Impulse

By Shamus Posted Tuesday Apr 8, 2008

Filed under: Links 33 comments

Brad Wardel, president of Stardock, was nice enough to stop by and leave a comment explaining a bit more about how Impulse is going to work. (Impulse is their upcoming content delivery system, which I mentioned here.) His comment in full:

Hi guys,

A couple things about Impulse that aren’t readily known yet.

1) Impulse does NOT require any DRM or activation. Individual programs may use it but it isn’t required. You don’t have to keep Impulse running or what have you. Even on things that do have activation, it’s only on installation (and you have to be connected obvoiusly to download it in the first place).

2) Impulse will be adding a lot of community features. For instance, Stardock, Gas Powered Games, and Ironclad are teaming up to build a unified multiplayer network for strategy games that will be made freely available to other developers who want robust match making in their games.

3) Impulse will have a lot of major third party content on it shortly. By end of the year, most major game publishers and many major PC software companies will have their content on Impulse.

I love Steam. I use it more often than I should for TF2 and such. But it strikes me as something largely designed for first person shooters when it comes to getting games going (I mean you can launch Company of Heroes but it’s not like their server list includes company of heroes games in it). Impulse will let you browse through multiple strategy games for open games or press a button and find someone for you to play which I think is a pretty big deal — since I like strategy games.

From a “DRM” standpoint, this is exactly what I would expect from Stardock: Treating people like customers and not like an army of amoral data pirates. In a perfect world, this wouldn’t even be praiseworthy behavior. This would be about as remarkable and heroic as not giving your date a suplex at the end of the evening. This advice should be so obvious as to make you feel like an idiot for bothering to utter it. But I have not found a way to inhabit that perfect world, which means I have to give credit to Stardock and their dedication to their suplex-free customer service. Continue reading ⟩⟩ “Impulse”

 


 

Old Memes

By Shamus Posted Thursday Apr 3, 2008

Filed under: Movies 50 comments

No time for anything substantive today. Instead, check out these exceptionally old memes, which may be so old they’re new again. All three five are strangely disturbing and compelling in their own way. A sort of, “how did this come to be?” Perhaps you missed one.

Continue reading ⟩⟩ “Old Memes”

 


 

I Got Some Rest!

By Shamus Posted Thursday Apr 3, 2008

Filed under: Personal 13 comments

For the last few days my body, chief victim of my ambitions, has issued vigorous protest against the things I was asking of it. Indeed, protest was the only thing it was willing to do with any degree of vigor. Its complaints were coldly rebuffed; I’m simply too busy to be bossed around by my body, which I view as nothing more than a support system for the all-important brain, which has a bunch of important stuff going on if you don’t mind, so suck it up.

But the body cannot subsist on willpower alone. Jedi Knights notwithstanding, the mastery of the mind over the body is a tenuous relationship, and one which is easily reversed. For example… Continue reading ⟩⟩ “I Got Some Rest!”

 


 

April Fooled

By Shamus Posted Tuesday Apr 1, 2008

Filed under: Movies 28 comments

Right now on the YouTube front page, every single one of the featured videos links to the same Rickroll. The videos themselves have thumbnails that indicate they are really something else, which means this can only be a practical joke on the part of YouTube. (That is, different thumbnails and descriptions, linking to the same video with the same ID. That’s not normally possible.)

As an aside, I’ve always wondered if Rick Astley knew that his 80’s pop song has become the payload for an internet meme / prank, and what his reaction was. Turns out he’s a really good sport about it:

In a March 2008 interview, Astley said that he found the rickrolling of Scientology to be “hilarious”; he also said that he will not try to capitalize on the rickroll phenomenon with a new recording or remix of his own, but that he’d be happy to have other artists remix it. Overall, Astley is fine with the phenomenon, although he finds it a little “bizarre” and only hopes that his daughter receives no embarrassment over it

Elsewhere:

 


 

The Balancing Act

By Shamus Posted Tuesday Apr 1, 2008

Filed under: Personal 26 comments

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That did it, I pushed it too far.

For the past couple of years my life has been a carefully managed collection of projects. Once my day job ends, I have to ration the remaining hours of the day among my many projects and responsibilities. Family time. The comic. My exercise regimen. Writing for this site. Reading time. Weekly D&D game. Videogame time. Taking care of my wordpress plugins and fulfilling my other admin duties here. I do not pretend they are done in that order.

A couple of weeks ago I began a new project, and I managed to bite off more than I can chew. I figured if I cut out videogame time I’d be able to get by. As luck would have it, Shawn suggested a break from the comic just as the project began, so that was two items off my daily itinerary. Still, I have too much on my plate now. I can’t bear to cut anything, which leaves me at something of a loss. There are only so many hours in the day, and no degree of diligence and self-discipline can change that. I tried borrowing a few hours from sleep time, but you can’t ever get ahead doing that and at my age the interest payments are murder.

It’s odd, because having one too many projects doesn’t just mean I fail one of them, I seem to be failing all of them. One problem is that I underestimated the drain that the new project would put on me mentally: After a long day of coding at work my brain is mush. It seemed reasonable that I could drop my two hours of videogame time and replace it with scripting, but I failed to take into account that I needed those couple of hours of mental rest. The exercise program is a similar problem. I figured I could handle an hour of exercise a day. I failed to account for the fact that after the workout ends I’m too exhausted to do anything productive. I’m rushed and distracted during family time, because I’m thinking about all the other stuff I “should” be doing. I’m not getting all the things done for my website that I want (I’d planned on doing an April Fool’s day theme for this site that would make it look like a horrible mid-90’s Geocities page) and it is only by the narrowest of margins that I’ve avoided resorting to YouTube and top-ten list posts.

It’s like I’m juggling: Adding one too many items didn’t just make me drop one, it made the entire act impossible.

Looking back, I know that at 26 years old I could have kept up with this workload, but I lacked the self-discipline. Now at 36 I have the discipline, but my mind and body can’t keep up. I’m not sure what I’ll do next. Chainmail Bikini starts up again soon. I really need to start cutting things.

 


 

Publisher Priorities

By Shamus Posted Monday Mar 31, 2008

Filed under: Rants 55 comments

I have a story here about a major publisher who willingly delayed the release of a game until it was good and ready.

The stereotype is that publishers are driven by schedules and release dates, and will brook no delay from indolent developers. They would rather ship the thing unfinished and allow customers to climb on the naked scaffolding of the half-finished game rather than wait for it to be fully erected and allow the mortar to dry. PC Gamers engage in a form of Russian Roulette when they make a purchase, never sure if their non-returnable selection will be actual entertainment or merely an invitation to participate in an ersatz beta. The latter is the very opposite of entertainment – it takes hours that would normally be alloted to entertainment and instead sinks them into the long tedium of coaxing buggy software into doing what it should. Files are re-installed, patches are applied, saved games are corrupted, drivers are fiddled with, and in the end, many hours are spent in a state of non-entertainment. The fact that publishers are not hunted down and killed like dogs for this business is enduring proof that videogames don’t turn us into unthinking killbots. If you tried selling other products that were broken out of the box and non-returnable, the return desk at Wal-Mart would need to be be encased in bullet-proof glass.

But like I said, this isn’t always the case. Sometimes a major publisher is willing to delay a release. In this case, the publisher is Atari, and the thing they’re willing to wait for is the new DRM scheme. From the announcement:

Continue reading ⟩⟩ “Publisher Priorities”

 


 

Video Trace

By Shamus Posted Monday Mar 31, 2008

Filed under: Movies 9 comments

Here is an interesting demo of Video Trace:

I remember trying out technology along these lines sometime in 2000. In that program (the name escapes me now) you took pictures of a scene from different angles, and used the photographs as a guide when building polygons. My company was working on making virtual versions of a lot of real-world locales at the time, and were hoping this would be a time saver. It turned out the thing was very annoying and difficult to use. The software was so unwieldy that I decided we’d be better off doing the things the old-fashioned way. I loved the idea and wanted it to work, but it just wasn’t ready for prime time yet. It looks like the approach and the tools have been refined a great deal.

What isn’t clear from the video is how the shadow underneath the truck is copied. The area of the shadow was not included among the modeled polygons. I also get the feeling that it’s a lot more work than it looks like in the video. I think a few steps were omitted.

Also, the building in the second half of the video is the Sydney Opera House. I had to make a 3d model of it sometime in 1999. It was a murderous project. (Unlike in the Video Trace demo, I was making something for realtime rendering and had to be very careful with polygon count and texture size. Those 1999 computers weren’t quite up to the job of handling curvy buildings like that one at a decent frame rate.) I didn’t have good photographs to work with, and my modeling skills were not up to the job. The end result wasn’t very good. It’s a very difficult building, and it’s great seeing the place done right in this demo.