There's nothing PhysX actually adds to the experience of a game that Havok (physics done in-CPU) doesn't. Sure, PhysX can handle more intense simulations, but I don't see how it could improve, say, Half-Life 2's implementation of Havok.
This sounds more like a Visceral game than Activision! (Joystiq Podcast has a segment every once and a while where people suggest ideas for 'Visceral' games, just like this. You should totally send it in.)
I've been following it and helping here and there throughout the whole thing. Really the whole interesting bit is how they're using old technology to get around this, in the Aperture Science fashion. The radios ingame are CW and SSTV signals, one of the morse code messages was an MD5 hash of "The quick brown fox jumps over the lazy dog", telling us to look for a hash later on. Decoding the SSTV images gave us a bunch of pictures when put in the right sequence gave another MD5 hash, this time with some clues of the format "(###) ###-####" we got a phone number to the BBS. The username and password were hidden inside another morse code message earlier on, giving us the ASCII images through the landline BBS connection.
It's likely YouTube's fault, not yours. I have a 6Mbit connection and my friend has a 20Mbit connection, we're on different providers, and it tends to take almost the same amount of time to download a video. Even SD videos can take a while to buffer. We've had TV show files finish faster than a short YouTube video download, sometimes.
That's what mini-DisplayPort is for. You can stuff a bunch on a card, and with PCI-e there are motherboards that support up to four cards. So with one of these you could have 24 displays!
No. You're referring to the Steam Overlay, which does now use WebKit. We were referring to the Source Engine feature that shows MOTDs in the VGUI (HTMLView) which is built on Internet Explorer.
Sorry, apparently they only changed Steam itself, as the interface used in the games to access a browser is built in with the engine, so it'd require an update and more testing for each game that still uses IE individually. However, apparently you can turn off HTML MOTDs. (Google it)
And here's an interesting point: DHS already uses Apache for dhs.gov, and I'm sure plenty of other government programs use and work on open source platforms, even if their main desktop deployments are Windows.
And if it's an autorun file, that means only XP and earlier, and very stupid users are vulnerable. Vista and 7 don't execute Autorun.exe by default.
I feel sorry for you. I usually just get stuck with the first one.
The way he describes it is Continuous Integration, not hybrid code generation..
There's nothing PhysX actually adds to the experience of a game that Havok (physics done in-CPU) doesn't. Sure, PhysX can handle more intense simulations, but I don't see how it could improve, say, Half-Life 2's implementation of Havok.
Well, except for Internet Explorer.
I thought Anonymous was his name!
This sounds more like a Visceral game than Activision! (Joystiq Podcast has a segment every once and a while where people suggest ideas for 'Visceral' games, just like this. You should totally send it in.)
Is misread this into something along the lines of, "Beware of Chuck Norris"
Butbutcloud!
I've been following it and helping here and there throughout the whole thing. Really the whole interesting bit is how they're using old technology to get around this, in the Aperture Science fashion. The radios ingame are CW and SSTV signals, one of the morse code messages was an MD5 hash of "The quick brown fox jumps over the lazy dog", telling us to look for a hash later on. Decoding the SSTV images gave us a bunch of pictures when put in the right sequence gave another MD5 hash, this time with some clues of the format "(###) ###-####" we got a phone number to the BBS. The username and password were hidden inside another morse code message earlier on, giving us the ASCII images through the landline BBS connection.
Well, you have to give them credit - they passed the test! They are most definitely Slashdotted.
I think you mean 0 through 9.
At most, geeks can only do two out of the three.
TV shows in the US still usually have to get permission to show faces.
It's likely YouTube's fault, not yours. I have a 6Mbit connection and my friend has a 20Mbit connection, we're on different providers, and it tends to take almost the same amount of time to download a video. Even SD videos can take a while to buffer. We've had TV show files finish faster than a short YouTube video download, sometimes.
Oh, wow, after posting that I realized that is an Eyefinity card, except the article came from over three months ago.
That's what mini-DisplayPort is for. You can stuff a bunch on a card, and with PCI-e there are motherboards that support up to four cards. So with one of these you could have 24 displays!
No. You're referring to the Steam Overlay, which does now use WebKit. We were referring to the Source Engine feature that shows MOTDs in the VGUI (HTMLView) which is built on Internet Explorer.
Because my idea of trialing a piece of hardware involves driving four hours round trip to play with it for 10 minutes, right!
And mark your profile private so nobody else can see it.
Sorry, apparently they only changed Steam itself, as the interface used in the games to access a browser is built in with the engine, so it'd require an update and more testing for each game that still uses IE individually. However, apparently you can turn off HTML MOTDs. (Google it)
And here's an interesting point: DHS already uses Apache for dhs.gov, and I'm sure plenty of other government programs use and work on open source platforms, even if their main desktop deployments are Windows.
You could still use the client to access an OpenMetaverse server.
I think their point is not everything needs an RDBMS, whereas before it was the 'go to' method of storing data.
They wouldn't have killed it to bring users over, they would of killed it so iPhone users just couldn't use it.