Yes, I know all about tapes and that the recording industry pulled the same stuff then. My point is that whether copying with computers is different from copying with tapes or not is a point that needs to be addressed by the law.
Well, there are these things called computers.... While copying from one medium to another may have been possible before computers were widespread and powerful, it wasn't such an issue. Now people want to rip their CDs to mp3s and put them on portable devices, and they want to do similar things with video and other media, and of course there's the whole Internet thing to think about. The laws need to take that into account.
That's the thing I like about playing FPSes with a gamepad. The analog sticks make for great running control. I'd love to see a gamepad with a nice trackball for my right hand and an analog stick for the left.
Logitech seems to make 3d controllers that work on the same principle. They're intended for 3d design and stuff, but maybe they could be shoehorned into games too.
I'm in kind of the same position. I don't see the fun in pretending to play songs when I could just sit down and play them for real (especially when they're songs I already know, like John the Fisherman). Obviously I'm not the target audience for this game, but I'm wondering if there are some musicians here who do enjoy playing it.
It's about time someone mentioned this. My default font is a 13pt serif font, and I've always appreciated the fact that Slashdot respects my preference, unlike most sites on the web. Anything else would be a step in the wrong direction, in my opinion. Change the graphics and layout all you like, but leave my fonts alone.
Regardless, that's a lot of objects to send force info for, plus everyone needs to get their objects moving at the same time. I'm sure creative coding can do a lot to mitigate the problem, but if it were easy to keep a bunch of clients in sync then we wouldn't ever see lag.
That's an example of a gifted programmer making a bad AI. A good AI isn't one that uses fancy algorithms under the hood. A good AI is one that (as you describe) makes effective use of the actions available to it. In my opinion, the mark of a good AI is that you don't know what it's going to do next. In so many games enemies just come at you with no variation. I'd rather have just a few that would take cover, try to draw me out, and sneak up behind me than have a horde of morons.
Dunno about that (I never got hooked on Nethack), but that reminds me of how impressed I am with Wolfenstein 3d's AI. It just goes to show you that AI need not be technically advanced to be good (although that surely helps). It just needs to keep you guessing. I liked how Wolfenstein did it because I never knew what the enemies were up to. They really moved around behind your back, so I could backtrack and find a roomful of bad guys where I expected none to be.
Actually, I would like to chase one guy for a half hour. I always liked chasing the Thief-bot in Descent II. It would sneak up on you and steal a weapon, then run away and do it again.
Yes, I know all about tapes and that the recording industry pulled the same stuff then. My point is that whether copying with computers is different from copying with tapes or not is a point that needs to be addressed by the law.
Well, there are these things called computers.... While copying from one medium to another may have been possible before computers were widespread and powerful, it wasn't such an issue. Now people want to rip their CDs to mp3s and put them on portable devices, and they want to do similar things with video and other media, and of course there's the whole Internet thing to think about. The laws need to take that into account.
It's probably best for everyone that legal systems move slowly. At least then we can catch them when they start to move in the wrong direction.
Eh?
Funny that these days people mistake their opinions for obvious facts....
Those aren't 3d mice, they're just rotation-sensitive.
That's the thing I like about playing FPSes with a gamepad. The analog sticks make for great running control. I'd love to see a gamepad with a nice trackball for my right hand and an analog stick for the left.
Logitech seems to make 3d controllers that work on the same principle. They're intended for 3d design and stuff, but maybe they could be shoehorned into games too.
I never did buy one of those, and as a Descent player I've been kicking myself ever since.
No, but that's what I'd want to do. Of course, we're really talking about Guitar Hero here, and I do have plenty of guitars.
Google video works under Linux now. As far as I know, it always has.
Something really amuses me about the idea of tricking people into thinking you don't often change your clothes.
I might not. I think I'm the type who would quickly say, "Screw this game, I'm going for a drive."
I'm in kind of the same position. I don't see the fun in pretending to play songs when I could just sit down and play them for real (especially when they're songs I already know, like John the Fisherman). Obviously I'm not the target audience for this game, but I'm wondering if there are some musicians here who do enjoy playing it.
It's about time someone mentioned this. My default font is a 13pt serif font, and I've always appreciated the fact that Slashdot respects my preference, unlike most sites on the web. Anything else would be a step in the wrong direction, in my opinion. Change the graphics and layout all you like, but leave my fonts alone.
Smash is no button masher.
Regardless, that's a lot of objects to send force info for, plus everyone needs to get their objects moving at the same time. I'm sure creative coding can do a lot to mitigate the problem, but if it were easy to keep a bunch of clients in sync then we wouldn't ever see lag.
Yeah, it is pretty cool.
Huh. I had never approached RTS games from that angle. Maybe it's why I've never gotten into them.
That's an example of a gifted programmer making a bad AI. A good AI isn't one that uses fancy algorithms under the hood. A good AI is one that (as you describe) makes effective use of the actions available to it. In my opinion, the mark of a good AI is that you don't know what it's going to do next. In so many games enemies just come at you with no variation. I'd rather have just a few that would take cover, try to draw me out, and sneak up behind me than have a horde of morons.
And to think I thought it stood for strategy all this time.
He's not talking about Freespace, he's talking about real Descent, which is an entirely different game.
I first saw it in Thief.
Dunno about that (I never got hooked on Nethack), but that reminds me of how impressed I am with Wolfenstein 3d's AI. It just goes to show you that AI need not be technically advanced to be good (although that surely helps). It just needs to keep you guessing. I liked how Wolfenstein did it because I never knew what the enemies were up to. They really moved around behind your back, so I could backtrack and find a roomful of bad guys where I expected none to be.
Actually, I would like to chase one guy for a half hour. I always liked chasing the Thief-bot in Descent II. It would sneak up on you and steal a weapon, then run away and do it again.