You are dead wrong. Direct3D 11 and Shader Model 5.0 is quite the step up from Direct3D 9 and SM 3.0. If you were a graphics developer you would know this. From Wikipedia:
Tessellation to increase at runtime the number of visible polygons from a low detail polygonal model.
Multithreaded rendering to render to the same Direct3D device object from different threads for multi core CPUs.
Compute shaders which exposes the shader pipeline for non-graphical tasks such as stream processing and physics acceleration, similar in spirit to what NVIDIA CUDA achieves, and HLSL Shader Model 5 among others.
It also has a lot of awesome smaller features that make doing what are known as deferred shading/lighting pipelines more feasible. This is a good thing because it simplifies the amount of work needed in implementing game's material system while offering great performance at the cost of more GPU memory being used.
Right now, it's cheaper to spend $1 billion annually to operate a large terrestrial mine than it is to spend $10+ billion on a launch, retrieval, and return system that if it fails means that a large amount of the investment is wasted. If a $3 million giant dump truck breaks down, you bring in a few mechanics and some new parts, no big deal.
Gamers aren't going to have hardware to run game simulations on. The only thing you can count on them having is the OnLive/GaiKai set-top receiver and a TV. So P2P is not going to work here.
I imagine they're using some sort of virtualization technology. So assuming current technology, with dual quad-core Xeons and quad GPUs for rendering per rack unit, you're only going to be able to run 2 to 8 modern games per unit. So if you're servicing at most 10,000 customers per large city, you're going to have to have on average of 2500 to be able to handle peak usage periods. They might be able to get the cost per unit down to $2000 with bulk purchasing, but with energy costs to run the processing center, the cost is still a lot. And if you're charging those customers $20/month for access, it's going to take a while to pay off your hardware, pay the monthly energy/lease bills, pay for licensing the games from game developers/publishers, replacing faulty hardware, paying the administrations who run the operation, etc.
I just don't see it being feasible.
Fiber at your doorstep is at least a decade away from being mainstream. Sure, it's already available on trial in certain cities, but it won't be common place anytime in the near future.
Agreed. I'm still skeptical as to whether OnLive and Gaikai can scale their infrastructure to meet demand. It also looks like they will only be servicing certain major population centers at first, so if you live out in the boondocks, good luck with that.
Furthermore, if they go out of business, you lose your ability to game (it looks like you get full access to their gaming library though for a fixed monthly fee, but if they make you purchase individual games like steam does, then once they go, you've lost all your games.)
Yeah, most developers I know of that do embedded C++ work avoid the use of C++ iostreams, locales, and turn off exception handling and RTTI at the compiler level. They do make use of STL containers and algorithms, however.
And let's not forget Intel C++. Intel hates C++0x so much that they decided to add the following C++0x features in Intel C++ 11.0 which has been available since November 2008:
- Empty macro arguments
- Variadic macros
- Type long long
- Trailing comma in enum definition
- Concatenation of mixed-width string literals
- Extended friend declarations
- Use of ">>" to close two template argument lists
- Relaxed rules for use of "typename"
- Relaxed rules for disambiguation using the "template" keyword
- Copy constructor does not need to be callable on direct reference
- Binding to class rvalue
- "extern template" to suppress instantiation of an entity
- "auto" type specifier
- decltype operator
- static_assert
- compliant __func__
- lambda expressions
Agreed. I don't understand why people are using the removal of concepts from C++0x as some sort of signal that C++ is now dead or not worth it anymore. There's a lot more to C++0x than just concepts, concepts was only one of a few dozen of new language and library features.
Actually, that's non-standard behavior. If you turn on pedantic standards compliant mode in GCC, that won't compile. MSVC++ is correct not to allow that.
I think cloud computing will be forever stuck in the realm of casual consumers and enterprise. Someone who purchases a $100-$400 netbook and browses the web will probably be the primary demographic here. And for large businesses, they'll have their own enterprise-wide cloud computing solution. This is really just a web-savvy interface on top of the traditional mainframe infrastructure.
For those of us who have been computing for some time now, or require absolute control over our privacy and security, we'll stick to the traditional modus operandi of desktops and laptops.
Game developers sure do love developing with Java. Yep, this will integrate perfectly into our XBox 360/PS 3/Wii engine. After all, our engine is built in 100% Java. Not any of that crappy C or C++ stuff that the official development kits for those consoles require you use. Nope, I hand rolled my own JRE.
Guys, ZFS is currently in the Snow Leopard Server preview, it's just not in the main desktop version of Snow Leopard yet (it'll probably come in a few months). Not only that, but there are HFS+ and ZFS drivers for bootcamp. My friend just installed Windows 7 RC on a ZFS partition with Bootcamp on Snow Leopard Server.
The following screenshot is SFW http://i40.tinypic.com/xdumw0.jpg
There's no OpenGL ES 2.0 support in the iPhone 3GS, which makes me rather disseminated. I had been hoping for an upgrade, but it looks like it won't happen. The Palm Pre, on the other hand, has a GPU capable of OpenGL ES 2.0 and shaders.
We need more all-digital elections. I don't trust people who are not intelligent enough to use a computer to be informed enough to vote in my jurisdiction.
...then they would have already begun construction. You can thank the lazy French for their relaxing way of life in the delay and increased cost for ITER.
Hides the build process? Maybe you should try digging in a little deeper. In Visual Studio and XCode (and probably other IDEs), there's a console view that shows you the exact command-line text of each translation unit as it's being compiled, and it shows you the output as well. If you go into the project settings, you can add pre and post build steps. You can even delegate the build to a classic gmake/nmake build process. With Visual Studio, there is the command line tool vcbuild which allows you to build your C++ applications directly from the command line if you so choose (for example for automated builds and continuous integration). You also have complete control over compiler/linker options for multiple configurations/build variants. You can use.vssettings files (Visual Studio) or.xcconfig files (XCode) to allow you to share the exact same build configuration settings across multiple projects and solutions while only having to maintain one set of compilation settings.
Sounds like you didn't spend any great deal of time working with an IDE. It sounds like you tried it out one afternoon and lost interest because you're a slow learner. There, I said it.
Tagging it as "rated mature" is a little easier for people to digest, while still allowing Apple to reject apps with overly sexual or extremely violent themes. While not perfect, Apple should adopt something similar to the ESRB rating system for games for it's app store.
It also has a lot of awesome smaller features that make doing what are known as deferred shading/lighting pipelines more feasible. This is a good thing because it simplifies the amount of work needed in implementing game's material system while offering great performance at the cost of more GPU memory being used.
Right now, it's cheaper to spend $1 billion annually to operate a large terrestrial mine than it is to spend $10+ billion on a launch, retrieval, and return system that if it fails means that a large amount of the investment is wasted. If a $3 million giant dump truck breaks down, you bring in a few mechanics and some new parts, no big deal.
Gamers aren't going to have hardware to run game simulations on. The only thing you can count on them having is the OnLive/GaiKai set-top receiver and a TV. So P2P is not going to work here. I imagine they're using some sort of virtualization technology. So assuming current technology, with dual quad-core Xeons and quad GPUs for rendering per rack unit, you're only going to be able to run 2 to 8 modern games per unit. So if you're servicing at most 10,000 customers per large city, you're going to have to have on average of 2500 to be able to handle peak usage periods. They might be able to get the cost per unit down to $2000 with bulk purchasing, but with energy costs to run the processing center, the cost is still a lot. And if you're charging those customers $20/month for access, it's going to take a while to pay off your hardware, pay the monthly energy/lease bills, pay for licensing the games from game developers/publishers, replacing faulty hardware, paying the administrations who run the operation, etc. I just don't see it being feasible.
Fiber at your doorstep is at least a decade away from being mainstream. Sure, it's already available on trial in certain cities, but it won't be common place anytime in the near future.
Agreed. I'm still skeptical as to whether OnLive and Gaikai can scale their infrastructure to meet demand. It also looks like they will only be servicing certain major population centers at first, so if you live out in the boondocks, good luck with that. Furthermore, if they go out of business, you lose your ability to game (it looks like you get full access to their gaming library though for a fixed monthly fee, but if they make you purchase individual games like steam does, then once they go, you've lost all your games.)
Yeah, most developers I know of that do embedded C++ work avoid the use of C++ iostreams, locales, and turn off exception handling and RTTI at the compiler level. They do make use of STL containers and algorithms, however.
And let's not forget Intel C++. Intel hates C++0x so much that they decided to add the following C++0x features in Intel C++ 11.0 which has been available since November 2008: - Empty macro arguments - Variadic macros - Type long long - Trailing comma in enum definition - Concatenation of mixed-width string literals - Extended friend declarations - Use of ">>" to close two template argument lists - Relaxed rules for use of "typename" - Relaxed rules for disambiguation using the "template" keyword - Copy constructor does not need to be callable on direct reference - Binding to class rvalue - "extern template" to suppress instantiation of an entity - "auto" type specifier - decltype operator - static_assert - compliant __func__ - lambda expressions
Agreed. I don't understand why people are using the removal of concepts from C++0x as some sort of signal that C++ is now dead or not worth it anymore. There's a lot more to C++0x than just concepts, concepts was only one of a few dozen of new language and library features.
Actually, that's non-standard behavior. If you turn on pedantic standards compliant mode in GCC, that won't compile. MSVC++ is correct not to allow that.
How is Microsoft's compiler wrong about structs? It's not.
I think cloud computing will be forever stuck in the realm of casual consumers and enterprise. Someone who purchases a $100-$400 netbook and browses the web will probably be the primary demographic here. And for large businesses, they'll have their own enterprise-wide cloud computing solution. This is really just a web-savvy interface on top of the traditional mainframe infrastructure. For those of us who have been computing for some time now, or require absolute control over our privacy and security, we'll stick to the traditional modus operandi of desktops and laptops.
Game developers sure do love developing with Java. Yep, this will integrate perfectly into our XBox 360/PS 3/Wii engine. After all, our engine is built in 100% Java. Not any of that crappy C or C++ stuff that the official development kits for those consoles require you use. Nope, I hand rolled my own JRE.
Yeah. But only if they release C/C++/Obj-C APIs for it.
Design patterns? The open source community doesn't need no stinkin' design patterns. We just code by the seat of our pants into oblivion!
Guys, ZFS is currently in the Snow Leopard Server preview, it's just not in the main desktop version of Snow Leopard yet (it'll probably come in a few months). Not only that, but there are HFS+ and ZFS drivers for bootcamp. My friend just installed Windows 7 RC on a ZFS partition with Bootcamp on Snow Leopard Server. The following screenshot is SFW http://i40.tinypic.com/xdumw0.jpg
There's no OpenGL ES 2.0 support in the iPhone 3GS, which makes me rather disseminated. I had been hoping for an upgrade, but it looks like it won't happen. The Palm Pre, on the other hand, has a GPU capable of OpenGL ES 2.0 and shaders.
We need more all-digital elections. I don't trust people who are not intelligent enough to use a computer to be informed enough to vote in my jurisdiction.
...then they would have already begun construction. You can thank the lazy French for their relaxing way of life in the delay and increased cost for ITER.
Hides the build process? Maybe you should try digging in a little deeper. In Visual Studio and XCode (and probably other IDEs), there's a console view that shows you the exact command-line text of each translation unit as it's being compiled, and it shows you the output as well. If you go into the project settings, you can add pre and post build steps. You can even delegate the build to a classic gmake/nmake build process. With Visual Studio, there is the command line tool vcbuild which allows you to build your C++ applications directly from the command line if you so choose (for example for automated builds and continuous integration). You also have complete control over compiler/linker options for multiple configurations/build variants. You can use .vssettings files (Visual Studio) or .xcconfig files (XCode) to allow you to share the exact same build configuration settings across multiple projects and solutions while only having to maintain one set of compilation settings.
Sounds like you didn't spend any great deal of time working with an IDE. It sounds like you tried it out one afternoon and lost interest because you're a slow learner. There, I said it.
I had a hearty lol
Tagging it as "rated mature" is a little easier for people to digest, while still allowing Apple to reject apps with overly sexual or extremely violent themes. While not perfect, Apple should adopt something similar to the ESRB rating system for games for it's app store.
...to push stories from years ago as if they were just published to the masses. The article is from November 2007.