Multiple instance of iTunes, if even possible, would likely wreak havoc with the iTunes Music Library database file, as there is only one, and its location appears to be fixed for any given user account.
Running a second instance of iTunes from another user account (10.3.x) might work, but you would end up with track info logged in two separate databases.
This is a (real)video of the companion product, a rackmount version of the neko. However, the video focuses on the custom front-end software, Karsyn, which is the glue that makes either system work as a unified live performance instrument.
The biggest problem with the ps2 as far as perceived performance and final render quality for ported games is the comparatively limited ram and all those processors contending for the iop bus. Art and sound assets from an xbox game have to be severely cut down to fit in a ps2. Sure, VU assisted rendering would make some things look nicer, but you're still dealing with limited space for textures and sounds compared to xbox.
As far as what systems are used for most cross-platform game dev, what I've seen with this generation of consoles is most iterative design and art work being done with xbox dev kits, and then testing and tweaking finished levels for the ps2 and gamecube. For daily use, the xbox dev tools are simply faster and better integrated.
Not only do half-baked demos hurt a game's pre-release reputation, but they can also waste months of valuable game development time, which in turn hurts the final product.
Unencumbered game development makes better finished games. Finished games make better demos.
Is there some kind of a Moore's law for Censorship? Something like "For every disgusting act of censorship, in 12 to 18 months there will be one twice as disgusting?"
some other thoughts: People who are easily offended deserve to be... a lot!
The Ps2, manufactured by Sony, will operate as a general purpose linux box, OR a proprietary media+rom DRM restricted game platform where the OS is the hardware low-level libraries under game software and UI. Sony makes their own games in-house and licenses the right to independant content developers, then manufactures the final media for all titles.
Software companies like to sell software to people with computers.
Although published under Jane's Combat Simulations, Origin employees also developed the Longbow series for PC.
Multiple instance of iTunes, if even possible, would likely wreak havoc with the iTunes Music Library database file, as there is only one, and its location appears to be fixed for any given user account.
Running a second instance of iTunes from another user account (10.3.x) might work, but you would end up with track info logged in two separate databases.
"Open" is a comparison to other integrated keyboard-workstations, not open-source code.
For the most part, the competing products all run proprietary, closed operating systems with fixed feature sets and limited expandability.
The opensynth is an _open_synth_ in that you can change out all of the hardware with standard pc parts, and load 3rd party software on it.
You are not prevented from installing linux and trying to build an open-open synth, if that what wets yer whistle.
Once its motherboard is outdated, you can expect to be able to replace it with a new one.
This is a (real)video of the companion product, a rackmount version of the neko. However, the video focuses on the custom front-end software, Karsyn, which is the glue that makes either system work as a unified live performance instrument.
OpenLabs-OMX
Also, there are still additional costs to this system with 3rd party plug-ins and virtual synths.
The biggest problem with the ps2 as far as perceived performance and final render quality for ported games is the comparatively limited ram and all those processors contending for the iop bus. Art and sound assets from an xbox game have to be severely cut down to fit in a ps2. Sure, VU assisted rendering would make some things look nicer, but you're still dealing with limited space for textures and sounds compared to xbox.
As far as what systems are used for most cross-platform game dev, what I've seen with this generation of consoles is most iterative design and art work being done with xbox dev kits, and then testing and tweaking finished levels for the ps2 and gamecube. For daily use, the xbox dev tools are simply faster and better integrated.
Not only do half-baked demos hurt a game's pre-release reputation, but they can also waste months of valuable game development time, which in turn hurts the final product. Unencumbered game development makes better finished games. Finished games make better demos.
As a friend of Mr. Noll, I feel I should mention that he also sells Macs through his company, Neoview.
http://www.neoview.com/
However, this is not really mass market retail. His clientele is fairly exclusive. (big name musicians and publishing)
Is there some kind of a Moore's law for Censorship? Something like "For every disgusting act of censorship, in 12 to 18 months there will be one twice as disgusting?"
some other thoughts:
People who are easily offended deserve to be... a lot!
The real war against liberty for all.
The Ps2, manufactured by Sony, will operate as a general purpose linux box, OR a proprietary media+rom DRM restricted game platform where the OS is the hardware low-level libraries under game software and UI. Sony makes their own games in-house and licenses the right to independant content developers, then manufactures the final media for all titles.