Phone

By Shamus Posted Tuesday Feb 21, 2006

Filed under: Pictures 12 comments

This December I got my first cell phone as a gift from my wife. I’ve used them before, but actually owning one has given me some time to really think about this technology and how I use it. Now I have a question: Why are these things so damn small?!?

I’m only 5’11, so I’m not an unusually large man. My hands are normal sized, and yet cell phones always feel so tiny in my hands. Using the pad to enter numbers is difficult without a tool, because the buttons are smller than my fingertips. When I hold it up to my face it feels like I’m talking into a toy. Its too short, so that when unfolded it audio input is aimed at my cheek. It’s too narrow, and doesn’t really fit into the palm of my hand the way a mouse or electric shaver would. I can’t imagine how big guys even make use of these things. The audio output is so small that it does a poor job of covering my ear, thus letting in a lot of external noise. This isn’t just my phone, this is every cell phone I’ve held in the past couple of years. What’s going on here?

I understand why there was such a push to make phones smaller in the past. The first cell phones were clunky and heavy. Nobody wanted to talk into a brick. But the trend of smaller phones has progressed to the point where it no longer makes a lot of sense. I assume this push is in response to consumer demand, but I can’t imagine why people want phones this small.

What I’d like to see in a phone:

Make the phone about 25% larger. Use some of that extra space for more battery. Use the rest of some sort of internal cushioning or shock absorbtion. Drop support for watching movies, downloading songs, playing music videos, video games, and all of that other non-phone junk. I’m sure that won’t make the phone lighter, but it will get rid of a lot of needless clutter in the interface. You won’t need to waste so much surface area with web interface style buttons, which will free up space on the keypad so that the buttons are useful to adults. All of this would make a phone that is sturdier, more practical, more stable, and (most importantly) easier to use. I’d rather have a great phone than a mediocre phone that is also a mediocre video player / gameboy.

But that’s just me.

 


 

digg – Submit Item

By Shamus Posted Tuesday Feb 21, 2006

Filed under: Nerd Culture 3 comments

So, I submitted my terrain series to digg. Let’s see if anyone diggs it?

See the step-by-step of building a terrain rendering engine. This series starts off in a world of blue wireframe and develops into a nice texture-mapped world of mountains and valleys. You can read the technical details behind development, or just gaze at the pretty pictures.

UPDATE: Later. Nope. Only six people found it interesting. Tough crowd. Tough crowd.

read more | digg story

 


 

Roll for Damage

By Shamus Posted Tuesday Feb 21, 2006

Filed under: Pictures 3 comments



Roll for Damage

Originally uploaded by ShamusYoung.


Just testing the “blog this” feature on Flickr.

While we’re here: Why “Flickr”? What’s wrong with “Flicker”? Need to buy a vowel? Carpel tunnel kicked in when naming the site? Any suggestions on how we should pronounce this without adding the non-existant E?

Maybe deliberatly misspelled stuff is trendy. Maybe I should start calling myself Shams.

I’d be so hip.

 


 

So-called Terrorists in World of Warcraft

By Shamus Posted Monday Feb 20, 2006

Filed under: Rants 5 comments

A guild in World of Warcraft has decided to hold an entire server hostage. The guild has created the item that allows them to open up a great deal of content in the game, but they are refusing to use it until somebody pays them 5000 gold to do the deed.

I wouldn’t call these guys “terrorists”. Ever. (They are being called that by fellow players) People need to stop using the word “terrorist” to mean “a**hole”. Terrorists slaughter innocent civilians. A**holes mess up your computer game for their own amusement. There is a difference, and if you can’t spot it then you shouldn’t be writing headlines. Grow up already.

Anyway. These guys are being jerks, on purpose, for no other reason than they can and they want people to “remember” them.

This is just the sort of thing I was talking about a few days ago when I made the case that multiplayer gaming was not the magical future that some claim it will be.

UPDATE: The thread on Digg is now flagging this as a “hoax”. As in: The guys doing this were “just kidding”. The hilarity of the “joke” escapes me. Either way, they are being idiots. The people calling them terrorists were being melodramatic, and above all I’m glad I don’t depend on these people to take part in my on-line entertainment. Kids get bored with the game and decide to amuse themselves by spreading rumors, causing problems, perpetrating hoaxes, and being a bunch of drama queens. They make for poor playmates, and anyone who thinks the single-player experience is “an abberation” should spend a few hours locked in a room with these defective brats.

And while we’re all here: Happy President’s Day.

read more | digg story

 


 

Terrain, Part 10

By Shamus Posted Monday Feb 20, 2006

Filed under: Programming 24 comments

End of The Project

I think I’ve accomplished everything I set out to do when I started this project. I have an attractive terrain engine that runs well even on a two-year-old computer, and which leaves plenty of memory and CPU power for whatever game I might want to add.

From here, I may modify the engine and try to put it to use, but if I do it will be a seperate series.

There were several items I had left for this final post, but most of them were not part of the engine itself and would make for even duller reading, if such a thing is possible.

Stuff I learned:

  1. An overhead engine is far, far easier to make than a first-person engine. This was easier than I’d anticipated. I imagine the real challenges of such an engine appear when you start putting foliage on it.
  2. A lot of camera movement limits I’ve encountered in games probably exist due to engine limitations, and not because the designers wanted to annoy the users. I’m thinking back to the original Black & White (the link goes to B&W 2, the original website just redirects to the sequel. Jerks) and the way the overhead camera was always tethered to the ground in such an annoying way. At the time I thought it was just a poor interface, but now I see it was probably a way to keep poly count under control. I found limiting the camera movement speed covered a multitude of shortcomings.
  3. Making a lot of textures on the fly is much faster than I expected. I cranked the number of distinct terrain textures to 1,024 and I was still able to turn them out fast enough to keep up.
  4. In the future, I need to set more specific goals for projects like this. Without any guiding design, I felt a lot of my choices were arbitrary when confronted with various tradeoffs. For example, I never decided ahead of time how fast the user should be able to move around the landscape, how high or low their viewing angle was allowed to be, how far they should be allowed to see, or even what scale I was dealing with. Many games put limits on stuff like this, and deciding those limits ahead of time (or at least having an idea of how I wanted the interface to work) would have given me more to go on.
  5. Agonizing over polygon counts with modern graphics hardware is often time poorly spent. It’s better to give the CPU a break, even if it means being sloppy and letting the GPU (your graphics card) pick up the slack.
  6. The method I came up with in Part 6 for casting shadows is really fast, and a nice trick. I’ll have to remember that one.
  7. Making an engine that can churn out good-looking rolling hills that are visible to the horizon is still a major challenge. It’s easy to come up with a couple of “square miles” of terrain, but reaching the horizon is very hard. Most games have fake mountains in the distance. Far Cry fixed this by setting the game on small islands, making the horizon all water. Flight simulators make the ground very simple up close. I think we’re still a little ways off from true expansive terrain that can be explored on foot.
  8. Recording a project like this was useful. It was time-consuming, and probably wouldn’t make sense if I was actually making a game, but for an educational project like this it gave me a good look at what worked and what didn’t. Even better, it gave me a chance to learn from others who took the time to leave some very interesting comments.

UPDATE 2/25/2006: In response to inexplicable public demand, I have since released the source code. So, if you have some skill in C++ you can experiment with the code yourself.

Thanks for reading.

 


 

Chizumatic Ecstatic

By Shamus Posted Sunday Feb 19, 2006

Filed under: Links 1 comments

A couple of weeks ago I was complaining about Chizumatic being down. Looks like it’s back in business. This is great, since I recently finished Haibane Renmei and have been looking forward to his review. I avoid reading detailed reviews of movies and things until after I’ve seen the work in question, and then I compare my impressions to those of the reviewer. I’m sure I’m not the only person who does this, although to many it probably sounds wierd. For me reading reviews is more like having a conversation about a movie after seeing it, and Den Beste always has interesting things to say about something that goes well beyond “it was good / it sucked”.