Well the use of $ for variable names means it's definately not C++; assuming that "printLine" is a function that could have been declared by the person writing the code; it could be PHP.
But you shouldn't not mod someone up because they are the minority in the group. He had a legitimate problem; as did the other few people - you need to take both in, just because the majority of systems work fine (and they should!) doesn't mean the few problems should be overlooked. Even if the company is Apple.
Sure looks like 3 people having problems, not just one. I'm sure there are a lot more that aren't reading slashdot either. Good enough for me to mod them up.
Those are the terms of the GPL.
I love how, when the tides turn on GPL software, the GPL advocates start complaining about source code theft. That's the fucking license; you wanted it, you love it, deal with it. Under the GPL any software can be "hijacked" and sold on the commercial standpoint as another name.
Because the engine they use supported it out of the box? Because writing code support for 3 operating systems, including using probably atleast 3 different APIs (OpenGL, OpenAL, SDL?) is just SO much easier than writing a game for DirectX9.
Bring in a laptop with a high resolution scanner and start scanning images into your computer. When they ask you what you're doing, you tell them that you are scanning public domain books into your computer because you don't feel like paying their $30 fee. I'm wondering what they could do to you then.
No shit, I just thought Halo 2 sucked because they were ending the series. So now it sucked because they want me to buy the new edition on the new system? Psh.
Nintendo is complaining because they aren't making the games for the right group of people to get the market share (at least here in the US). They are attempting to find reasons to justify this; which is why they claim all that bullshit. The people who are talking for Nintendo are millionares, all they want is money, if a programmer making $50k a year starts talking about that then I might believe him.
Usually the reason for not being able to connect to the Steam service (besides it being down for whatever reason) is that their internet connection is improperly configured. What that boils down to is there being some sort of Firewall problem: either a software firewall that isn't given the proper permissions to Steam and all the executables for games, or (some) hardware firewall that isn't forwarding the proper ports to the machine (which is listed in the trouble shooting section of the Help Desk area).
Learn a little bit more about Steam and then post buddy. You need an internet connection to authenticate once; and only once. After that point; if you wish to get updates or play the game online you need an internet connection (obviously). This wasn't the case at first; but it is definately the case now.
You don't subscribe to the service; subscribing to a service would involve the transfer of fees on a N term of basis. The argument is that there wasn't enough information given on the package about how in depth the internet connection must be used. Plain and simple. The reason they want HL2 to be untied from Steam is because it's already sold millions of copies that were falsely advertised.
Anyone with half a brain though knew about Steam well before Half-Life 2 was released. If you didn't then you were most likely not going to purchase the game anyway.
Why would I be forced to use an nVIDIA card? The ATi drivers are not there; definately by far. The nVIDIA drivers are great, but having one half of the whole still doesn't make the game industry switch their efforts.
I'm hoping to eventually run a game development firm; my games would be cross-platform because I believe in targetting the most people you can. But because I want to go this route, this means that I will have to totally ditch the idea of "cutting corners" with DirectX (which in the long run is good). But that still doesn't change the fact that ATi needs to bring their drivers up to par in order for Linux to be seen as something of a mainstream platform for gaming. Once that happens, I believe we'll start seeing more and more games doing the multi-platform thing.
Anything slamming keys randomly could produce something eventually. The fact is: It's not going to happen, so why worry about it? Sure each will rip differently; each will have different ID fields (although you could get around this by only checking the music data itself istead of the header). But it still remains: People are going to be downloading from the fastest possible connection.
What exactly does this mean? There is going to be an abundence of one; maybe two; types of files across a network (with the given name). When people find out that a file isn't what it's suppose to be; they normally delete it.
You can track the SHA1/MD5 hash of the file and determine how many times it has been downloaded that way. The filename could be anything you want it to be; but the hashes are always going to be the same (for the same file).
Streaming CD Audio from a CD does in fact take CPU cycles; anyone streaming MP3s off a CD on a mid-range laptop can see this easily. Now put this into a game engine that is calculating logic, ai, and video.
It's not the fact that they can't learn SDL; it's the fact that to take the time and money (the game industry is a business) to do so is not worth the gain you will get out of it. Linux has a long way to go before it's "there" in the game industries' eyes.
I have yet to see a recent game (running through WINE) that runs better than it's Windows counterpart (as long as the systems are the *exact* same; and the systems are properly set up). The fact is: the video drivers aren't there yet for Linux.
First off; you can't accurately rate a benchmark if you turn off a major component in a game engine. An audio system is a very big component; especially since some audio instructions could be offsetted to the CPU. It doesn't work better unless it works right; and if it doesn't work right then it doesn't work at all (in my mind). Hacking shit together isn't how support should be made.
The fact that the Linux client for Doom 3 has absolutely nothing to do with how easy it is to port games to Linux. Anything running on OpenGL/SDL with a similar style audio API (not DirectSound) can be ported to Linux with some effort. But the real position of the matter is that a good number of the games out there use DirectX. And now matter how much you try; an emulator is not going to get the same performance as DirectX.
And before your flame; WINE is an emulator, the google definition for an emulator is as follows:
The imitation of a computer system, performed by a combination of hardware and software, that allows programs to run between incompatible systems.
Not without better driver support for video; both ATi and nVIDIA (nVIDIA's are much better though) have problems with their Linux drivers. This is a known issue; and for some reason, doesn't seem to be addressed. It would be nice if it was; but I'm sure they're following the same reasoning as 95% of the gaming industry - the percentage of people that want to game on Linux is too small to work it for.
Don't get me wrong; I would love to be able to play all my games on Linux (and the ones I am programming myself will work across multiple platforms) but actually getting *other* companies to do it is something different. You expect Linux support when most game developers don't give to shits about Mac support... won't happen.
I really don't understand. XML is great for information that might need to be easily parsed, readed, or changed by a number of applications. In fact; it's probably something that we've needed a lot longer than we've had it. But that's where it ends.
Usually (at least, from my limited experience) a serialized object from a program is normally only needed to be loaded up by that program (which usually results in their own.dat files). Still when I have been toying around with my own serializer; I haven't found a need to actually need to hand change any of this information.
Why reinvent the wheel though? It seems this would only be useful in web application for a database of sorts. The only usefulness (actual useful ness) would be for a document format (Word, Excel, Access, etc). This is the type of format that you would want to be portable; easily changeable (if need be) by hand; and thrown across several different platforms where it can be read.
I guess that would make there to be a use for it then; but do we really need a standard for the such? Anyone who plans on using this idea will create their own standard anyway (look what Apple has done with their new format for Pages).
Well the use of $ for variable names means it's definately not C++; assuming that "printLine" is a function that could have been declared by the person writing the code; it could be PHP.
Absolutely.
But you shouldn't not mod someone up because they are the minority in the group. He had a legitimate problem; as did the other few people - you need to take both in, just because the majority of systems work fine (and they should!) doesn't mean the few problems should be overlooked. Even if the company is Apple.
Sure looks like 3 people having problems, not just one. I'm sure there are a lot more that aren't reading slashdot either. Good enough for me to mod them up.
That would be PHP buddy.
You wanted the GPL, deal with it.
Those are the terms of the GPL.
I love how, when the tides turn on GPL software, the GPL advocates start complaining about source code theft. That's the fucking license; you wanted it, you love it, deal with it. Under the GPL any software can be "hijacked" and sold on the commercial standpoint as another name.
Because the engine they use supported it out of the box? Because writing code support for 3 operating systems, including using probably atleast 3 different APIs (OpenGL, OpenAL, SDL?) is just SO much easier than writing a game for DirectX9.
Absolutely not; becuase it's a Slashdot bullshit answer.
Bring in a laptop with a high resolution scanner and start scanning images into your computer. When they ask you what you're doing, you tell them that you are scanning public domain books into your computer because you don't feel like paying their $30 fee. I'm wondering what they could do to you then.
No shit, I just thought Halo 2 sucked because they were ending the series. So now it sucked because they want me to buy the new edition on the new system? Psh.
Bullshit.
Nintendo is complaining because they aren't making the games for the right group of people to get the market share (at least here in the US). They are attempting to find reasons to justify this; which is why they claim all that bullshit. The people who are talking for Nintendo are millionares, all they want is money, if a programmer making $50k a year starts talking about that then I might believe him.
Usually the reason for not being able to connect to the Steam service (besides it being down for whatever reason) is that their internet connection is improperly configured. What that boils down to is there being some sort of Firewall problem: either a software firewall that isn't given the proper permissions to Steam and all the executables for games, or (some) hardware firewall that isn't forwarding the proper ports to the machine (which is listed in the trouble shooting section of the Help Desk area).
Learn a little bit more about Steam and then post buddy. You need an internet connection to authenticate once; and only once. After that point; if you wish to get updates or play the game online you need an internet connection (obviously). This wasn't the case at first; but it is definately the case now.
You don't subscribe to the service; subscribing to a service would involve the transfer of fees on a N term of basis. The argument is that there wasn't enough information given on the package about how in depth the internet connection must be used. Plain and simple. The reason they want HL2 to be untied from Steam is because it's already sold millions of copies that were falsely advertised.
Anyone with half a brain though knew about Steam well before Half-Life 2 was released. If you didn't then you were most likely not going to purchase the game anyway.
Why would I be forced to use an nVIDIA card? The ATi drivers are not there; definately by far. The nVIDIA drivers are great, but having one half of the whole still doesn't make the game industry switch their efforts.
I'm hoping to eventually run a game development firm; my games would be cross-platform because I believe in targetting the most people you can. But because I want to go this route, this means that I will have to totally ditch the idea of "cutting corners" with DirectX (which in the long run is good). But that still doesn't change the fact that ATi needs to bring their drivers up to par in order for Linux to be seen as something of a mainstream platform for gaming. Once that happens, I believe we'll start seeing more and more games doing the multi-platform thing.
I never understood that case.
Anything slamming keys randomly could produce something eventually. The fact is: It's not going to happen, so why worry about it? Sure each will rip differently; each will have different ID fields (although you could get around this by only checking the music data itself istead of the header). But it still remains: People are going to be downloading from the fastest possible connection.
What exactly does this mean? There is going to be an abundence of one; maybe two; types of files across a network (with the given name). When people find out that a file isn't what it's suppose to be; they normally delete it.
You can track the SHA1/MD5 hash of the file and determine how many times it has been downloaded that way. The filename could be anything you want it to be; but the hashes are always going to be the same (for the same file).
200GB of music? I find that very hard to believe unless you do your own composing for movies or something similar to that.
Streaming CD Audio from a CD does in fact take CPU cycles; anyone streaming MP3s off a CD on a mid-range laptop can see this easily. Now put this into a game engine that is calculating logic, ai, and video.
It's not the fact that they can't learn SDL; it's the fact that to take the time and money (the game industry is a business) to do so is not worth the gain you will get out of it. Linux has a long way to go before it's "there" in the game industries' eyes.
I have yet to see a recent game (running through WINE) that runs better than it's Windows counterpart (as long as the systems are the *exact* same; and the systems are properly set up). The fact is: the video drivers aren't there yet for Linux.
First off; you can't accurately rate a benchmark if you turn off a major component in a game engine. An audio system is a very big component; especially since some audio instructions could be offsetted to the CPU. It doesn't work better unless it works right; and if it doesn't work right then it doesn't work at all (in my mind). Hacking shit together isn't how support should be made.
Typical zealot not willing to admit Linux isn't bulletproof.
I forgot to reply to last part of your comment:
The fact that the Linux client for Doom 3 has absolutely nothing to do with how easy it is to port games to Linux. Anything running on OpenGL/SDL with a similar style audio API (not DirectSound) can be ported to Linux with some effort. But the real position of the matter is that a good number of the games out there use DirectX . And now matter how much you try; an emulator is not going to get the same performance as DirectX.
And before your flame; WINE is an emulator, the google definition for an emulator is as follows:
The imitation of a computer system, performed by a combination of hardware and software, that allows programs to run between incompatible systems.
Not without better driver support for video; both ATi and nVIDIA (nVIDIA's are much better though) have problems with their Linux drivers. This is a known issue; and for some reason, doesn't seem to be addressed. It would be nice if it was; but I'm sure they're following the same reasoning as 95% of the gaming industry - the percentage of people that want to game on Linux is too small to work it for.
Don't get me wrong; I would love to be able to play all my games on Linux (and the ones I am programming myself will work across multiple platforms) but actually getting *other* companies to do it is something different. You expect Linux support when most game developers don't give to shits about Mac support... won't happen.
I really don't understand. XML is great for information that might need to be easily parsed, readed, or changed by a number of applications. In fact; it's probably something that we've needed a lot longer than we've had it. But that's where it ends.
.dat files). Still when I have been toying around with my own serializer; I haven't found a need to actually need to hand change any of this information.
Usually (at least, from my limited experience) a serialized object from a program is normally only needed to be loaded up by that program (which usually results in their own
Why reinvent the wheel though? It seems this would only be useful in web application for a database of sorts. The only usefulness (actual useful ness) would be for a document format (Word, Excel, Access, etc). This is the type of format that you would want to be portable; easily changeable (if need be) by hand; and thrown across several different platforms where it can be read.
I guess that would make there to be a use for it then; but do we really need a standard for the such? Anyone who plans on using this idea will create their own standard anyway (look what Apple has done with their new format for Pages).