Sunday, 7 December 2014

Four short links: 5 December 2014

Nanodoc — an online game that allows bioengineers and the general public to design new nanoparticle strategies toward the treatment of cancer. (via The Economist) Rendering Haptic Volumetric Shapes in Mid-Air Using Ultrasound (PDF) — SIGGRAPH paper on using ultrasound …



Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies

A quick tutorial on implementing and debugging malloc, free, calloc, and realloc

Saturday, 6 December 2014

13 démos basées sur l'Unreal Engine 4.4

Des démos sur l'Unreal Engine 4, ce n'est pas ça qui manque, nous vous en avions proposé 4 il y a de longs mois déjà basées sur des versions précoces du moteur 3D d'Epic. Cette semaine, Vincent vous annonçait que la version 4... [Tout lire]



Read the full article here by Le comptoir du hardware

Friday, 5 December 2014

Sencha Licks Android 5.0 Lollipop, And Likes

An assessment of importance for web/mobile application developers



Read the full article here by Dr. Dobb's All

L'Unreal Engine se met à jour en version 4.6 et fait le plein de nouveautés

Epic Games vient de faire savoir sur son blog que le moteur graphique et physique Unreal Engine venait d'être mis à jour en version 4.6... [Tout lire]



Read the full article here by Le comptoir du hardware

domPDF: converte pagine HTML in PDF

domPDF è un motore di rendering PHP in grado di convertire pagine HTML nel formato Adobe Acrobat (PDF).


domPDF è stato concepito per leggere file HTML, fogli di stile esterni, tag di stile inline e singoli attributi di stile di elementi HTML.


Entrando più nel dettaglio, esso è compatibile con la maggior parte delle proprietà CSS2 e CSS3, incluso @import, @media e @page rules; inoltre, supporta diversi formati di immagine (gif, bmp, jpg e png con alpha).


La libreria richiede la versione 5.3 di PHP (con estensioni DOM e GD abilitate) o successiva e grazie ad una …


The post domPDF: converte pagine HTML in PDF appeared first on Edit.







Read the full article here by Edit

Google's 'No CAPTCHA reCAPTCHA' makes it easier to prove you're not a robot

The CAPTCHA is a truly annoying creation. It prevents robots and scripts from pulling content from websites, or spamming them, which is great for website owners and hosts, but irritating for site visitors because it forces them to "prove they are human" by solving a challenge. This usually involves reading and entering some distorted text into a box, although there are other variations. I personally find them hugely irksome as sometimes they fail to recognize when you get the words right, and sometimes they let you through when you get the words wrong. More importantly, they waste your time. Thankfully,… [Continue Reading]



Read the full article here by BetaNews

Google Can Now Tell You’re Not a Robot With Just One Click

Google Can Now Tell You’re Not a Robot With Just One Click

On Wednesday, Google announced that many of its “Captchas”—the squiggled text tests designed to weed out automated spambots—will be reduced to nothing more than a single checkbox next to the statement “I’m not a robot.”


The post Google Can Now Tell You’re Not a Robot With Just One Click appeared first on WIRED.




















Read the full article here by WIRED

How browsers get to know you in milliseconds

A small technological marvel occurs on almost every visit to a web page. In the seconds that elapse between the user’s click and the display of the page, an ad auction takes place in which hundreds of bidders gather whatever …



Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies

Four short links: 3 December 2014

Visual Guide to NoSQL Systems — not quite accurate in the “pick any two,” but still a useful frame for understanding the landscape. The QA Mindset (Michael Lopp) — Humans do strange shit to software that we could never predict …



Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies

When Modeling Gets Rich, Embedded (And Almost Chocolaty)

Embeddable version of Embed MetaEdit+ modeling and code-generation tool



Read the full article here by Dr. Dobb's All

Stephen Hawking's New Speech System Is Free and Open-source

An anonymous reader writes: Stephen Hawking and Intel have worked together for the past several years to build a new communication system for those suffering from diseases that severely impair motor function. The system is called ACAT (Assistive Context Aware Toolkit), and it will be free and open source. Hawking's previous system had been in use for over 20 years, so the technological upgrade is significant. His typing rate alone has doubled, and common tasks are up to 10 times faster. ACAT uses technology from SwiftKey, a cell phone keyboard enhancement. "Over three million people around the world are affected by motor neuron disease and quadriplegia and because the system created for Hawking is based on open-source software, it could potentially be adapted to suit many of them. Different functions can be enabled by touch, eye blinks, eyebrow movements or other user inputs for communication. Hawking and Intel hope that because the system is open and free it will be adopted by researchers who will want to use it to develop new solutions for those with disabilities."

Read more of this story at Slashdot.




















Read the full article here by Slashdot

A revolution in audio

A revolution in audio

More than two decades ago, a certain pro-audio magazine ran an article about game music and sound. It turned out you needed a Mac running a MIDI sequencer, some modest stereo editing software, and a Kurzweil K2000. It cast the game audio world of that time as awash with 8-bit quality sound, populated by somewhat less than ‘pro’ practitioners.



Understandably, it confidently forecast a time when the industry would ‘grow up’ and technical standards for fidelity would blossom to ‘CD quality’. The inference seemed to be – stand by, all you ‘proper’ engineers and studios with your Neve and SSL desks and fancy outboard – at some point this is all coming your way. Eventually these inexperienced bedroom audiomancers will no longer cut it. Ouch.



And yet the reality was that whilst talented game audio folks might have been aspiring to Hollywood sound and clutching at the coat-tails of film composers, their world was mostly lo-fi, low-budget and the pro-audio fraternity looked down its nose at them. How have things changed.



Who knew that recording technology itself was set to radically change, becoming more accessible than ever before? Creating superb master quality assets in less than top-end ‘pro-audio’ conditions was soon to become the norm. Arguably, at the advent of the now ubiquitous all-digital project studio, extremely software-savvy game audio creatives were well placed to harness the new recording tech – as at the same time they found their game tech making leaps and bounds.



Things moved fast. It became possible to ship games with believable 3D audio worlds replete with credible acoustic modelling, boasting occlusion and obstruction and a plethora of other DSP treatments. It wouldn’t be long before games would be replaying dozens of 3D audio channels rendered in surround, all running live via a sophisticated virtual digital mixing desk; an absolute revolution in interactive audio.


A NEW BEAT

These days, the game audio business happily uses established high-end movie talent and facilities for what it actually needs from them, and it’s commonplace for game scores to be recorded at Air or Abbey Road, with foley created at Shepperton.



Meanwhile, many of the original game audiophiles are alive and well, creating or overseeing top-class interactive audio content. Many, when confronted with that brave new ‘sink or swim’ world of high-end digital sound for games, actually took to the water with aplomb. And now the world of pro-audio and post-pro is deeply interested in game audio.



Being part of recent conference events like Game Music Connect and Sensoria Pro, both playing to packed houses, certainly reminds me that videogame music, sound and dialogue projects are now seen as highly desirable gigs. What’s more, in some instances, folks from other industries may even aspire to some of our best game sound design and perhaps be grabbing at the coat-tails of our composers.



In a recent Game Music Connect two-hour special on Classic FM, Howard Goodall commented on the unique creative opportunities game composers have, compared with their cousins in film and TV. Not to mention the growing importance of today’s games scores for jobbing orchestral musicians.



So, if this just happens to find you in crunch, harassed, sleep-deprived and not feeling quite as positive as your first rush of passion for game audio – or maybe not so much enjoying the particular title you’re working on right now – take heart. Actually, you have a quality problem.



Game audio has truly come of age and there are now armies of people out there who dream of breaking into our industry – and with an indie sector blossoming for game audio and VR tech shining on the horizon, the future looks very bright.






Read the full article here by Develop Feed

Tuesday, 2 December 2014

Steam streams: Valve introduces gameplay-sharing broadcast feature

"Steam Broadcasting" lets you share your gameplay with friends or the public.



Read the full article here by Ars Technica

Four short links: 2 December 2014

FES Watch — e-paper watch, including strap. Beautiful, crowdfunded, made by a Sony subsidiary that’s looking at e-ink for wearables and more. (via The Verge) Probabilistic Data Structures for Go — introduction to the go-probably library for when you can’t …



Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies

MeteorJS, Polymer, Angular, Web Components UI, Virtual/Shadow DOM and the future

Javascript is still evolving at high pace, every time you start a new project you have to reconsider the technologies you used in the past one and you have to make a new compromise.


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This also means that you can’t evolve your project in a predictable way, a part of your future time will be spent to fix bad design, broken API and moving parts (see also The State of JavaScript in 2015 with AngularJS 2.0 drama).


Below some key concepts and options you have.


Shadow DOM vs Virtual DOM


Conceptually they are the same, when a list of item changes, you want to replace just the items or the parts that are changed an maintain the existing rendered list of elements in the DOM as is.



  • Meteor(Blaze) and React have Virtual DOM

  • Polymer has Shadow DOM, which is native in Chrome and works with polyfill in other browsers


Components UI (in sandbox)


Some rich UI components should be data agnostic and reusable (at least inside projects which use the same CSS conventions).



It also means that the js needed in the view doesn’t have to leak outside.


leggi tutto







Read the full article here by Linux Feed

Monday, 1 December 2014

Four short links: 1 December 2014

Psychology of Color in Marketing and Branding — sidesteps the myths and chromobollocks, and gives the simplest pictorial views of some basic colour choice systems that I found v. useful. Brain Time (David Eagleman) — the visual system is a …



Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies

DOOM 3DO Source Released On Github

New submitter burgerbecky writes The port that was as hellish as the game world itself, DOOM for the 3DO's source code has been released on github. The original programmer outlined the corners cut and why.

Read more of this story at Slashdot.




















Read the full article here by Slashdot