After being into the disaster area (south and southwest of N.O.) several times in the last week, I've been very impressed with how Verizon coverage has hung in there over my Cingular work cellphone. Obviously, they both cut out before getting as far south as Grand Isle. This was also true on a recent trip to the Covington area as well.
While biometrics and/or embedded chips would ensure additional security for the average transaction, I'm not looking forward to purchasing additional dismemberment insurance for when some thug decides he wants to mug me. Biometrics might just make using my credit card harder to do without riping out my eyes or dismembering my fingers/hands/arms. No need to encourage that behavior. Its probably best to keep cash/cards easily accessible so you at least have a chance of surviving the encounter.
After all, how safe is your identity if you're dead?
Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.
That means the next generation of games will likely play just like this generation. Only shiny.
In the way of factual correction, in-order fetching relates to how a processor chooses the next instruction. In-order vs (you guessed it) out-of-order fetching generally relates to how processors deal with dependancy issues in pipelines. Out-of-order is considered to be more technically sophisticated in that it attempts to mitigate stalls (periods where no meaningful instructions are being run) caused by cache misses, memory loads loads, or pipeline length differences between instructions.
Processor fetching style would have no effect on the AI quality of a game. It does NOT introduce any randomness or modify the end result of AI code . I'm not sure what the author's implication is here, but from my POV, fetching isn't the problem, its AI routines in general. We generally take for granted the ability for high-level abstraction of concepts and information. Add to this the inherently scripted nature of game AI, and it becomes intractable to see a real, coordinated assault from bots.
In parting, carefully consider how hard it is to coordinate activities with other humans. If it were such a simple concept, we would have no need to train our Army in room-to-room and in-city combat, and traffic accidents would be a thing of the past. Furthermore, consider how to arbitrate disagreements bewtween various humans or AI bots. If you can write code that can handle all of this dynamically and are crippled by in-order fetching, please let me know so I can steal your code and make millions. =)
After being into the disaster area (south and southwest of N.O.) several times in the last week, I've been very impressed with how Verizon coverage has hung in there over my Cingular work cellphone. Obviously, they both cut out before getting as far south as Grand Isle. This was also true on a recent trip to the Covington area as well.
While biometrics and/or embedded chips would ensure additional security for the average transaction, I'm not looking forward to purchasing additional dismemberment insurance for when some thug decides he wants to mug me. Biometrics might just make using my credit card harder to do without riping out my eyes or dismembering my fingers/hands/arms. No need to encourage that behavior. Its probably best to keep cash/cards easily accessible so you at least have a chance of surviving the encounter. After all, how safe is your identity if you're dead?
Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily. That means the next generation of games will likely play just like this generation. Only shiny. In the way of factual correction, in-order fetching relates to how a processor chooses the next instruction. In-order vs (you guessed it) out-of-order fetching generally relates to how processors deal with dependancy issues in pipelines. Out-of-order is considered to be more technically sophisticated in that it attempts to mitigate stalls (periods where no meaningful instructions are being run) caused by cache misses, memory loads loads, or pipeline length differences between instructions. Processor fetching style would have no effect on the AI quality of a game. It does NOT introduce any randomness or modify the end result of AI code . I'm not sure what the author's implication is here, but from my POV, fetching isn't the problem, its AI routines in general. We generally take for granted the ability for high-level abstraction of concepts and information. Add to this the inherently scripted nature of game AI, and it becomes intractable to see a real, coordinated assault from bots. In parting, carefully consider how hard it is to coordinate activities with other humans. If it were such a simple concept, we would have no need to train our Army in room-to-room and in-city combat, and traffic accidents would be a thing of the past. Furthermore, consider how to arbitrate disagreements bewtween various humans or AI bots. If you can write code that can handle all of this dynamically and are crippled by in-order fetching, please let me know so I can steal your code and make millions. =)