As far is I've understood it he isn't exactly using the octree for LOD but for storing all voxel data in s parse (there we have it;) manner. If you only have one "layer" of voxels at whatever resolution defining eg. only the surface of things, most nodes of the octree will remain empty, and so you can reduce the data set to storing only what's necessary for rendering instead of having to store a full-resolution 3D representation of your space.
Of course this leans happily towards a LOD system, as storing the data in different resolutions aka mip-mapping the geometry and then accessing the right detail level would essentially be for free if you do it right.
In the end it's a promising approach with of course many details to be sorted out - there's still a lot of data to be stored per-voxel (texture coordinates, normals, basically everything that now goes into a vertex) if you want the full feature set like eg. lighting and such. But given dedicated hardware and combined with his mega texture stuff (which is basically only glorified unique UV mapping, perhaps somewhat generalized and with a good resource management system behind it) this could be pretty cool.
Don't forget the "hey, they also did Second Reality on the C64" and the "demos? aren't these these Farbrausch things?" crowds. I kinda hate those two most.:)
Actually the full name is "fr-08:.the.product"..theprodukkt on the other hand is a spin-off company of some Farbrausch guys to monetize their procedural content generation technology and tools to a certain extent.
Not really. Past Apple hardware never had any good graphics or sound circuitry (and so was pretty noninteresting to the demoscene, also nobody in Europe except ad agencies and sound studios had them), and newer Apple computers are basically PCs with fairly crappy OpenGL drivers. Stuff you'd code on a current Mac would run as good and possibly better on a Windows PC.
>- DNV will ask you for a password after every level. For security.
Suddenly I'm starting to feel this longing for the good old times when computer security was such a non-issue that games GAVE you passwords after each level...
It's used heavily in gaming because of the ultra high nearly lossless compression
That's not the reason. IAAGD (I Am A Game Developer) and I can tell you that it's used mostly because of the simple fact that it's free and there are tons of codec libraries out there (stb_vorbis being my current favourite;) which you can simply plug in and use and don't need to bother with any licensing hassle except perhaps acknowledging your use of that library in some part of the documentation.
That's the whole point. Simple as that. All other compressed formats are either more cost intensive (patent fees) or take way more time to implement, which is basically the same. Of course quality is a bonus, but with Theora that quality isn't great at all, and Vorbis takes quite a bit of CPU compared to eg. MP3 or AAC. Still no good idea if you're about to stream 100 audio channels simultaneously.
This is not really how it works. It's true that if you eg. double a recording's volume and clip the peaks you can safely assume the lowest bit of all samples to be zero and most data compressors should find this out. BUT:
You forgot that in digital recording studios the sampling resolution is way higher than on a CD. So if you crank up your 24bit recording before converting it down to the 16bit format for distribution, the lower bits that would've been thrown away otherwise suddenly play a role again and "come in" from the bottom. So even if you'd hard limit at -30dB and renormalize to make it REALLY REALLY LOUD, you'd still have values all over your range in it.
Luckily Youtube, while being rather low quality, doesn't compress the audio beyond comprehension.
And actually with most modern audio compression schemes the volume curve of the sound is what is preserved most. So what you're proposing is more or less akin to not being able to tell blue from red in a bad jpg image (and you have to really, REALLY lower the quality setting until this happens;)
Not at all. Like many other people you're confusing dynamic compresssion (what the article is about) with data compression (what YouTube and generally MP3 does).
Data compression should be clear - the raw audio data are processed in a way that they take less space on a storage medium or less time to push them over the Intertube. This is done either losslessly by purely mathematical means or lossy by using so-called psychoacoustic models that try either to remove those parts from the sound that the human brain won't really recognize (eg. because they're "buried" below some other sound playing at the same time), or simply store those parts with way less precision. Basically lossy compresison throws away some decimal places in the parts of the audio data you won't hear too well anyway.
Dynamic compression on the other hand simply reduces the dynamic range of the sound - it makes loud stuff quieter or, if you simultaneously push up the total volume, makes quiet stuff louder. This hasn't anything to do with digital audio data - it's a purely acoustic modification that's been in use in recording studios for decades now, sometimes reasonably, sometimes not:)
Interestingly dynamic compression for the sake of getting things louder and data compression are almost mutual exclusive - by increasing the average volume of the song and basically emphasizing every little detail you're making the music noisier and noiser - and white noise is the worst thing that can happen to data compression of any kind. And even psychoacoustic compression schemes are given a hard time when they've got to figure out which of all those things coming screaming at you are important and which aren't.
Because the iPod itself doesn't have any DRM unless you're talking about songs bought in iTMS. But otherwise getting your MP3s back is a matter of pressing the "show hidden dirs" button in your OS, if you can cope with renamed files in no particularly sensible order. But eg. re-import into iTunes and Winamp (with ml_ipod) is one or two mouse clicks.
You seem to have missed your lession in quantum mechanics - you can't EVER be sure the other one's dead. So best lock the damn thing up for eternity and pretend nothing's in there.
Parent is correctly modded funny, but now guess what the German Telekom tried to do with the Letter T a few years ago. In fact they were suing companies left and right that had something like "T-" in their name. Same with the color Magenta.
I can at least confirm that changing the WLAN card in my Dell Inspiron 8200 laptop (because Dell's TrueMobile stuff definitely sucks a donkey's primary sexual organ) wasn't any problem at all. But Dells are known to be pretty user-maintainable anyway;)
3) Reverse-engineer and implement the SID sound chip. Fairly major headache.
Impossible even, at least with an FPGA. The SID uses a lot of analog trickery to produce its sound (even without even looking at the filter circuits) and there has been no single 100% emulation so far.
Tho, for a bunch of mid-80s games it's no real problem to code/implement a fully digital emulator that's faithful enough.
Maybe they accomplish this by rotating the orientation of the pixels so that it impacts the vertical rather than horizontal? Or maybe this is just a big hoax? Anybody have more information?
This completely depends on how the display is built. If your LCD is 240*4 (RGBW) pixels wide and 640 pixels high, there's no problem about it;)
So when you surf the interwebs, the mp3 player STILL stutters? :D
People who adapt their business model to their choice of UI toolkit deserve to fail miserably anyway, so where's the damage?
In Soviet Russia, fruit fucks YOU!
:)
Apart from that I found it hilarious how almost every review I've read tried to circumnavigate having to speak out that name.
As far is I've understood it he isn't exactly using the octree for LOD but for storing all voxel data in s parse (there we have it ;) manner. If you only have one "layer" of voxels at whatever resolution defining eg. only the surface of things, most nodes of the octree will remain empty, and so you can reduce the data set to storing only what's necessary for rendering instead of having to store a full-resolution 3D representation of your space.
Of course this leans happily towards a LOD system, as storing the data in different resolutions aka mip-mapping the geometry and then accessing the right detail level would essentially be for free if you do it right.
In the end it's a promising approach with of course many details to be sorted out - there's still a lot of data to be stored per-voxel (texture coordinates, normals, basically everything that now goes into a vertex) if you want the full feature set like eg. lighting and such. But given dedicated hardware and combined with his mega texture stuff (which is basically only glorified unique UV mapping, perhaps somewhat generalized and with a good resource management system behind it) this could be pretty cool.
Don't forget the "hey, they also did Second Reality on the C64" and the "demos? aren't these these Farbrausch things?" crowds. I kinda hate those two most. :)
Actually the full name is "fr-08: .the .product". .theprodukkt on the other hand is a spin-off company of some Farbrausch guys to monetize their procedural content generation technology and tools to a certain extent.
Not really. Past Apple hardware never had any good graphics or sound circuitry (and so was pretty noninteresting to the demoscene, also nobody in Europe except ad agencies and sound studios had them), and newer Apple computers are basically PCs with fairly crappy OpenGL drivers. Stuff you'd code on a current Mac would run as good and possibly better on a Windows PC.
:)
there are two iPod demos tho...
>- DNV will ask you for a password after every level. For security.
Suddenly I'm starting to feel this longing for the good old times when computer security was such a non-issue that games GAVE you passwords after each level...
It's used heavily in gaming because of the ultra high nearly lossless compression
;) which you can simply plug in and use and don't need to bother with any licensing hassle except perhaps acknowledging your use of that library in some part of the documentation.
That's not the reason. IAAGD (I Am A Game Developer) and I can tell you that it's used mostly because of the simple fact that it's free and there are tons of codec libraries out there (stb_vorbis being my current favourite
That's the whole point. Simple as that. All other compressed formats are either more cost intensive (patent fees) or take way more time to implement, which is basically the same. Of course quality is a bonus, but with Theora that quality isn't great at all, and Vorbis takes quite a bit of CPU compared to eg. MP3 or AAC. Still no good idea if you're about to stream 100 audio channels simultaneously.
This is not really how it works. It's true that if you eg. double a recording's volume and clip the peaks you can safely assume the lowest bit of all samples to be zero and most data compressors should find this out. BUT:
You forgot that in digital recording studios the sampling resolution is way higher than on a CD. So if you crank up your 24bit recording before converting it down to the 16bit format for distribution, the lower bits that would've been thrown away otherwise suddenly play a role again and "come in" from the bottom. So even if you'd hard limit at -30dB and renormalize to make it REALLY REALLY LOUD, you'd still have values all over your range in it.
Luckily Youtube, while being rather low quality, doesn't compress the audio beyond comprehension.
;)
And actually with most modern audio compression schemes the volume curve of the sound is what is preserved most. So what you're proposing is more or less akin to not being able to tell blue from red in a bad jpg image (and you have to really, REALLY lower the quality setting until this happens
Not at all. Like many other people you're confusing dynamic compresssion (what the article is about) with data compression (what YouTube and generally MP3 does).
:)
Data compression should be clear - the raw audio data are processed in a way that they take less space on a storage medium or less time to push them over the Intertube. This is done either losslessly by purely mathematical means or lossy by using so-called psychoacoustic models that try either to remove those parts from the sound that the human brain won't really recognize (eg. because they're "buried" below some other sound playing at the same time), or simply store those parts with way less precision. Basically lossy compresison throws away some decimal places in the parts of the audio data you won't hear too well anyway.
Dynamic compression on the other hand simply reduces the dynamic range of the sound - it makes loud stuff quieter or, if you simultaneously push up the total volume, makes quiet stuff louder. This hasn't anything to do with digital audio data - it's a purely acoustic modification that's been in use in recording studios for decades now, sometimes reasonably, sometimes not
Interestingly dynamic compression for the sake of getting things louder and data compression are almost mutual exclusive - by increasing the average volume of the song and basically emphasizing every little detail you're making the music noisier and noiser - and white noise is the worst thing that can happen to data compression of any kind. And even psychoacoustic compression schemes are given a hard time when they've got to figure out which of all those things coming screaming at you are important and which aren't.
Make that "mind", not "brain". But yeah, it kinda fits.
It's "loosen". Though they should take care at SUSE that they don't loosen their FUSE users too much because there's the danger they could lose them ;)
Because the iPod itself doesn't have any DRM unless you're talking about songs bought in iTMS. But otherwise getting your MP3s back is a matter of pressing the "show hidden dirs" button in your OS, if you can cope with renamed files in no particularly sensible order. But eg. re-import into iTunes and Winamp (with ml_ipod) is one or two mouse clicks.
I'd rather vote for Günther Frhr von Gravenreuth.
You seem to have missed your lession in quantum mechanics - you can't EVER be sure the other one's dead. So best lock the damn thing up for eternity and pretend nothing's in there.
Parent is correctly modded funny, but now guess what the German Telekom tried to do with the Letter T a few years ago. In fact they were suing companies left and right that had something like "T-" in their name. Same with the color Magenta.
(insert Mr. T joke here)
Name a tier 1 Computer assembler/maker that doesn't pay a microsoft tax.
;)
Apple?
Jack? Is that you?
I can at least confirm that changing the WLAN card in my Dell Inspiron 8200 laptop (because Dell's TrueMobile stuff definitely sucks a donkey's primary sexual organ) wasn't any problem at all. But Dells are known to be pretty user-maintainable anyway ;)
I can't remember what I did yesterday but for some reason I really can't get any of the important C-64 numbers out of my head.
:)
I wouldn't have been able to nitpick if I didn't know this particular feeling just too well, would I?
If it has, I bet it wouldn't crash the system afterwards... unlike your version ;)
;)
(anyone else missing an RTS or JMP $FFD2 instead of the last JSR here?
3) Reverse-engineer and implement the SID sound chip. Fairly major headache.
Impossible even, at least with an FPGA. The SID uses a lot of analog trickery to produce its sound (even without even looking at the filter circuits) and there has been no single 100% emulation so far.
Tho, for a bunch of mid-80s games it's no real problem to code/implement a fully digital emulator that's faithful enough.
Maybe they accomplish this by rotating the orientation of the pixels so that it impacts the vertical rather than horizontal? Or maybe this is just a big hoax? Anybody have more information?
;)
This completely depends on how the display is built. If your LCD is 240*4 (RGBW) pixels wide and 640 pixels high, there's no problem about it