The magic of PKI occurs through the use of extremely long prime numbers, called keys. Two keys are involved - a private key, which only you have access to, and a public key, which can be accessed by anyone. The two keys work together, so a message scrambled with the private key can only be unscrambled with the public key and vice versa. The more digits in these keys, the more secure the process. --Public-key encryption for dummies
I can't believe somebody actually did this. I had this same idea 5+ years ago, but I never worked on it. (I can produce my old web page for those who doubt me) I look forward to seeing it work and see if my old idea actually could be useful.
Don't get me wrong, I have no bitterness, I'm just pleased to see somebody do it.
You should have given Planetside a try. It uses as much FPS skill as an Americas Army or Battlefield 1942. Namely the Cone of Fire that modifies how your FPS 133t aim skillz are modified based on whether you are jumping, running or crouching. I really enjoyed Planetside and would go back if I had a quality squad.
Feel free to mod me as redundant, but I'm sick of all the incorrect assumptions regarding rendering.
Raytracing overview. (a simple implementation)
Raytracing involves the casting of rays from the camera's eye, through a pixel in the screen. For each object in the scene (assuming no partitioning optimizations) we calculate whether the ray intersects the object. If it does, we determine the distance from the 'screen' to that object (consider it the Z depth) and save this for later. Once we have checked every object we find the object with the shortest distance (Z depth) and we caluclate the color of the pixel at that point.
To do this we get all the light source in the scene, and we cast a ray from the point on the object to each light source (assume point lights for now). We then determine if any objects intersect the ray. If there is a intersection then the point on the object is in shadow (at least partially, we won't handle translucent objects for shadows) so there is no light reaching the object from that light source. If there is no intersection, we calculate the color based on the material of the object (ka, kd, kn, ks), the angle of the camera to the points normal and the angle of the light source to the points normal as well as any reflected/refracted components.
The reflected/refracted components are where the coolness of raytracing is found. If the object has reflective properties, we cast a ray from the point on the object along at the angle determined by the original rays angle of insidence to the normal. We then use the same logic as the ray from the camera to determine what object it intersetcts with and the color of that point on the object. This is the recursive nature of a raytracing. This color value is then incorporated into the caluclation of the original point's color based on its 'reflectivity'. The same is done for refraction except that the ray is determined based on the refractive index of the object and snells law.
This is the extreme basics of raytracing. There are many subtilties that I have glossed over as well as many optimizations that can be done. For further enhancements there are better light models (spot lights, box lights, area lights, etc), distributed raytracing (which provides many features such as soft shadows, depth of field, motion blur, hazy reflections/refractions, antialiasing) and many others.
WB will definately remain interested. My only concerns regarding the Harry Potter movies are:
1) Will the actors (particularly the starring three) want to play the same roles for 7 movies in 7 years? That is a lot to ask from any cast, particularly a cast that is growing up in these roles. Its on par to a 7 year run on a television show for a child actor. (God I hope Hermione doesn't become the next Dana Plato)
2) Can J.K. Rowling pump out book 6 and book 7 in the next four years? To keep the actors at the appropriate ages as well as maintain the interest of the audience, J.K. has some catch up to do. Hopefully, the timeframe won't reduce the quality of the work.
In software there is no never. And with Oracle there _definately_ is no never. All it takes is one change to the Oracle license and your total cost of operations could double... or worse. Without an abstraction of the DBMS, you are stuck with paying the difference.
Now this may be acceptable. The OP is correct that it all depends on priorities. You may decide that having a tight, fast system today is worth a potential (even if unlikely) hair-pulling refactoring if the DBMS must be swapped.
For the record, I am currently two years in remission from Hodgkins Lymphoma.
When going through chemotherapy, especially for Lymphoma/Leukemia from what I understand, your body is in shambles. There are some drugs that help boost you white/red blood cell counts Neupogen/Epogen (sp?) and others that help with the nausea, but besides that there is very little that modern medicine can do. So some Oncologists actually recommend visualizing the cancer cells being destroyed by the drugs/immune system. They claim that the positive attitude can stimulate your body's recovery system. This game is a perfect way of doing that. Not to mention, it keeps your mind busy on something else than the pain.
This is not to knock modern medicine, without which I wouldn't be here.
So you want to add preprocessor logic to a language that is intended to be compiled once to bytecode and then executable on multiple platforms???
If you have to support multiple platforms, how can you expect to handle them with preprocessor checks? If this is the case, then you would need to do a seperate build for each platform you wish to support. At this stage, it would probably be just as clean to have your own preprocessor code integrated into your build build system.
This is fairly typical of standard raytracing (which I assume this uses). To acurately cause soft shadows in raytracing a distributed raytracing method is used. Variations of this method also allow for other effects such as shadow penumbras, hazy transparency, fuzzy reflections, motion blur, depth of field and antialiasing
It is correct that Java was initially sold to the mass market for the applet ability. The language however was initially designed for small network appliances (before it was even called Java, I believe the name was elm) It was the sandboxing and portable bytecode that justified wedging it into a browser.
The answer does NOT have to be fix X. If they choose to solve the "limitations" of X in a seperate graphics system, then that's their right. Now there may not be many converts to Berlin, and people may not agree in their perception of X's "faults" but that in no way invalidates their work. In fact it is a similar mindset that many critics of Computer Science blame for the lack of drastic innovation in the past 10 years. If we're always just making improvements to the old, we would all be typing from very big, yet advanced, mainframes (maybe a little bit of a stretch, but the point is there)
Trying to solve a problem in a new way often leads to new insights in the problem and better solutions all around. I'm sure Berlin has borrowed some solutions from X but maybe they have seen some problems from a new vantage point and come up with a better solution.
The magic of PKI occurs through the use of extremely long prime numbers, called keys. Two keys are involved - a private key, which only you have access to, and a public key, which can be accessed by anyone. The two keys work together, so a message scrambled with the private key can only be unscrambled with the public key and vice versa. The more digits in these keys, the more secure the process. --Public-key encryption for dummies
Not the best explanation, I prefer this
I can't believe somebody actually did this. I had this same idea 5+ years ago, but I never worked on it. (I can produce my old web page for those who doubt me) I look forward to seeing it work and see if my old idea actually could be useful.
Don't get me wrong, I have no bitterness, I'm just pleased to see somebody do it.
You should have given Planetside a try. It uses as much FPS skill as an Americas Army or Battlefield 1942. Namely the Cone of Fire that modifies how your FPS 133t aim skillz are modified based on whether you are jumping, running or crouching. I really enjoyed Planetside and would go back if I had a quality squad.
Feel free to mod me as redundant, but I'm sick of all the incorrect assumptions regarding rendering.
Raytracing overview. (a simple implementation)
Raytracing involves the casting of rays from the camera's eye, through a pixel in the screen. For each object in the scene (assuming no partitioning optimizations) we calculate whether the ray intersects the object. If it does, we determine the distance from the 'screen' to that object (consider it the Z depth) and save this for later. Once we have checked every object we find the object with the shortest distance (Z depth) and we caluclate the color of the pixel at that point.
To do this we get all the light source in the scene, and we cast a ray from the point on the object to each light source (assume point lights for now). We then determine if any objects intersect the ray. If there is a intersection then the point on the object is in shadow (at least partially, we won't handle translucent objects for shadows) so there is no light reaching the object from that light source. If there is no intersection, we calculate the color based on the material of the object (ka, kd, kn, ks), the angle of the camera to the points normal and the angle of the light source to the points normal as well as any reflected/refracted components.
The reflected/refracted components are where the coolness of raytracing is found. If the object has reflective properties, we cast a ray from the point on the object along at the angle determined by the original rays angle of insidence to the normal. We then use the same logic as the ray from the camera to determine what object it intersetcts with and the color of that point on the object. This is the recursive nature of a raytracing. This color value is then incorporated into the caluclation of the original point's color based on its 'reflectivity'. The same is done for refraction except that the ray is determined based on the refractive index of the object and snells law.
This is the extreme basics of raytracing. There are many subtilties that I have glossed over as well as many optimizations that can be done. For further enhancements there are better light models (spot lights, box lights, area lights, etc), distributed raytracing (which provides many features such as soft shadows, depth of field, motion blur, hazy reflections/refractions, antialiasing) and many others.
WB will definately remain interested. My only concerns regarding the Harry Potter movies are:
1) Will the actors (particularly the starring three) want to play the same roles for 7 movies in 7 years? That is a lot to ask from any cast, particularly a cast that is growing up in these roles. Its on par to a 7 year run on a television show for a child actor. (God I hope Hermione doesn't become the next Dana Plato)
2) Can J.K. Rowling pump out book 6 and book 7 in the next four years? To keep the actors at the appropriate ages as well as maintain the interest of the audience, J.K. has some catch up to do. Hopefully, the timeframe won't reduce the quality of the work.
Is fedora naming still connected to the old RH series of names? It appears that they are continuing the naming with Yarrow and Tettnang.
In software there is no never. And with Oracle there _definately_ is no never. All it takes is one change to the Oracle license and your total cost of operations could double... or worse. Without an abstraction of the DBMS, you are stuck with paying the difference.
Now this may be acceptable. The OP is correct that it all depends on priorities. You may decide that having a tight, fast system today is worth a potential (even if unlikely) hair-pulling refactoring if the DBMS must be swapped.
For the record, I am currently two years in remission from Hodgkins Lymphoma.
When going through chemotherapy, especially for Lymphoma/Leukemia from what I understand, your body is in shambles. There are some drugs that help boost you white/red blood cell
counts Neupogen/Epogen (sp?) and others that help with the nausea, but besides that there is very little that modern medicine can do. So some Oncologists actually recommend visualizing the cancer cells being destroyed by the drugs/immune system. They claim that the positive attitude can stimulate your body's recovery system. This game is a perfect way of doing that. Not to mention, it keeps your mind busy on something else than the pain.
This is not to knock modern medicine, without which I wouldn't be here.
So you want to add preprocessor logic to a language that is intended to be compiled once to bytecode and then executable on multiple platforms???
If you have to support multiple platforms, how can you expect to handle them with preprocessor checks? If this is the case, then you would need to do a seperate build for each platform you wish to support. At this stage, it would probably be just as clean to have your own preprocessor code integrated into your build build system.
This is the absolute truth. Check out the home page to read about IndieJam0 (massive sprite counts) and IndieJam1 (shadow interface).
This is fairly typical of standard raytracing (which I assume this uses). To acurately cause soft shadows in raytracing a distributed raytracing method is used. Variations of this method also allow for other effects such as shadow penumbras, hazy transparency, fuzzy reflections, motion blur, depth of field and antialiasing
We've hit Godwins law already? That didn't take very long.
It is correct that Java was initially sold to the mass market for the applet ability. The language however was initially designed for small network appliances (before it was even called Java, I believe the name was elm) It was the sandboxing and portable bytecode that justified wedging it into a browser.
Actually one of them (don't remember the name) is an ESPN sportscaster for NFL2Night
The answer does NOT have to be fix X. If they choose to solve the "limitations" of X in a seperate graphics system, then that's their right. Now there may not be many converts to Berlin, and people may not agree in their perception of X's "faults" but that in no way invalidates their work. In fact it is a similar mindset that many critics of Computer Science blame for the lack of drastic innovation in the past 10 years. If we're always just making improvements to the old, we would all be typing from very big, yet advanced, mainframes (maybe a little bit of a stretch, but the point is there)
Trying to solve a problem in a new way often leads to new insights in the problem and better solutions all around. I'm sure Berlin has borrowed some solutions from X but maybe they have seen some problems from a new vantage point and come up with a better solution.