The semi-sane way to do it is have a class that knows how to encode URLs for HTTP GET requests, and pass it a map of parameters. It still boils down to a lot of concatenations, but at least then your code isn't unreadable garbage.
If you have a specific crime report, why not? Obviously the notion of someone going through countless hours of footage looking for drug deals or something is outrageous, but if someone reports a mugging in an area covered by the cameras, sure, look at the relevant footage for evidence.
I'm a card-carrying ACLU type, but given proper oversight and rules for their use, I really don't have a problem with police cameras in public places. If the government is abusing them in a creepy Big Brother fashion, you're already fucked.
I can't comprehend that at all -- WoW "crummy", just because it doesn't look as good as the bleeding-edge games? It's sad to think that someone would pass up a whole slew of amazingly good games (though I'm not including WoW in that) just because they're a few years old.
But then, I'm someone who still loads up Darklands and the QFG series and Deus Ex once a year or so. Because somehow, they still represent the pinnacle of gameplay in their respective niches.
I'm with you on Java and funky build tools, but what exactly do you have against C++ and Python? They happen to be the tools with which many successful commercial games have been written, and are quite nifty when used properly. What's the last major 3D game that was written in C?
My ideal toolset is something like OGRE + OpenAL + Bullet or ODE: wrapped up in a small, fast, C++ core with a stable Python API. Lay down some sane code style rules, and you can write the vast majority of a complex game in Python. Unless you're doing serious CPU-heavy simulation stuff, rapid development (ie, no compiles) is worth a bit of overhead.
I'd also recommend OGRE for graphics, which now includes OIS for I/O. It's great stuff, even if you only care about a single platform. There's really very little reason for most people to use DirectX or OpenGL directly. Steve Streeting and co. have packaged all that rendery goodness into one damn good engine.
I'm aware that Roper has said they are on content lock now, in other words no real new content until after release.
They only gave us pieces to play with in alpha, and I'm not sure how much more is in the beta; I haven't played through it yet. At the basic level, killing stuff is a blast. But I'm not really impressed with the character development system. There's a lack of interesting skills and skill relationships, which is where D2 really shined, IMO. But in short, look at it as a sci-fi, first-person Diablo and you probably won't be disappointed, come release.
I've been playing the HGL alpha and now beta. Maybe the book is good, but the story in the game is more or less on par with the Diablos. But as you say, Diablo 3 without Bill Roper et al...who knows.
That doesn't make the slightest bit of sense. No game for Windows is touching the hardware directly; everything is done through APIs. The only thing that needs to be done is to implement the APIs properly. That would typically mean fixing the driver.
Oh please. You're talking as if there aren't already full cracks for every version of Windows and WGA. That horse left the barn a long time ago. It's perfectly reasonable for Microsoft to prevent "casual" piracy by people who don't know any better, but going to absurd measures to foil serious crackers has never yielded anything but a few days' delay.
Depends on what you mean by that. A user application *should* trust the environment. There are plenty of good reasons you might want to change $HOME for one process, such as testing, debugging, or running multiple independent versions of the same application. There's absolutely no harm with normal applications going by environment variables. Obviously, this behavior becomes a gaping security hole if the system or a suid application does it.
Indeed...you can sign contracts with each customer saying they're not allowed to disclose the process or else, but once it's inevitably "leaked", it's just out there. You certainly can't set the legal system against some random third party who got the information from a website and is now selling their own hacked iPhones.
Define "proper". Subversion does handle tags and branches a little strangely, but once I figured it out, everything works fine. I branch, I tag, I merge changes to/from branches. A nicer interface would help, but that's where things like TortoiseSVN come in.
Did he slam it, or did he say that it's fine, just not appropriate for a project as distributed as the kernel?
The former. I was able to load the article, but can't get it back now. He said something like it's "good enough" for many people, but no one's really excited about SVN. To me, that's crap. SVN does what it does very well. What more could you really want from a centrally-managed versioning system?
Good point. Speaking as someone with virtually no experience with serious networking hardware, it would make sense to "modularize" the system a bit. Have a separate device or three to analyze traffic, and flag connections or addresses appropriately in case special handling is required. The routers would only be concerned with handling the flags they receive. Just a thought.
And suddenly things like downloading videos from iTunes become a whole lot less attractive. Torrent-gobbling nerds aren't the only ones using a lot of bandwidth, and that will become more and more true in the near future.
Ha! Comcast's method of "throttling" torrent traffic is sending RST packets, and hoping the client's TCP stack plays nice? Why? Why not just drop all associated packets once you've identified a TCP BitTorrent connection? I suspect that's what they'll do soon if this "solution" gets around.
Unless you take the term literally, Bioshock doesn't really qualify as an FPS. Half-Life 2 is an FPS. System Shock, Deus Ex, VTM: Bloodlines, Bioshock, even Oblivion may *look* like FPSes, but they're something else entirely. They represent different degrees of RPG/shooter hybrids. People aren't looking forward to Bioshock because of the pretty graphics.
The semi-sane way to do it is have a class that knows how to encode URLs for HTTP GET requests, and pass it a map of parameters. It still boils down to a lot of concatenations, but at least then your code isn't unreadable garbage.
Between the inaccuracy of unproofed OCR and the poor quality of machine translation, I can't imagine that the results are very good.
And unfortunately, it's still very very ongoing. The mail fraud charges are new, IIRC.
If you have a specific crime report, why not? Obviously the notion of someone going through countless hours of footage looking for drug deals or something is outrageous, but if someone reports a mugging in an area covered by the cameras, sure, look at the relevant footage for evidence.
I'm a card-carrying ACLU type, but given proper oversight and rules for their use, I really don't have a problem with police cameras in public places. If the government is abusing them in a creepy Big Brother fashion, you're already fucked.
I can't comprehend that at all -- WoW "crummy", just because it doesn't look as good as the bleeding-edge games? It's sad to think that someone would pass up a whole slew of amazingly good games (though I'm not including WoW in that) just because they're a few years old.
But then, I'm someone who still loads up Darklands and the QFG series and Deus Ex once a year or so. Because somehow, they still represent the pinnacle of gameplay in their respective niches.
I'm with you on Java and funky build tools, but what exactly do you have against C++ and Python? They happen to be the tools with which many successful commercial games have been written, and are quite nifty when used properly. What's the last major 3D game that was written in C?
My ideal toolset is something like OGRE + OpenAL + Bullet or ODE: wrapped up in a small, fast, C++ core with a stable Python API. Lay down some sane code style rules, and you can write the vast majority of a complex game in Python. Unless you're doing serious CPU-heavy simulation stuff, rapid development (ie, no compiles) is worth a bit of overhead.
I'd also recommend OGRE for graphics, which now includes OIS for I/O. It's great stuff, even if you only care about a single platform. There's really very little reason for most people to use DirectX or OpenGL directly. Steve Streeting and co. have packaged all that rendery goodness into one damn good engine.
I've been playing the HGL alpha and now beta. Maybe the book is good, but the story in the game is more or less on par with the Diablos. But as you say, Diablo 3 without Bill Roper et al...who knows.
One assumes that's the Team 3 project, since it's been more or less confirmed.
That doesn't make the slightest bit of sense. No game for Windows is touching the hardware directly; everything is done through APIs. The only thing that needs to be done is to implement the APIs properly. That would typically mean fixing the driver.
I'd say that's a hit. The object matches the dimensions of a Super Decathlon, according to Google Earth.
Oh please. You're talking as if there aren't already full cracks for every version of Windows and WGA. That horse left the barn a long time ago. It's perfectly reasonable for Microsoft to prevent "casual" piracy by people who don't know any better, but going to absurd measures to foil serious crackers has never yielded anything but a few days' delay.
Yes. And it was.
Indeed...you can sign contracts with each customer saying they're not allowed to disclose the process or else, but once it's inevitably "leaked", it's just out there. You certainly can't set the legal system against some random third party who got the information from a website and is now selling their own hacked iPhones.
Define "proper". Subversion does handle tags and branches a little strangely, but once I figured it out, everything works fine. I branch, I tag, I merge changes to/from branches. A nicer interface would help, but that's where things like TortoiseSVN come in.
Good point. Speaking as someone with virtually no experience with serious networking hardware, it would make sense to "modularize" the system a bit. Have a separate device or three to analyze traffic, and flag connections or addresses appropriately in case special handling is required. The routers would only be concerned with handling the flags they receive. Just a thought.
And suddenly things like downloading videos from iTunes become a whole lot less attractive. Torrent-gobbling nerds aren't the only ones using a lot of bandwidth, and that will become more and more true in the near future.
Ha! Comcast's method of "throttling" torrent traffic is sending RST packets, and hoping the client's TCP stack plays nice? Why? Why not just drop all associated packets once you've identified a TCP BitTorrent connection? I suspect that's what they'll do soon if this "solution" gets around.
There's been a couple NPR interviews with Colbert, where he's obviously not in-character. Here's one, pre-Report: http://www.npr.org/templates/story/story.php?story Id=4464017
He also hosted an episode of The Daily Show a few years back, and you can see the real Stephen interviewing David Cross.
Unless you take the term literally, Bioshock doesn't really qualify as an FPS. Half-Life 2 is an FPS. System Shock, Deus Ex, VTM: Bloodlines, Bioshock, even Oblivion may *look* like FPSes, but they're something else entirely. They represent different degrees of RPG/shooter hybrids. People aren't looking forward to Bioshock because of the pretty graphics.