The CRIA went after a canadian based P2P distribution site (isohunt), but AFAIK has not gone after 'end-users'. Personally I don't think going after sites like isohunt does much to deter those that will download illegal copies. When 1 site goes down, 5 more come up, hosted in some foreign country.
I'd like to think that if movie & music (and other content) publishers adopted an online distribution mechanism for a fair fee, the industry would flourish instead of flounder. Case in point, last I heard iTunes wasn't doing too bad for itself. It has even allowed indy artists to have a business model that works, instead of trying to get picked up by a publisher, which is not an easy task.
At the end of the day, imho it's a matter of dinosaur business models screaming bloody murder because they're unwilling to adopt to the fast-changing technological world. I applaud the companies that have tried new content distribution models. I think games are on the forefront, with platforms like steam, or EAs downloader. We just don't need those software boxes lying around anymore. Manuals can be online PDFs or websites easily, convenient, and cheaper to both the publisher & consumer.
hmmm.. I don't know where you got your numbers, but they are not correct. I don't know how many concurrent players a WoW server can handle. Based on the number of servers, one would assume not that many, perhaps in the 5-10k region per server? They do have 'server queues' for a reason:) Anyone know what the real number is for player/server in WoW? When Vanguard did beta tests, I believe their 'high cap' was somewhere in the 5-10k region, so that's where I'm taking that number, but it's still a guess at best.
EVE on the other hand has one single live server, and it supports 30k players+ at a time (I tend to see 10-25k on at any point.). The only place I can see where you got the 400 number is perhaps the current limitation of a zone within the eve server. If 400+ ppl just happen to be all staring at a each other in EVE, the server lag would be high due to having to send coordinate data of each player to every player there.
Perhaps there is a misunderstanding of the difference between total players per server vs total concurrent players connected to the server.
Example: WoW = 50k per server before 'full', 5k concurrent connections allowed before it has a queue? (just a guess) EVE = 160k subscriptions, so 160k per server, 30k+ concurrent connections. Their max # was in the 30k range. I don't know what their theoretical maximum could be. EVE likely lags more if there's too many players in the same region. It can likely handle a lot of players if they were all evenly spread out:)
An OpenGL app using GameGLUT 3.7 takes about 5-10 lines of code to initialize. Any DirectX App (despite the components it may use, D3D, DInput, Dsound, etc) requires pages and pages of junk to initialize. I've coded in both heavily.
I believe you may have mixed up an OpenGL example with a D3D one.
http://personal.nbnet.nb.ca/daveg/opengl/misc/Pi co Cube.txt
49 lines of code, a full working OpenGL App.
I dare a D3D Coder to make an even shorter version.:)
okay so the 'Feng Shui' or whatever of cubicles. Well my gray desk, 4 gray walls and gray carpet could really use a big plastic palm tree.. maybe a fat guy with a ukelele.
I dunno.. anyone have real suggestions? I have lots of those cubicle walls that you can easily thumbtack stuff to it. But so far it's just charts, graphs, schedules and a 4x4 that says "Its sucks to be you.", signed by my roommate who's always sleeping while I work.
The CRIA went after a canadian based P2P distribution site (isohunt), but AFAIK has not gone after 'end-users'. Personally I don't think going after sites like isohunt does much to deter those that will download illegal copies. When 1 site goes down, 5 more come up, hosted in some foreign country.
I'd like to think that if movie & music (and other content) publishers adopted an online distribution mechanism for a fair fee, the industry would flourish instead of flounder. Case in point, last I heard iTunes wasn't doing too bad for itself. It has even allowed indy artists to have a business model that works, instead of trying to get picked up by a publisher, which is not an easy task.
At the end of the day, imho it's a matter of dinosaur business models screaming bloody murder because they're unwilling to adopt to the fast-changing technological world. I applaud the companies that have tried new content distribution models.
I think games are on the forefront, with platforms like steam, or EAs downloader. We just don't need those software boxes lying around anymore. Manuals can be online PDFs or websites easily, convenient, and cheaper to both the publisher & consumer.
hmmm.. I don't know where you got your numbers, but they are not correct. I don't know how many concurrent players a WoW server can handle. Based on the number of servers, one would assume not that many, perhaps in the 5-10k region per server? They do have 'server queues' for a reason :) Anyone know what the real number is for player/server in WoW? When Vanguard did beta tests, I believe their 'high cap' was somewhere in the 5-10k region, so that's where I'm taking that number, but it's still a guess at best.
:)
EVE on the other hand has one single live server, and it supports 30k players+ at a time (I tend to see 10-25k on at any point.). The only place I can see where you got the 400 number is perhaps the current limitation of a zone within the eve server. If 400+ ppl just happen to be all staring at a each other in EVE, the server lag would be high due to having to send coordinate data of each player to every player there.
Perhaps there is a misunderstanding of the difference between total players per server vs total concurrent players connected to the server.
Example:
WoW = 50k per server before 'full', 5k concurrent connections allowed before it has a queue? (just a guess)
EVE = 160k subscriptions, so 160k per server, 30k+ concurrent connections. Their max # was in the 30k range. I don't know what their theoretical maximum could be. EVE likely lags more if there's too many players in the same region. It can likely handle a lot of players if they were all evenly spread out
sorry that link has no space in pico cube
i co cube.txt
http://personal.nbnet.nb.ca/daveg/opengl/misc/p
dude, you're on crack.
i co Cube.txt
:)
An OpenGL app using GameGLUT 3.7 takes about 5-10 lines of code to initialize. Any DirectX App (despite the components it may use, D3D, DInput, Dsound, etc) requires pages and pages of junk to initialize. I've coded in both heavily.
I believe you may have mixed up an OpenGL example with a D3D one.
http://personal.nbnet.nb.ca/daveg/opengl/misc/P
49 lines of code, a full working OpenGL App.
I dare a D3D Coder to make an even shorter version.
okay so the 'Feng Shui' or whatever of cubicles. Well my gray desk, 4 gray walls and gray carpet could really use a big plastic palm tree.. maybe a fat guy with a ukelele. I dunno.. anyone have real suggestions? I have lots of those cubicle walls that you can easily thumbtack stuff to it. But so far it's just charts, graphs, schedules and a 4x4 that says "Its sucks to be you.", signed by my roommate who's always sleeping while I work.