A 512MB CompactFlash card costs about as much as that entire machine, while a CD probably costs about 7 cents to press. And that's 512 MB, not 700.
Additionally, I'm not sure how much the adapter costs, or where you'd put one in a machine like this. A 56x CD-ROM drive might run you $20.
98% of all games still aren't making use of pixel shaders
And 80% of games are in 2 dimensions. What's your point? I realize this statistic is fictitious and was hastily pulled from my ass; so was yours.
Most PC applications don't require much more than a 300 MHz CPU and 96 MB of system RAM. What's your point?
HDTV is being pushed as a standard but most people don't even have S-Video inputs on their televisions. What's your point?
Some people like technology. Some people like quality better, speed faster, and they want it to be quiet. Sure, these things may chug 50-60W (arbitrary figure, it's probably much, much lower) when they're in use playing a 3D game, but people don't 3D game to to and from work every day.
And is it really "wasted"? There's a noticeable and beneficial effect. It is by no means the same as driving an SUV alone using the rear cargo area to haul groceries and your daughter's broken bicycle.
Additionally, you're ignoring the other aspects of SUVs which make them infeasible as car replacements, such as the high rollover rate, the tendency of SUVs to "trip" when hitting small animals such as foxes on the road, or sometimes when the pavement so much as changes texture. SUVs are also regulated as "light trucks" so that they don't have to conform to the same federal safety regulations as normal vehicles. This is due to lobbying on the part of SUV manufacturers, and consumers still buy these deathtraps at premium prices despite how little effort went into making them safe.
The gas consumption and wastefulness of SUVs are only the tip of the iceberg.
Besides, you're ignoring the fact that it's a matter of adoption, and scale which determines waste -- you didn't see us yammering about SUVs much when 15000 people drove them because they weren't popular enough to cause a problem.
This might sound ludicrous to those who live off of caffeine, but I've found caffeine absolutely has a completely detrimental effect on my ability to get work done. I become panicky, nervous and confused, and I can't keep a clear train of thought.
This certainly does not apply to everyone, but may to you.
It would have to be some form of heat source, capable of producing an immense form of heat. And since Richard Simmons in spandex would take years to get that far, stars will have to do.
That is the most god-awful interface I've ever seen. However, it does seem feature-rich enough to eventually be useful, and it's been bookmarked. I'll keep tabs on it.
Thanks, I'll try that -- I'm not running Slackware anymore (was dual-booting, eliminated the partition when I got a dedicated Linux machine), so I'll see if I can get it running on my Mandrake box.
Following the docs exactly, I ended up with two completely different end results on SuSE and Slackware. Apparently other people I've spoken to have had similar results with their distro-du-jour.
On SuSE, everything seemed to work fine. It took a little while to compile on my 500 MHz P3 box, but everything worked.
On Slackware, everything compiled fine, if by "compiled fine" I really mean "when you try to run it, it does absolutely nothing and doesn't even start up," which still doesn't make sense because how can I not know what I mean? Why can't I be straightforward instead of derailing my own posts? Something botched in the lib versions I had installed, probably, but after 4 or 5 lengthy recompilations after rereading the docs to ensure I didn't miss anything, I decided it wasn't worth it.
This is all Linux needs to overtake Mac as the gaming platform of choice!
Reminds me of that Mac Gamers video... Photoshop.
Re:I don't see why this is so difficult.
on
Savage to Support Linux
·
· Score: 2, Insightful
I see what you mean, but it's not so incredibly difficult to use wrapper functions/objects for this sort of thing. Plugins are even better, like the graphics output plugins in Unreal Tournament. (OpenGL? 3dfx Glide? Direct3D? S3-fucking-MeTaL? Great planning.)
I meant that it was relatively minor work compared to the rest of the game -- I have undertaken many simpler engine-building tasks and can say how daunting things like memory management can be in a game that needs to track hundreds or thousands of objects, without even getting into the 3D aspect. But compared to the lengthy process needed to build most games, from design to concept drawing to modeling to recording the voice acting -- the engine, while integral and obviously very involved, is by no means the most time-consuming part of the project. (I have not been involved in the development of full games, so if you have, please by all means interject and correct me.)
If you want a great example of how not to do an engine, check out Morrowind.;)
I agree. There are really only a few things that are preventing me from switching to Linux.
1. Multimedia support. Xine and Mplayer are great, if you can get them to work. I've had little trouble on SuSE but it's awfully flaky on Slackware, through my experience. Additionally, there's really precious little to compare to Premiere for video editing. 2. Games. I do play a lot of them. Thankfully, ZSNES and a lot of other emulators are available on Linux. This alleviates that tremendously. Unfortunately, Tux Racer isn't my idea of immersive entertainment. 3. Consistency. Red Hat/Mandrake's attempts to unify the desktops with Bluecurve/Galaxy, respectively, are one step in the right direction; now, if GTK+ would only fix that file picker dialog;D
With Wolfenstein, Neverwinter Nights, and now Savage, we're headed in the right direction. 1 down, 2 to go.
I don't see why it's so difficult for all developers to do this with their games. After all, the majority of development work (Doom3 excused) is creating models, skinning, texturing, Lua scripting, storyboarding, animating, level designing, etc. Why is it so hard to put in another 2 weeks and use an OpenGL rendering plugin, SDL for input, etc. and compile it to run under a different OS? The engine, except for tremendously complex games, is really relatively minor work as far as I understand.
The error reporting mechanism in Windows does not report system crashes (a la those pretty blue screens that say IRQL_NOT_LESS_OR_EQUAL), to my knowledge. It is more likely that two or more fatal application crashes occur daily, and I bet in most of those cases it's because of horrible third-party software. I can't count how many times Macromedia's latest Flash plugin has crashed IE, Opera and Mozilla on me.
How are they calculating this? Are they using an estimated number of Windows installations, or is it only 5 percent of systems which log errors experiencing this? Most people I know turned error reporting off a long, long time ago.
A 512MB CompactFlash card costs about as much as that entire machine, while a CD probably costs about 7 cents to press. And that's 512 MB, not 700. Additionally, I'm not sure how much the adapter costs, or where you'd put one in a machine like this. A 56x CD-ROM drive might run you $20.
Just more useless bloat, I think. I don't need, or want, menu shadows.
98% of all games still aren't making use of pixel shaders
And 80% of games are in 2 dimensions. What's your point?
I realize this statistic is fictitious and was hastily pulled from my ass; so was yours.
Most PC applications don't require much more than a 300 MHz CPU and 96 MB of system RAM. What's your point?
HDTV is being pushed as a standard but most people don't even have S-Video inputs on their televisions. What's your point?
Some people like technology. Some people like quality better, speed faster, and they want it to be quiet. Sure, these things may chug 50-60W (arbitrary figure, it's probably much, much lower) when they're in use playing a 3D game, but people don't 3D game to to and from work every day.
And is it really "wasted"? There's a noticeable and beneficial effect. It is by no means the same as driving an SUV alone using the rear cargo area to haul groceries and your daughter's broken bicycle.
Additionally, you're ignoring the other aspects of SUVs which make them infeasible as car replacements, such as the high rollover rate, the tendency of SUVs to "trip" when hitting small animals such as foxes on the road, or sometimes when the pavement so much as changes texture. SUVs are also regulated as "light trucks" so that they don't have to conform to the same federal safety regulations as normal vehicles. This is due to lobbying on the part of SUV manufacturers, and consumers still buy these deathtraps at premium prices despite how little effort went into making them safe.
The gas consumption and wastefulness of SUVs are only the tip of the iceberg.
Besides, you're ignoring the fact that it's a matter of adoption, and scale which determines waste -- you didn't see us yammering about SUVs much when 15000 people drove them because they weren't popular enough to cause a problem.
So now, instead of searching Kazaa for MVC, I can steal digital pictures I was never intended to have by carting around a WAP. Sweet!
This might sound ludicrous to those who live off of caffeine, but I've found caffeine absolutely has a completely detrimental effect on my ability to get work done. I become panicky, nervous and confused, and I can't keep a clear train of thought.
This certainly does not apply to everyone, but may to you.
</sarcasm></trying-to-be-funny-by-making-homosexua l-references>
Knowing the effectiveness of Bush's military "projects" like that missile shield, he'll blow up the fucking moon.
It would have to be some form of heat source, capable of producing an immense form of heat. And since Richard Simmons in spandex would take years to get that far, stars will have to do.
Disaster Area? Hell no! They get Al Gore's Tony-nominated karaoke rendition of "Born to Run."
Sounds more like it's involved with a new crap reality show than SETI@Home.
That is the most god-awful interface I've ever seen. However, it does seem feature-rich enough to eventually be useful, and it's been bookmarked. I'll keep tabs on it.
Thanks for the link.
Thanks, I'll try that -- I'm not running Slackware anymore (was dual-booting, eliminated the partition when I got a dedicated Linux machine), so I'll see if I can get it running on my Mandrake box.
You do make a good case.
Hubble = rubble!
Ahahahahahahahahahahahahahhaaaaahaw.
I crack myself up.
Following the docs exactly, I ended up with two completely different end results on SuSE and Slackware. Apparently other people I've spoken to have had similar results with their distro-du-jour.
On SuSE, everything seemed to work fine. It took a little while to compile on my 500 MHz P3 box, but everything worked.
On Slackware, everything compiled fine, if by "compiled fine" I really mean "when you try to run it, it does absolutely nothing and doesn't even start up," which still doesn't make sense because how can I not know what I mean? Why can't I be straightforward instead of derailing my own posts? Something botched in the lib versions I had installed, probably, but after 4 or 5 lengthy recompilations after rereading the docs to ensure I didn't miss anything, I decided it wasn't worth it.
This is all Linux needs to overtake Mac as the gaming platform of choice!
Reminds me of that Mac Gamers video... Photoshop.
I see what you mean, but it's not so incredibly difficult to use wrapper functions/objects for this sort of thing. Plugins are even better, like the graphics output plugins in Unreal Tournament. (OpenGL? 3dfx Glide? Direct3D? S3-fucking-MeTaL? Great planning.)
;)
I meant that it was relatively minor work compared to the rest of the game -- I have undertaken many simpler engine-building tasks and can say how daunting things like memory management can be in a game that needs to track hundreds or thousands of objects, without even getting into the 3D aspect. But compared to the lengthy process needed to build most games, from design to concept drawing to modeling to recording the voice acting -- the engine, while integral and obviously very involved, is by no means the most time-consuming part of the project. (I have not been involved in the development of full games, so if you have, please by all means interject and correct me.)
If you want a great example of how not to do an engine, check out Morrowind.
I agree. There are really only a few things that are preventing me from switching to Linux.
;D
1. Multimedia support. Xine and Mplayer are great, if you can get them to work. I've had little trouble on SuSE but it's awfully flaky on Slackware, through my experience. Additionally, there's really precious little to compare to Premiere for video editing.
2. Games. I do play a lot of them. Thankfully, ZSNES and a lot of other emulators are available on Linux. This alleviates that tremendously. Unfortunately, Tux Racer isn't my idea of immersive entertainment.
3. Consistency. Red Hat/Mandrake's attempts to unify the desktops with Bluecurve/Galaxy, respectively, are one step in the right direction; now, if GTK+ would only fix that file picker dialog
With Wolfenstein, Neverwinter Nights, and now Savage, we're headed in the right direction. 1 down, 2 to go.
I don't see why it's so difficult for all developers to do this with their games. After all, the majority of development work (Doom3 excused) is creating models, skinning, texturing, Lua scripting, storyboarding, animating, level designing, etc. Why is it so hard to put in another 2 weeks and use an OpenGL rendering plugin, SDL for input, etc. and compile it to run under a different OS? The engine, except for tremendously complex games, is really relatively minor work as far as I understand.
Yeah, and those heat pockets on Mars? Great.
God damn it, someone beat me to that comment, with the same fucking subject line too. ::smashes face::
I don't see any brakes on that thing.
So what means "moose"?
My mistake, you're all right. I do recall that the only time my XP system ever bluescreened (due to leaked beta nVidia drivers) it did prompt me.
The error reporting mechanism in Windows does not report system crashes (a la those pretty blue screens that say IRQL_NOT_LESS_OR_EQUAL), to my knowledge. It is more likely that two or more fatal application crashes occur daily, and I bet in most of those cases it's because of horrible third-party software. I can't count how many times Macromedia's latest Flash plugin has crashed IE, Opera and Mozilla on me.
How are they calculating this? Are they using an estimated number of Windows installations, or is it only 5 percent of systems which log errors experiencing this? Most people I know turned error reporting off a long, long time ago.