Looks like they are actually being paid from it...
Who would've thunk it?
The levy that used to exist on mp3 players was plain ridiculous. Prices dropped considerably when they dropped the levy on those.
Hmm, I wonder if the levy is why DVD-Rs are cheaper than CD-Rs...
There has got to be a better way than this, though. I kinda wish every artist would do what Manowar did when Napster first got popular. They put all of their songs (mp3) up for download on their own website, for 99 cents each, to a bit more, depending on audio quality. They are still doing that, except they are going through an online music store now, instead of doing it directly on their homepage.
If you could go to a band's site, and stream the music for free, as well as purchase for download, I think that would be great, and that money would go right to the artists. Minus bandwidth costs, of course.
Exactly. The 3 console manufacturers also use a completely different codebase for networking. For example: Sony's is practically non-existent (their entire SDK is a mess, but that's a rant for another day), so the developer has to write everything from scratch. Microsoft provides a network layer for the 360, that, while it has some issues, at least provides a lot of functionality right out of the box, AND it has a working PING function (unlike Sony). They've even PUT SOME THOUGHT into the design of it. Nintendo uses a pretty arcane networking codebase as well.
The only 64 bit firewalls I've found are: Vista Firewall Control (it's just an interface for the built-in firewall -- the free version is annoying, the paid one is decent)
Kaspersky Internet Security (which includes a great antivirus)
I know there's a free 64-bit vista software firewall floating around, I just forget the name offhand. I haven't tested it yet, but I did download it recently. Totally forget the name. Not too useful, I know, but I thought I'd just mention that there IS a free one.
That being said, disable Java in Firefox. I've seen viruses try to sneak in that way. Also, I have seen 1 non-Java virus try to get in somehow through Firefox, but I have no idea how... Avast caught it. It was on the Xeon (xbox emulator) homepage.
I have a 22" monitor at home. I never get eyestrain, even if I'm on it all day. I probably sit with my eyes about 3' away from it. At work, when I first got upgraded to a 24" monitor, I started getting eyestrain after a day or two. My desk was very narrow. Thankfully, we had another unused desk with a keyboard drawer. I switched desks, which placed me about 1' further than I was sitting previously (so now about 3' away again). Problem solved. I code all day, and can still use my computer at home after work while feeling fine.
If my "threat" dreams are preparing me for anything, I must be learning how to ninja-leap hundreds of feet in the air and shoot lightning from my fingertips. My telekinesis should be fully under control soon too, as well as my dimension hopping. I was even taught how to teleport to different planets, by an alien race outside of our galaxy.
There would be a lot more "good technologists" if companies would post their entry level jobs, and train the people that they hire. Instead, 99% of the job ads I've seen over the last 4 years are looking for people with 5-10 years of experience, and the "entry level jobs" (of which I've seen maybe 5) all require experience with things that could only be had while at the company...
Memory addressing is not handled in a different manner, but handles way more memory. Thus it is still different (being 64-bit memory addressing instead of 32 bit memory addressing). Not a paradigm shift, but still different.
As for the much larger and more precise calculations: They sure are. For integers (the floating point comment was just for the more precise part), the calculations can be WAY larger, since the integer values are now up to 20 digits instead of 9.
Oh yeah! DOS! Geez, for somebody who still uses DOS (mind you, with fat32), I'm surprised I forgot about that. Checking Microsoft's pages, fat16 and fat32 both support up to 4GB file sizes, and NTFS up to 256 TB (but not the version used by NT4 and earlier, which wes limited to 8GB partition sizes).
Okay, scratch that file size stuff I had in the earlier post.
File size on a 32-bit OS (at least, 32bit windows) is a max of 4 gigs. On win64, the max file size is _much_ larger. Thus, I assumed that since 4 gigs is the max of an unsigned int, then the file size limitation must be due to the max word size of the machine (and the os).
64-bit memory addressing allows far greater than 4 gigs of ram, as well as file sizes above that. Heck, an unsigned 64-bit int can go up to around 18 * 10^18... I doubt any OS will implement that amount of memory addressing for quite awhile...
So the difference, you ask? 1. Memory addressing 2. File size 3. much larger / more precise (for the floating point numbers) calculations
Real-time, in the world of graphics, seems to mean frames-per-second instead of seconds-per-frame, while having in-game time pass at the same speed on any machine capable of running the program.
SDL is GPL'd. If you want to make a commercial game with it, well, you cannot, since you'd have to distribute your source code. Unless you think it's a good idea to distribute your source code with your brand new game. SDL is not something an aspiring commercial game developer should put much time into for that reason alone. I don't mean to be a troll, it just seems like a better idea to learn something you can use later.
Phht... Stormtrooper Armor kills the wearer as soon as any damage is done to it. 1. Princess Leia got shot (not wearing armor) and
she just was just hurt enough to cover her arm
and sit down.
2. Luke takes a hit from a lightsaber while not
wearing armor... Loses his hand and survives.
3. Chewie chokes the crap out of Lando (who is unarmored) and yet Lando survives.
4. Han gets frozen in Carbonite (potentially
fatal), while unarmored. He survives the
ordeal.
5. Hundreds of stormtroopers take 1 hit from any
non-doorway source and they bite it instantly.
Other Star Wars point of interest:
Sith Lords only die if they fall down a shaft. Vader was redeemed and thus didn't have to fall into a shaft, since he didn't die as a Sith Lord. Darth Maul gets chopped in half and falls down a shaft... This is how I knew that Dooku would survive the battle with Yoda. No Shaft.
Yup! I sure did miss your point... My definition of Content is the actual components of the game that are _already_ made (like levels, art, characters, etc), rather than the design docs. Hence the disagreement. I think I've played 10 or fewer games in the last 3-5 years, that I've thoroughly enjoyed playing. Oddly enough, it's often the Interface that turns me off a game. Ah, I long for the days of Sierra On-Line, and all of the Quest series.
I think it would be fantastic to see a new Quest for Glory game, that takes place with a new character, who starts in The CITY of Spielburg (years after QFG1, so the town could expand a lot).
I have to disagree with making content before the engine. If you want to hardcode your content, that's probably fine. Of course, if you are trying to make a reusable engine, that's impossible. The Engine HAS to come before, or at least, simultaneously, to the content. You CAN'T EVEN MAKE all of the content before the engine is built... How do you make a level before the level editor is made? How do you add content to the game, when the code isn't there to add it? How do you SEE the content, if the code isn't in place to draw it yet? How do you make the NPCs interact, without adding the code that allows for the interaction?
One of the reasons XP seems so much slower than say, 98 at boot-up (once you're IN windows), is because 98 did its network detection (ethernet) while the screen was still black, whereas XP does the network detection once you're at your desktop. It just moved the 30 second delay to a different screen. At least, that's how it seems once I plug my ethernet cable in...
I thought the sixth sense was "Spidey". You know, that tingling one when something interesting is about to happen...
The PS3 and 360 devkits cost a lot more than that. The test kits cost less than the devkits, but they aren't nearly as useful either.
You also have to give them back if the studio closes, since they are licensed, not owned.
I remember reading somewhere that the artists never actually received any of the money from the CD-R levy.
However, then I googled it (gasp!), and found this:
http://cpcc.ca/english/infoCopyHolders.htm
Looks like they are actually being paid from it...
Who would've thunk it?
The levy that used to exist on mp3 players was plain ridiculous. Prices dropped considerably when they dropped the levy on those.
Hmm, I wonder if the levy is why DVD-Rs are cheaper than CD-Rs...
There has got to be a better way than this, though. I kinda wish every artist would do what Manowar did when Napster first got popular.
They put all of their songs (mp3) up for download on their own website, for 99 cents each, to a bit more, depending on audio quality. They
are still doing that, except they are going through an online music store now, instead of doing it directly on their homepage.
If you could go to a band's site, and stream the music for free, as well as purchase for download, I think that would be great,
and that money would go right to the artists. Minus bandwidth costs, of course.
Exactly. The 3 console manufacturers also use a completely different codebase for networking. For example: Sony's is practically non-existent (their entire SDK is a mess, but that's a rant for another day), so the developer has to write everything from scratch. Microsoft provides a network layer for the 360, that, while it has some issues, at least provides a lot of functionality right out of the box, AND it has a working PING function (unlike Sony). They've even PUT SOME THOUGHT into the design of it. Nintendo uses a pretty arcane networking codebase as well.
Noobium
The only 64 bit firewalls I've found are:
Vista Firewall Control (it's just an interface for the built-in firewall -- the free version is annoying, the paid one is decent)
Kaspersky Internet Security (which includes a great antivirus)
I know there's a free 64-bit vista software firewall floating around, I just forget the name offhand. I haven't tested it yet, but I did download it recently. Totally forget the name. Not too useful, I know, but I thought I'd just mention that there IS a free one.
That being said, disable Java in Firefox. I've seen viruses try to sneak in that way. Also, I have seen 1 non-Java virus try to get in somehow through Firefox, but I have no idea how... Avast caught it. It was on the Xeon (xbox emulator) homepage.
Exactly...
I have a 22" monitor at home. I never get eyestrain, even if I'm on it all day. I probably sit with my eyes about 3' away from it. At work, when I first got upgraded to a 24" monitor, I started getting eyestrain after a day or two. My desk was very narrow. Thankfully, we had another unused desk with a keyboard drawer. I switched desks, which placed me about 1' further than I was sitting previously (so now about 3' away again). Problem solved. I code all day, and can still use my computer at home after work while feeling fine.
If my "threat" dreams are preparing me for anything, I must be learning how to ninja-leap hundreds of feet in the air and shoot lightning from my fingertips. My telekinesis should be fully under control soon too, as well as my dimension hopping. I was even taught how to teleport to different planets, by an alien race outside of our galaxy.
There would be a lot more "good technologists" if companies would post their entry level jobs, and train the people that they hire. Instead, 99% of the job ads I've seen over the last 4 years are looking for people with 5-10 years of experience, and the "entry level jobs" (of which I've seen maybe 5) all require experience with things that could only be had while at the company...
I forgot: The 64-bit float was always do-able on a 32-bit machine. A 128 bit float is now possible though, which would be a higher precision number.
Read the next couple of posts in that thread...
/ ieee.html64-bit floats are double precision.
Memory addressing is not handled in a different manner, but handles way more memory. Thus it is still different (being 64-bit memory addressing instead of 32 bit memory addressing). Not a paradigm shift, but still different.
As for the much larger and more precise calculations:
They sure are. For integers (the floating point comment was just for the more precise part), the calculations can be WAY larger, since the integer values are now up to 20 digits instead of 9.
http://www.psc.edu/general/software/packages/ieee
The file size thing was discussed more thoroughly in the next few threads.
Oh yeah! DOS!
Geez, for somebody who still uses DOS (mind you, with fat32), I'm surprised I forgot about that.
Checking Microsoft's pages, fat16 and fat32 both support up to 4GB file sizes, and NTFS up to 256 TB (but not the version used by NT4 and earlier, which wes limited to 8GB partition sizes).
Okay, scratch that file size stuff I had in the earlier post.
File size on a 32-bit OS (at least, 32bit windows) is a max of 4 gigs. On win64, the max file size is _much_ larger. Thus, I assumed that since 4 gigs is the max of an unsigned int, then the file size limitation must be due to the max word size of the machine (and the os).
64-bit memory addressing allows far greater than 4 gigs of ram, as well as file sizes above that.
Heck, an unsigned 64-bit int can go up to around 18 * 10^18... I doubt any OS will implement that amount of memory addressing for quite awhile...
So the difference, you ask?
1. Memory addressing
2. File size
3. much larger / more precise (for the floating point numbers) calculations
So what you're saying is:
:)
NASA is taking the regular pictures of a NON-RED MARS, then altering them so that MARS LOOKS RED.
We're in complete agreement then!
Apparently to hide all of the GREEN vegetation and to give poor resolution shots of what they see, so we can't see what's really there.
NASA has been coloring the pics to hide the GREEN seen on Mars...
o rs.htm
http://www.themarsrecords.com/mars_red_planet_col
http://www.lunaranomalies.com/colors.htm
Real-time, in the world of graphics, seems to mean frames-per-second instead of seconds-per-frame, while having in-game time pass at the same speed on any machine capable of running the program.
SDL is GPL'd. If you want to make a commercial game with it, well, you cannot, since you'd have to distribute your source code. Unless you think it's a good idea to distribute your source code with your brand new game.
SDL is not something an aspiring commercial game developer should put much time into for that reason alone.
I don't mean to be a troll, it just seems like a better idea to learn something you can use later.
Phht... Stormtrooper Armor kills the wearer as soon as any damage is done to it.
1. Princess Leia got shot (not wearing armor) and
she just was just hurt enough to cover her arm
and sit down.
2. Luke takes a hit from a lightsaber while not
wearing armor... Loses his hand and survives.
3. Chewie chokes the crap out of Lando (who is unarmored) and yet Lando survives.
4. Han gets frozen in Carbonite (potentially
fatal), while unarmored. He survives the
ordeal.
5. Hundreds of stormtroopers take 1 hit from any
non-doorway source and they bite it instantly.
Other Star Wars point of interest:
Sith Lords only die if they fall down a shaft.
Vader was redeemed and thus didn't have to fall
into a shaft, since he didn't die as a Sith Lord.
Darth Maul gets chopped in half and falls down a
shaft...
This is how I knew that Dooku would survive the
battle with Yoda. No Shaft.
JC DENTON!
Yup! I sure did miss your point... My definition of Content is the actual components of the game that are _already_ made (like levels, art, characters, etc), rather than the design docs. Hence the disagreement.
I think I've played 10 or fewer games in the last 3-5 years, that I've thoroughly enjoyed playing.
Oddly enough, it's often the Interface that turns me off a game.
Ah, I long for the days of Sierra On-Line, and all of the Quest series.
I think it would be fantastic to see a new Quest for Glory game, that takes place with a new character, who starts in The CITY of Spielburg (years after QFG1, so the town could expand a lot).
I have to disagree with making content before the engine. If you want to hardcode your content, that's probably fine. Of course, if you are trying to make a reusable engine, that's impossible. The Engine HAS to come before, or at least, simultaneously, to the content.
You CAN'T EVEN MAKE all of the content before the engine is built... How do you make a level before the level editor is made?
How do you add content to the game, when the code isn't there to add it? How do you SEE the content, if the code isn't in place to draw it yet? How do you make the NPCs interact, without adding the code that allows for the interaction?
One of the reasons XP seems so much slower than say, 98 at boot-up (once you're IN windows), is because 98 did its network detection (ethernet) while the screen was still black, whereas XP does the network detection once you're at your desktop.
It just moved the 30 second delay to a different screen.
At least, that's how it seems once I plug my ethernet cable in...