Monday, 8 December 2014
Samsung shares horrifying laundry list of potential Gear VR risks
Read the full article here by Ars Technica
Sunday, 7 December 2014
Four short links: 5 December 2014
Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies
Saturday, 6 December 2014
13 démos basées sur l'Unreal Engine 4.4
Read the full article here by Le comptoir du hardware
Friday, 5 December 2014
Sencha Licks Android 5.0 Lollipop, And Likes
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
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
Read the full article here by BetaNews
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
Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies
Four short links: 3 December 2014
Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies
When Modeling Gets Rich, Embedded (And Almost Chocolaty)
Read the full article here by Dr. Dobb's All
Stephen Hawking's New Speech System Is Free and Open-source
Read more of this story at Slashdot.
Read the full article here by Slashdot
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
Read the full article here by Ars Technica
Four short links: 2 December 2014
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.
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.
Read the full article here by Linux Feed
Monday, 1 December 2014
Four short links: 1 December 2014
Read the full article here by O'Reilly Radar - Insight, analysis, and research about emerging technologies
DOOM 3DO Source Released On Github
Read more of this story at Slashdot.
Read the full article here by Slashdot