That was a great keyboard back in 96! I would demonstrate a simple proof to others to show the benefit of its ergonomics:
* Stand up. Put your hands by your sides. Notice the angle of your hands. * Now raise your hands up, keeping your biceps in place, and making an L, as if you were shaking hands. * Now roll both of your hands inward, as if you were to play a wide piano. Seem how comfortable that is? * Now slide your hands together so your thumbs are touching. Notice how awkward that is?
Took me a little while to get used to it, but it was good. My only problem was that the Y,H,and N keys (quite logically) were put on the right side. I'm a pretty hard-core gamer that uses most of the left side + partial right side of the keyboard, and found those keys "missing." (I used the right hand on the mouse.)
I wish someone would bring it back, duplicating the TY, GH, NM keys on both the left and right side.
-- "Necessity is the mother of invention, but Curiosity is the Father."
-- Michaelangel007
- 15 to 10 years ago, you had to be careful when installing drives, or RAM. You could almost slice your hand on a cheap case that had unfinished and sharp edges.
- Beige Only. You can pick any color, as long as it is beige. Why did it take so bloody long to offer any other color then beige? Critical mass?
- LOUD systems. Have to thank George for showing me just how nice a quiet system is.
- Power hunger systems. 2 molex connections for a GPU ?!
- Crap 3D Video cards in laptops, and almost no benchmarks from the "classic" hardware review sites so you know how bad it sucks compared to a "real" GPU. (Thankfully the S3 Virge is gone from desktops, but laptops are still stuck with poor performance unless you pay an arm and a leg.)
-- "World of Warcraft (TM) is the McDonalds (TM) of MMOs."
-- Michaelangel007
The TSS-1R electrodynamic tether experiment: Scientific and technological results
N. H. Stonea, W. J. Raittb and K. H. Wright, Jr. c a Space Sciences Laboratory, NASA Marshall Space Flight Center, Huntsville, AL 35812, USA b Center for Atmospheric and Space Science, Utah State University, Logan, UT 84322, USA c Center for Space Plasma and Aeronomic Research, University of Alabama in Huntsville, AL 35899, USA
Available online 25 July 2003.
Abstract
The Tethered Satellite System program was designed to provide the opportunity to explore certain space plasma-electrodynamic processes (associated with high-voltage bodies and electrical currents in space) and the orbital mechanics of a gravity-gradient stabilized system of two satellites linked by a long conducting tether. A unique data set was obtained during the TSS-1R mission in which the tether electromotive force and current reached values in excess of 3500 volts and 1 amp, respectively. The insight this has allowed into the current collection process and the physics of high-voltage plasma sheaths is significant. Previous theoretical models of current collection were electrostatic--assuming that the orbital motion of the system, which is highly subsonic with respect to electron thermal motion, was unimportant. This may still be acceptable for the case of relatively slow-moving sounding rockets. However, the TSS-1R results show that motion relative to the plasma does affect current collection and must be accounted for in orbiting systems.
But I guess its easier to believe in scientific dogma, then keep an open mind.
> and I'm under the impression that the Wii is more capable than the DS.
Having shipped games on both the DS and Wii (amongst others), and written OpenGL on the Wii, you are correct.
The Wii forces designers (& developers) to focus on gameplay. You just don't have the "luxury" to fall back on flashy plastic-bump-mapped-textures-up-the-wazoo look of the PS3 and XBox 360.
I don't understand game developers (or publishers) whining about the lack of performance on the Wii compared to the other two. If you need the extra hardware, write your game to those consoles! Ico and Shadow of the Colossus proved that you can "fake" the superior tech. See The Making Of "Shadow Of The Colossus"
That said, when I was E3 last week Silent Hill: Shattered Memories for the Wii looked and played great.
Using the Alt-214 cheat in Savage Empire lets you explore the "top-most" part of the world.
Us old school gamers will remember stacking crates in Trinsic to climb on the roof in order to access the teleporter room in Ultima 7.:-) I remember being giddy when I saw the debug menu (and warp map) in Ultima 7 and figured out how to access it. i.e. ultima7 abcd
For Monkey Island 1, Zak McKracken , Maniac Mansion, Loom, Last Crusade, Monkey Island 2, Fate of Atlantis, Day of the Tentacle Enter Debug Mode to use the Goto-Room.
My brother used to use the (PS2) Baldur's Gate built-in warp menu cheat to run the Gauntlet. (Warp In, Warp Out:)
Hell, just check gamefaqs for your favorite game.
-- Dark Energy by any other name is still the Aether.
From "Old Iron Forge", to the top of Iron Forge Mountain where the airplanes are, to _under_ Stormwind, and before BC, you could actually travel N along the shore from Hinterlands and see "behind" Stratholme.
Thankfully the WoW Map Viewer lets you explore the world (& zones) offline.
Its funny you mention that. Just this weekend I was talking to a co-worker about 3D CGI and "Why is there a Toy Story 3? Wouldn't Monsters Inc, or The Incredibles be a better choice for a sequel." Lo, and behold, well, 1 out of 2 ain't bad.
I was pleasantly surprised with Cars, but I would of thought any other movie would have of had a more interesting back-story for a sequel.
Just have to wait, and be pleasantly surprised with Pixar, like always:)
William A. Tiller, Materials Sciences Department, Stanford University wrote: "The present scientific establishment has grown somewhat fossilized by its current world picture and is locked into a view of reality that has outlived its usefulness. It has begun to limit mankind's growth and has so increased its sense of specialization, separateness, materiality, and mechanical computer-like functioning that it is in real danger of self-extermination."
The problem is this: Writing a _good_ linear story is hard enough; we just don't know how to write a good dynamic story, as no one really has experience in doing it well.
But yeah, I'm bored of Static Worlds too. That was one of the things "Housing" in UO brought to the table -- I'm still waiting for another MMO to "get it."
Can't seem to find the blog/article, but thought Carmack posted about being a game developer was akin to wearing different types of hats: - architect (designing) - engineering (building the program) - scientist (diagnosing bugs)
> I don't really understand why E3 can't be more like Comic-Con. Make it a fun event for gamers. It's not like the press will find it any harder to get info. Create some panels, signings, big rooms for LAN games, etc.
As someone who was there all 3 days, you're missing the point of its purpose: its targeted for publishers and the media, not gamers. That said, I got a chance to play Silent Hill: Shattered Memories, Torchlight, and Jade Dynasty amongst many, many others.
The show is already big enough, that it doesn't need yet even more people of a different demographic.
Of course there are exponential decreasing returns, but it doesn't start until MUCH higher, like 100 Hz, not like the 30 Hz or even 60 Hz that you are proposing.
There is a reason why film can run smoothly at 24 fps, and yet when games do the exact same thing, they appear stuttery.
As someone who has worked on rendering, and games, my experience tells me that you need to study the "problem" more.
> Take a video game for instance. Anything past ~70 fps is really unnoticeable by the average human eye.
I can tell you've never worked on racing games, or understand how our eye works. i.e. "Temporal Aliasing." I used to set my CRT monitor to 100 Hz because at 60, 70, and 80 Hz, I found the image "distracting", whereas the 100 Hz image seemed "rock solid."
Also, just because you are rendering at 59.97 Hz doesn't imply the rest of the game is. Typically physics engines run 2 to 3 times the rendering rate.
So don't assume "stellar speeds" is not important. Loading balancing the various sub-systems to a game is still important. i.e. AI (Artificial Ignorance.)
> You don't use debuggers? Ever? That, to me, seems more inefficient and wasteful than any downsides to developing within an IDE. So when something gets bollocksed up, you just start guessing where the problem is, as opposed to stepping through the program and examining it? Or do you just stick ten thousand print statements in?
1. The better the programmer you are, the less you even need to use a debugger.
A debugger is either a tool or a crutch -- too many junior programmers use it as a crutch. I've worked with a lot of good, experienced programmers who don't even use a debugger half the time to solve problems.
2. I've "debugged" real-times systems on PSX, PS2 and Wii, where there wasn't EVEN a debugger available (PSX, PS2 VU microcode, Wii's IDE had a tendency to crash), so yes, you are _forced_ to think things through based on what is being printed, or when a breakpoint is hit.
Let me know when you've actually been coding for 20+ years working on systems where a debugger is not even functional, is buggy, and/or is incomplete, such as pixel shaders.
No, in the old days, I lost many friends who said "F.U." to Origin and their total lack of doing anything to PvP griefers.
Maybe you enjoyed having your miner constantly PK'd. Myself and many others did not.
>> "It only took WoW how many years to offer a "haircut" ?" > I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.
Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.
>> "It only took WoW how many years to offer a "haircut" ?" > I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.
Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.
> 1. For a great MMO you need to satisfy all the Bartle food groups. While at the same time ensuring they don't adversely impact each other. NO, you don't. You seem to forget that when UO introduced Trammal, 90%+ of the population said F.U. to Felucca.
Killers != PvP (There is over-lap, but they are not the same.)
> 3. You have to give an investment to the player. In UO+AC for example this was housing. Yup - it took a while to save up enough money for a house. It encouraged people to pool together, and buy the smaller houses. Every one was jealous of those who could afford the castle, and tower.
> 4. The players have to feel they actually impact the environment. Agreed. This is a total Joke in WOW. So you control some control points. Big Deal. FPS have done this since '96 with Quake CTF.
The ability for dynamic quests would be a great start.
WOW quests are like going on Disneyland's rides. Since they are static, kills all incentive for replayability.
> 6. A level of customization. Agreed. That's a big problem if today's 3D games -- everyone looks the same. It only took WoW how many years to offer a "haircut" ?
> original Microsoft Natural
That was a great keyboard back in 96! I would demonstrate a simple proof to others to show the benefit of its ergonomics:
* Stand up. Put your hands by your sides. Notice the angle of your hands.
* Now raise your hands up, keeping your biceps in place, and making an L, as if you were shaking hands.
* Now roll both of your hands inward, as if you were to play a wide piano. Seem how comfortable that is?
* Now slide your hands together so your thumbs are touching. Notice how awkward that is?
Took me a little while to get used to it, but it was good. My only problem was that the Y,H,and N keys (quite logically) were put on the right side. I'm a pretty hard-core gamer that uses most of the left side + partial right side of the keyboard, and found those keys "missing." (I used the right hand on the mouse.)
I wish someone would bring it back, duplicating the TY, GH, NM keys on both the left and right side.
--
"Necessity is the mother of invention,
but Curiosity is the Father."
-- Michaelangel007
My personal list...
- 15 to 10 years ago, you had to be careful when installing drives, or RAM. You could almost slice your hand on a cheap case that had unfinished and sharp edges.
- Beige Only. You can pick any color, as long as it is beige. Why did it take so bloody long to offer any other color then beige? Critical mass?
- LOUD systems. Have to thank George for showing me just how nice a quiet system is.
- Power hunger systems. 2 molex connections for a GPU ?!
- Crap 3D Video cards in laptops, and almost no benchmarks from the "classic" hardware review sites so you know how bad it sucks compared to a "real" GPU. (Thankfully the S3 Virge is gone from desktops, but laptops are still stuck with poor performance unless you pay an arm and a leg.)
--
"World of Warcraft (TM) is the McDonalds (TM) of MMOs."
-- Michaelangel007
> electric-cosmos.org is a proponent of the "electric universe" "theory" -- which has been thoroughly rejected over and over
NASA begs to differ...
The TSS-1R electrodynamic tether experiment: Scientific and technological results
N. H. Stonea, W. J. Raittb and K. H. Wright, Jr. c
a Space Sciences Laboratory, NASA Marshall Space Flight Center, Huntsville, AL 35812, USA
b Center for Atmospheric and Space Science, Utah State University, Logan, UT 84322, USA
c Center for Space Plasma and Aeronomic Research, University of Alabama in Huntsville, AL 35899, USA
Available online 25 July 2003.
Abstract
The Tethered Satellite System program was designed to provide the opportunity to explore certain space plasma-electrodynamic processes (associated with high-voltage bodies and electrical currents in space) and the orbital mechanics of a gravity-gradient stabilized system of two satellites linked by a long conducting tether. A unique data set was obtained during the TSS-1R mission in which the tether electromotive force and current reached values in excess of 3500 volts and 1 amp, respectively. The insight this has allowed into the current collection process and the physics of high-voltage plasma sheaths is significant. Previous theoretical models of current collection were electrostatic--assuming that the orbital motion of the system, which is highly subsonic with respect to electron thermal motion, was unimportant. This may still be acceptable for the case of relatively slow-moving sounding rockets. However, the TSS-1R results show that motion relative to the plasma does affect current collection and must be accounted for in orbiting systems.
But I guess its easier to believe in scientific dogma, then keep an open mind.
> Seems simple enough.
So I pay $0.01, and the rest of my family watches for free.
Sounds like a great idea!
> and I'm under the impression that the Wii is more capable than the DS.
Having shipped games on both the DS and Wii (amongst others), and written OpenGL on the Wii, you are correct.
The Wii forces designers (& developers) to focus on gameplay. You just don't have the "luxury" to fall back on flashy plastic-bump-mapped-textures-up-the-wazoo look of the PS3 and XBox 360.
I don't understand game developers (or publishers) whining about the lack of performance on the Wii compared to the other two. If you need the extra hardware, write your game to those consoles! Ico and Shadow of the Colossus proved that you can "fake" the superior tech. See The Making Of "Shadow Of The Colossus"
That said, when I was E3 last week Silent Hill: Shattered Memories for the Wii looked and played great.
Using the Alt-214 cheat in Savage Empire lets you explore the "top-most" part of the world.
Us old school gamers will remember stacking crates in Trinsic to climb on the roof in order to access the teleporter room in Ultima 7. :-)
I remember being giddy when I saw the debug menu (and warp map) in Ultima 7 and figured out how to access it. i.e. ultima7 abcd
For Monkey Island 1, Zak McKracken , Maniac Mansion, Loom, Last Crusade, Monkey Island 2, Fate of Atlantis, Day of the Tentacle
Enter Debug Mode to use the Goto-Room.
My brother used to use the (PS2) Baldur's Gate built-in warp menu cheat to run the Gauntlet. (Warp In, Warp Out :)
Hell, just check gamefaqs for your favorite game.
--
Dark Energy by any other name is still the Aether.
From "Old Iron Forge", to the top of Iron Forge Mountain where the airplanes are, to _under_ Stormwind, and before BC, you could actually travel N along the shore from Hinterlands and see "behind" Stratholme.
Thankfully the WoW Map Viewer lets you explore the world (& zones) offline.
What, you mean The Computer Guy: Nick Burns "You're Welcome!" isn't enough? :-)
--
The missing 5th fundamental force is consciousness.
Its funny you mention that. Just this weekend I was talking to a co-worker about 3D CGI and "Why is there a Toy Story 3? Wouldn't Monsters Inc, or The Incredibles be a better choice for a sequel." Lo, and behold, well, 1 out of 2 ain't bad.
I was pleasantly surprised with Cars, but I would of thought any other movie would have of had a more interesting back-story for a sequel.
Just have to wait, and be pleasantly surprised with Pixar, like always :)
Edwin Hubble's assistant isn't credible enough?!
lol !
--
William A. Tiller, Materials Sciences Department, Stanford University wrote: "The present scientific establishment has grown somewhat fossilized by its current world picture and is locked into a view of reality that has outlived its usefulness. It has begun to limit mankind's growth and has so increased its sense of specialization, separateness, materiality, and mechanical computer-like functioning that it is in real danger of self-extermination."
Halton C. Arp, a professional astronomer was Edwin Hubble's assistant, says otherwise ...
http://www.electric-cosmos.org/arp.htm
As someone who works on emulators, three words: comp.emulators.apple2
but yeah, i miss rec.games.programmer
The problem is this: Writing a _good_ linear story is hard enough; we just don't know how to write a good dynamic story, as no one really has experience in doing it well.
But yeah, I'm bored of Static Worlds too. That was one of the things "Housing" in UO brought to the table -- I'm still waiting for another MMO to "get it."
Can't seem to find the blog/article, but thought Carmack posted about being a game developer was akin to wearing different types of hats:
- architect (designing)
- engineering (building the program)
- scientist (diagnosing bugs)
I know this topic has been discussed back in 2004...
http://discuss.fogcreek.com/joelonsoftware/default.asp?cmd=show&ixPost=182392
> I don't really understand why E3 can't be more like Comic-Con. Make it a fun event for gamers. It's not like the press will find it any harder to get info. Create some panels, signings, big rooms for LAN games, etc.
As someone who was there all 3 days, you're missing the point of its purpose: its targeted for publishers and the media, not gamers.
That said, I got a chance to play Silent Hill: Shattered Memories, Torchlight, and Jade Dynasty amongst many, many others.
The show is already big enough, that it doesn't need yet even more people of a different demographic.
> I used to think that all drugs were bad, and all that stuff.
Someone should of told the US Dept of Agriculture :)
"Hemp for Victory"
http://www.youtube.com/watch?v=Ne9UF-pFhJY
http://www.youtube.com/watch?v=jokV8xlJTNE
This rather an interesting anatomy on the whole failed drug war. Using peer pressure to stop gang violence in Section 7 is rather interesting...
http://www.rollingstone.com/politics/story/17438347/how_america_lost_the_war_on_drugs/print
Totally, agreed TSoMI jumped the shark after TSoMI2 -- both in gameplay and graphics.
Looks like wikipedia has already been updated:
* Original Cover
* Special Edition
Is there a specific name for the style of art that the first two had? (Besides Good :)
Of course there are exponential decreasing returns, but it doesn't start until MUCH higher, like 100 Hz, not like the 30 Hz or even 60 Hz that you are proposing.
There is a reason why film can run smoothly at 24 fps, and yet when games do the exact same thing, they appear stuttery.
As someone who has worked on rendering, and games, my experience tells me that you need to study the "problem" more.
> Take a video game for instance. Anything past ~70 fps is really unnoticeable by the average human eye.
I can tell you've never worked on racing games, or understand how our eye works. i.e. "Temporal Aliasing." I used to set my CRT monitor to 100 Hz because at 60, 70, and 80 Hz, I found the image "distracting", whereas the 100 Hz image seemed "rock solid."
Also, just because you are rendering at 59.97 Hz doesn't imply the rest of the game is. Typically physics engines run 2 to 3 times the rendering rate.
So don't assume "stellar speeds" is not important. Loading balancing the various sub-systems to a game is still important. i.e. AI (Artificial Ignorance.)
Yeah @ to deference a pointer probably would of been a better choice. (At least you could search for them then :)
Hindsight is 20/20.
Nah, more like, If Microsoft designed the iPod Package :)
> You don't use debuggers? Ever? That, to me, seems more inefficient and wasteful than any downsides to developing within an IDE. So when something gets bollocksed up, you just start guessing where the problem is, as opposed to stepping through the program and examining it? Or do you just stick ten thousand print statements in?
1. The better the programmer you are, the less you even need to use a debugger.
A debugger is either a tool or a crutch -- too many junior programmers use it as a crutch. I've worked with a lot of good, experienced programmers who don't even use a debugger half the time to solve problems.
2. I've "debugged" real-times systems on PSX, PS2 and Wii, where there wasn't EVEN a debugger available (PSX, PS2 VU microcode, Wii's IDE had a tendency to crash), so yes, you are _forced_ to think things through based on what is being printed, or when a breakpoint is hit.
Let me know when you've actually been coding for 20+ years working on systems where a debugger is not even functional, is buggy, and/or is incomplete, such as pixel shaders.
-- /.
Reddit - the Dig of
> In the old days they would just fight it out.
No, in the old days, I lost many friends who said "F.U." to Origin and their total lack of doing anything to PvP griefers.
Maybe you enjoyed having your miner constantly PK'd. Myself and many others did not.
>> "It only took WoW how many years to offer a "haircut" ?"
> I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.
Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.
>> "It only took WoW how many years to offer a "haircut" ?"
> I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.
Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.
> 1. For a great MMO you need to satisfy all the Bartle food groups. While at the same time ensuring they don't adversely impact each other.
NO, you don't. You seem to forget that when UO introduced Trammal, 90%+ of the population said F.U. to Felucca.
Killers != PvP (There is over-lap, but they are not the same.)
> 3. You have to give an investment to the player. In UO+AC for example this was housing.
Yup - it took a while to save up enough money for a house. It encouraged people to pool together, and buy the smaller houses. Every one was jealous of those who could afford the castle, and tower.
> 4. The players have to feel they actually impact the environment.
Agreed. This is a total Joke in WOW. So you control some control points. Big Deal. FPS have done this since '96 with Quake CTF.
The ability for dynamic quests would be a great start.
WOW quests are like going on Disneyland's rides. Since they are static, kills all incentive for replayability.
> 6. A level of customization.
Agreed. That's a big problem if today's 3D games -- everyone looks the same. It only took WoW how many years to offer a "haircut" ?