a) This has more to do with Japanese desire to be part of a group. It has nothing to do with bully-ing* the -normals- They rarely do. Being themselves has nothing to do with harrasing the un-geek.
b) Self respecting (woman-loving) geek? They are Otaku, so self respect is gone, and are japanese, so the woman loving part too is gone. The average japanese male rarely thinks on women on equal terms, being a lonely Otaku will not make this any different.
c) Agree.
I have been living in Jp for about 3 years now, and I visit Akiba every 3 weeks or so... it's still not a place I would go with the wifey, tough.
Actually, a couple of months back on TV they (random string of tarento and beat takeshi) showed how it is possible to steal info wirelessly. The demo was just a guy with a reader in an elevator.
The solution? Tin foil:p
I wonder if they are also going to tin wrap the cell phones too...
Why people does't get paranoid? It's japan! They are only worried about Young Pe Jung and the Piano man.
You got modded as funny, but this model sort of works in Japan right now.
It's called a "hakken gaisha" (sorta like "finding company"), they find jobs for you, when the job is over, they get you a new one.
So, its funny because its true I guess...
Galaga, Galaxian, MsPacman, Pacman, Racer and X racer have a PSP version, multiplayer, via wireless. only 1 umd required.../me thinks
--message paid by SCEA;)
According to this:
http://www.microsoft.com/windows2000/support/lifec ycle/
Support Dates for Windows 2000 Server, Advanced Server, and Datacenter Server
Type of Support Availability
Mainstream
* Paid-per-incident support
* Free hotfix support
June 30, 2005
Extended
* Hourly support
* Paid hotfix support
June 30, 2010
Security hotfixes Free to all customers through March 31, 2007
I actually wonder if there are any respected company using it...
Actually, since my professional life begun (circa 2000), I haven't seen a single server running it. Being lucky, I guess...
er...
text here.
Welcome, Q3 source, Graphics
December 31st, 2004 | John Carmack's Blog
December 31, 2004
Welcome
I get a pretty steady trickle of emails from people hoping for.plan file updates. There were two main factors involved in my not doing updates for a long time - a good chunk of my time and interest was sucked into Armadillo Aerospace, and the fact that the work I had been doing at Id for the last half of Doom 3 development was basically pretty damn boring.
The Armadillo work has been very rewarding from a learning-lots-of-new-stuff perspective, and I'm still committed to the vehicle development, even post X-Prize, but the work at Id is back to a high level of interest now that we are working on a new game with new technology. I keep running across topics that are interesting to talk about, and the Armadillo updates have been a pretty good way for me to organize my thoughts, so I'm going to give it a more general try here..plan files were appropriate ten years ago, and sort of retro-cute several years ago, but I'll be sensible and use the web.
I'm not quite sure what the tone is going to be - there will probably be some general interest stuff, but a bunch of things will only be of interest to hardcore graphics geeks.
I have had some hesitation about doing this because there are a hundred times as many people interested in listening to me talk about games / graphics / computers as there are people interested in rocket fabrication, and my mailbox is already rather time consuming to get through.
If you really, really want to email me, add a "[JC]" in the subject header so the mail gets filtered to a mailbox that isn't clogged with spam. I can't respond to most of the email I get, but I do read everything that doesn't immediately scan as spam. Unfortunately, the probability of getting an answer from me doesn't have a lot of correlation with the quality of the question, because what I am doing at the instant I read it is more dominant, and there is even a negative correlation for "deep" questions that I don't want to make an off-the-cuff response to.
Quake 3 Source
I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn't the same as having a royalty free license without the need to disclose the source, but I'm pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won't be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won't wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
Random Graphics Thoughts
Years ago, when I first heard about the inclusion of derivative instructions in fragment programs, I couldn't think of anything off hand that I wanted them for. As I start working on a new generation of rendering code, uses for them come up a lot more often than I expected.
I can't actually use them in our production code because it is an Nvidia-only feature at the moment, but it is convenient to do experimental code with the nv_fragment_program extension before figuring out various ways to build funny texture mip maps so that the built in texture filtering hardware calculates a value somewhat like the derivative I wanted.
If you are basically just looking for plane information, as you would for modifying things with texture magnification or stretching shadow buffer filter kerne
for the most moronic suit of the week
a) This has more to do with Japanese desire to be part of a group. It has nothing to do with bully-ing* the -normals- They rarely do. Being themselves has nothing to do with harrasing the un-geek. b) Self respecting (woman-loving) geek? They are Otaku, so self respect is gone, and are japanese, so the woman loving part too is gone. The average japanese male rarely thinks on women on equal terms, being a lonely Otaku will not make this any different. c) Agree. I have been living in Jp for about 3 years now, and I visit Akiba every 3 weeks or so... it's still not a place I would go with the wifey, tough.
Actually, a couple of months back on TV they (random string of tarento and beat takeshi) showed how it is possible to steal info wirelessly. The demo was just a guy with a reader in an elevator. The solution? Tin foil :p
I wonder if they are also going to tin wrap the cell phones too...
Why people does't get paranoid? It's japan! They are only worried about Young Pe Jung and the Piano man.
You got modded as funny, but this model sort of works in Japan right now. It's called a "hakken gaisha" (sorta like "finding company"), they find jobs for you, when the job is over, they get you a new one. So, its funny because its true I guess...
great, now I'm expecting to see knited characters... thankyou very much...
At least there were no calamary involved...
Galaga, Galaxian, MsPacman, Pacman, Racer and X racer have a PSP version, multiplayer, via wireless. only 1 umd required... /me thinks
--message paid by SCEA ;)
Got suspended for a week of the lab at my uni for writing HTML... That was in '97... seems like people still fear simple, barren text.
According to this: http://www.microsoft.com/windows2000/support/lifec ycle/
Support Dates for Windows 2000 Server, Advanced Server, and Datacenter Server
Type of Support Availability
Mainstream
* Paid-per-incident support
* Free hotfix support
June 30, 2005
Extended
* Hourly support
* Paid hotfix support
June 30, 2010
Security hotfixes Free to all customers through March 31, 2007
I actually wonder if there are any respected company using it... Actually, since my professional life begun (circa 2000), I haven't seen a single server running it. Being lucky, I guess...
argh... next time I'll do preview... and post anonymously... sorry. mod it down or whatever...
er... text here. Welcome, Q3 source, Graphics December 31st, 2004 | John Carmack's Blog December 31, 2004 Welcome I get a pretty steady trickle of emails from people hoping for .plan file updates. There were two main factors involved in my not doing updates for a long time - a good chunk of my time and interest was sucked into Armadillo Aerospace, and the fact that the work I had been doing at Id for the last half of Doom 3 development was basically pretty damn boring.
The Armadillo work has been very rewarding from a learning-lots-of-new-stuff perspective, and I'm still committed to the vehicle development, even post X-Prize, but the work at Id is back to a high level of interest now that we are working on a new game with new technology. I keep running across topics that are interesting to talk about, and the Armadillo updates have been a pretty good way for me to organize my thoughts, so I'm going to give it a more general try here. .plan files were appropriate ten years ago, and sort of retro-cute several years ago, but I'll be sensible and use the web.
I'm not quite sure what the tone is going to be - there will probably be some general interest stuff, but a bunch of things will only be of interest to hardcore graphics geeks.
I have had some hesitation about doing this because there are a hundred times as many people interested in listening to me talk about games / graphics / computers as there are people interested in rocket fabrication, and my mailbox is already rather time consuming to get through.
If you really, really want to email me, add a "[JC]" in the subject header so the mail gets filtered to a mailbox that isn't clogged with spam. I can't respond to most of the email I get, but I do read everything that doesn't immediately scan as spam. Unfortunately, the probability of getting an answer from me doesn't have a lot of correlation with the quality of the question, because what I am doing at the instant I read it is more dominant, and there is even a negative correlation for "deep" questions that I don't want to make an off-the-cuff response to.
Quake 3 Source
I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn't the same as having a royalty free license without the need to disclose the source, but I'm pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won't be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won't wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
Random Graphics Thoughts
Years ago, when I first heard about the inclusion of derivative instructions in fragment programs, I couldn't think of anything off hand that I wanted them for. As I start working on a new generation of rendering code, uses for them come up a lot more often than I expected.
I can't actually use them in our production code because it is an Nvidia-only feature at the moment, but it is convenient to do experimental code with the nv_fragment_program extension before figuring out various ways to build funny texture mip maps so that the built in texture filtering hardware calculates a value somewhat like the derivative I wanted.
If you are basically just looking for plane information, as you would for modifying things with texture magnification or stretching shadow buffer filter kerne
Yep, WinMe Boots almost as fast as it crashes.