
I used to work in a test tools team and we'd get a lot of visitors wanting help interpreting test results and preferably fix their bugs for them. It was manageable until we got close to release. By that point our scrum master moved to the desk closest to the door and would intercept everyone coming into the room. He'd have them describe their issue to him and then he'd make the call whether to disturb anyone in the team. Still, there was almost constant talking in the room so headphones were a must.
I've found that one thing that causes a lot of unnecessary interruptions is a lack of documentation. One company I worked for kept almost no documentation since "this is a fun workplace and writing documentation is boring". I had to track down multiple people just to figure out how to set up a working build environment. Another problem is knowing who to ask. Spending some time to create a knowledge matrix and assigning a go-to person for each area helps limit the amount of people that get disturbed and also spread the load.
Code reviews are another thing that can cause a lot of interruptions. I don't have much experience with code ownership and automatically assigning reviewers so I can't say how well that works in practice.
There's some LISP code in the anime series Serial Experiments Lain. https://moviecode.tumblr.com/p... https://moviecode.tumblr.com/p...
Do you yourself use Raspberry Pis in your daily life and if so what for?
Did you target the credit card size from the get-go or was it more of a happy coincidence that the Pi ended up that size?
To what extent do you take power consumption into account when designing new models – should we expect new models to continue to use more power as they get more powerful or do you plan to try to keep them below a certain level?
Only failed directors have something to fear from piracy says Sam Bozzo, director of the documentary Hackers Wanted, to TorrentFreak.
For $140/month you'd be able to get a 1000/100 connection in Sweden (if you live on the right address that is).
Then how about a recently published top ten list of the countries with the fastest broad band?
I believe you're confusing Jesus with Sigbritt.
There were three other games that used the Marathon 2 engine: Damage Incorporated, Prime Target and ZPC.
That'd be amazing. I've seldom felt as immersed in a game – I loved the story and the atmosphere. The story of Marathon: Infinity was so mind-bogglingly complex that fans were still discussing and trying to figure it out ten years later. I don't believe there'll be another Marathon game though. However, the fans have done an amazing work keeping the story and universe alive through scenarios (mods/conversions, whatever you call them) such as Rubicon and Eternal.
Oh, and it's a shame Double Aught never managed to release it's game Duality.
Ah, yes, I've been thinking of Sim Earth as well. I still have the original disks (Macintosh B&W and colour) and the 220 pages thick manual. One third of it consisted of "an introduction to earth science". I don't think I've ever seen any other game come with a science book.
I never beat most of the NES games I owned. The exception was the Super Mario games where you could skip most of the game by warping. Did this bother me? No. Did this frustrate me? Not much. I didn't have to beat them, I enjoyed just playing them. Sometimes I made it to a new area and I'd feel the adrenalin start flowing.
I don't get people playing through a computer game with an invincibility code - and doing it over and over. I'm no hardcore gamer (I'm on a Mac Mini dammit!), but I grew up with hard games and enjoyed the challenge. I also believe many of today's games are too easy with their infinite lives and checkpoints/respawn points once every minute. I don't get the same adrenaline kicks anymore since I don't need to be afraid of dying.
That's not the original article. It's a Dutch translation.
Also, jävig means 'partial' or 'biased'.
I believe you will find some familiar names if you read the Völuspá.