Nightwish is... popular. I can find their albums in the record store at the mall. Diablo, Amorphis, Falconer, Ensiferum or Wintersun; these are bands with practically 0 North American market penetration - or so I'm led to believe by the fact that I can't find their albums in my area (admittedly anecdotal) and the fact that they don't tour in North America.
Rogers Cable, which services parts of Canada, has started traffic shaping all encrypted packets to give them lower priority and throughput. Yeah, laughable. I sure am glad I don't subscribe to their shit.
It is harder to forge but not because of some stupid restriction like "the stuff is harder to get". Any fool can write a RFID tag with quite reasonably priced equipment as well. The security actually comes from the cryptographic hash of the digital data also on the RFID tag. Therefore, if the digital data matches the physical printing of the data, and the cryptographic hash checks out, then you have within a good degree of certainty that the passport is legit. Of course, who knows if the secret hashing algorithm has been leaked or not, but that's a totally different concern.
With that said, a wireless technology is completely stupid for this sort of application. Any official checking a passport is going to be physically handling it anyway, so what's wrong with requiring a physical connection, like that in a smartcard?
The Warcraft "story" is completely stagnant in WoW; nothing ever changes. You grind the same old missions over and over again and yet nothing ever changes. That is, unless you count the perpetual next-tier of equipment that Blizzard releases to keep the mindless inhabitants grinding and paying.
Under wine, the game has no multiplayer and for some that could be considered completely unplayable, since I don't think many people buy RTS games for the singleplayer.
As someone who works at simply modding other people's game engines, I can easily say that you have no idea what the fuck you're talking about. Games aren't just about having an engine that you can simply throw assets at and run off the assembly line (well, EA may think so). Coding is an extremely important part of game design. Even if I were to agree with your point, SOMEONE has to make these engines that you speak of.
Depending on where you'd like to go with it, you may or may not require a computer science degree. If you're looking to get into the hardcore parts of engine design then computer science may be for you. There's an awful lot of complicated concepts required at that level, both in terms of application design, and mathematics. For 3d engines you need to know a good deal about 3d vectors, matrices, quaternions. If you're looking at programming AI then you've got to have not only a solid foundation of understanding the mathematics of the engine but also AI's own fun programming style, such as finite state machines, and graphs (especially with respect to pathfinding), just to throw a couple of the more popular AI paradigms out there.
On the other hand, if you're just looking at doing game logic code, which is still vastly important to a game (since it handles the details of gameplay), then CS might not be as important. A strong foundation in programming and at least an understanding of some of the topics stated above is an asset. As a modder, this is where I stand now. My education isn't complete, and I simply don't have the time to be fiddling around with creating my own engines or modifying those that already exist.
Game logic includes things like defining how items are stored in a player's inventory, building the bridge between the inventory UI and the inventory in memory, how enemies are spawned, the interaction of agents with the environment, etc. While some may describe it as being more "menial" (i.e. some may claim that there is not a lot of challenge when hooking up an interface with an API), I would say that game logic is still highly stimulating and provides a good degree of challenging problems to be overcome. While engine designers may be making interesting innovations in the world of graphics and physics, the logic coders are the ones making interesting innovations in the world of gameplay. To pull a quick example, Gears of War's "active reload" is something that is handled by game logic and not the engine, and I consider this to be at least a little innovative.
To further a counter-point to parent, the Doom 3 engine was licenced to Human Head for the production of Prey. Human Head did not simply have a team of artists that put assets and maps into the engine until they had a game. There was still a vast amount of change that needed to be made to the engine and the game code to handle the new things that happened in Prey. Portals that could be shot and seen through, anti-gravity, the ability to leave your body, etc. all did not exist in Doom 3. These had to come from somewhere; the coders from Human Head, that worked on a pre-designed engine. "Completed" engines do not preclude programmers.
From an employment standpoint, I can offer no advice. I have never been employed at a development studio nor have I applied.
Actually, you're considered a professional of X when you make money doing X.
So if 1000 oil-changes were made for free, you'd still have an amateur. If one oil-change was made for money, you'd have a professional. I realize there are other meanings to the word, but this interpretation is indeed valid.
Was. Carmack supported OpenGL because he felt it was better. We'll see when the new id IP comes out whether or not he still feels that way about Direct3D and OpenGL.
How many casualties were there in the Cold War?
Nightwish is... popular. I can find their albums in the record store at the mall. Diablo, Amorphis, Falconer, Ensiferum or Wintersun; these are bands with practically 0 North American market penetration - or so I'm led to believe by the fact that I can't find their albums in my area (admittedly anecdotal) and the fact that they don't tour in North America.
How?
That used to work, but it doesn't anymore; slashdot redirects you to the original subdomain. Try it!
*beagle
Your sarcasm upgrade will be arriving in between 3 and 6 business years.
Rogers Cable, which services parts of Canada, has started traffic shaping all encrypted packets to give them lower priority and throughput. Yeah, laughable. I sure am glad I don't subscribe to their shit.
But he's not posting as an AC, so he must have been logged in...
Good thing they aren't all iPods then.
Anymore? Arguably it was never enough.
Vertical learning curve is instantaneous mastery. Think about it.
e cts
http://en.wikipedia.org/wiki/Experience_curve_eff
It is harder to forge but not because of some stupid restriction like "the stuff is harder to get". Any fool can write a RFID tag with quite reasonably priced equipment as well. The security actually comes from the cryptographic hash of the digital data also on the RFID tag. Therefore, if the digital data matches the physical printing of the data, and the cryptographic hash checks out, then you have within a good degree of certainty that the passport is legit. Of course, who knows if the secret hashing algorithm has been leaked or not, but that's a totally different concern.
With that said, a wireless technology is completely stupid for this sort of application. Any official checking a passport is going to be physically handling it anyway, so what's wrong with requiring a physical connection, like that in a smartcard?
The Warcraft "story" is completely stagnant in WoW; nothing ever changes. You grind the same old missions over and over again and yet nothing ever changes. That is, unless you count the perpetual next-tier of equipment that Blizzard releases to keep the mindless inhabitants grinding and paying.
EVE online?
... which is exactly how every single dynamic DNS service I've seen works.
He didn't, but you clearly did.
How?
Maybe the big fish can provide it in a way where I get to listen to it the way I want.
You should be fair; it barely works.
4 0
http://appdb.winehq.org/appview.php?iVersionId=74
Under wine, the game has no multiplayer and for some that could be considered completely unplayable, since I don't think many people buy RTS games for the singleplayer.
As someone who works at simply modding other people's game engines, I can easily say that you have no idea what the fuck you're talking about. Games aren't just about having an engine that you can simply throw assets at and run off the assembly line (well, EA may think so). Coding is an extremely important part of game design. Even if I were to agree with your point, SOMEONE has to make these engines that you speak of.
Depending on where you'd like to go with it, you may or may not require a computer science degree. If you're looking to get into the hardcore parts of engine design then computer science may be for you. There's an awful lot of complicated concepts required at that level, both in terms of application design, and mathematics. For 3d engines you need to know a good deal about 3d vectors, matrices, quaternions. If you're looking at programming AI then you've got to have not only a solid foundation of understanding the mathematics of the engine but also AI's own fun programming style, such as finite state machines, and graphs (especially with respect to pathfinding), just to throw a couple of the more popular AI paradigms out there.
On the other hand, if you're just looking at doing game logic code, which is still vastly important to a game (since it handles the details of gameplay), then CS might not be as important. A strong foundation in programming and at least an understanding of some of the topics stated above is an asset. As a modder, this is where I stand now. My education isn't complete, and I simply don't have the time to be fiddling around with creating my own engines or modifying those that already exist.
Game logic includes things like defining how items are stored in a player's inventory, building the bridge between the inventory UI and the inventory in memory, how enemies are spawned, the interaction of agents with the environment, etc. While some may describe it as being more "menial" (i.e. some may claim that there is not a lot of challenge when hooking up an interface with an API), I would say that game logic is still highly stimulating and provides a good degree of challenging problems to be overcome. While engine designers may be making interesting innovations in the world of graphics and physics, the logic coders are the ones making interesting innovations in the world of gameplay. To pull a quick example, Gears of War's "active reload" is something that is handled by game logic and not the engine, and I consider this to be at least a little innovative.
To further a counter-point to parent, the Doom 3 engine was licenced to Human Head for the production of Prey. Human Head did not simply have a team of artists that put assets and maps into the engine until they had a game. There was still a vast amount of change that needed to be made to the engine and the game code to handle the new things that happened in Prey. Portals that could be shot and seen through, anti-gravity, the ability to leave your body, etc. all did not exist in Doom 3. These had to come from somewhere; the coders from Human Head, that worked on a pre-designed engine. "Completed" engines do not preclude programmers.
From an employment standpoint, I can offer no advice. I have never been employed at a development studio nor have I applied.
I could be categorizing myself into the not-understanding group here but 11 in binary is 3 in decimal. GP's sig only lists two. /shrug
Nobody uses the macs at my school either, unless the lab is so full that there's no other computers available.
No. You are wrong. HAND.
Actually, you're considered a professional of X when you make money doing X.
So if 1000 oil-changes were made for free, you'd still have an amateur. If one oil-change was made for money, you'd have a professional. I realize there are other meanings to the word, but this interpretation is indeed valid.
http://m-w.org/dictionary/professional
Was. Carmack supported OpenGL because he felt it was better. We'll see when the new id IP comes out whether or not he still feels that way about Direct3D and OpenGL.