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Message Subject
Is this NOT proof of chemtrails?
Poster Handle
wicked props
Post Content
"buy the DVD" "dramatic effect"
How is a DVD created by OTHER chemtards any more evidence than what you chemtards spew in forums?! It's the same ignorant nonsense.
The trails are contrails. There is no evidence that what you see in the sky, has anything to do with what you just posted. HR2977 was about keeping war out of space...And the trails we see have NOTHING to do with that bill! The only reason you people link this bill...to the trails, is because you are stupid and paranoid...not to mention hilariously pathetic.
These are facts. Go ahead...connect dots that don't even exist.
You may not know that you're paranoid...but I know you are!
you can download for free retard....
contrails go away, they dont expand for hours.
you cant use chemtrails in space. look in the sky.
and I would guess that you think a jetliner fits through a 16 foot hole before evaporating.
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Cirsova #2 Funds – Celebrates By Making Issue #1 Free This Week
Posted by Rampant Coyote on June 28, 2016
I've mentioned the Kickstarter campaign for Cirsova Magazine, issue #2. Well, they've cleared the funding minimum (with a week to spare!), and are celebrating by making the first issue free for the rest of the week!
So grab the ebook off of Amazon if you want to check it out.
Pulpy goodness.
Except, you know, purely digital is cheaper than pulp.
(Reminder: I've got nothing to do with issues 1 or 2, but I do have a story scheduled for issue 4)
Filed Under: Books, Deals - Comments: 2 Comments to Read
Virtual Reality: The Giggle Chamber
Posted by Rampant Coyote on June 27, 2016
Consumer-level Virtual Reality (VR) is brand new, and still pretty expensive, which means its still at the "early adopter" stage… bleeding edge, unpolished, and expensive. But it also means that most people haven't tried it yet, and so said early-adopters get the pleasure of introducing people to it. And yeah, it's a pleasure. The first minute or so is often accompanied by giggles. Or shrieks, depending on the experience. Maybe both. And lots of comments like, "Wow!" and "This is so cool!"
Hopefully, it's also accompanied by someone assisting the first-timer so it's a relatively safe, guided experience. One of the problems with room-based VR is people might bump into walls or fall over. Or they might get feeling "uncomfortable," to use the euphemism for VR sickness, especially if it's lower-quality hardware or software. Assuming it's handled with a modicum of responsibility, it's great fun for both sides.
The expectation going in seems to be that it's going to be a new, improved, bigger screen. Which sounds cool – 360 degree visuals! The reality (well, virtual reality) is that this stuff really plays with your brain and your perception of reality. With your audio and visual senses getting fooled, the Matrix pretty much has you. Throw in a bit more presence and haptic stimulation, and the gap closes a little bit more. While we're still a ways off from the Star Trek holodeck, what we've got is still pretty remarkable, and it's a (hopefully pleasant) shock to the system.
Others have noted that people often refer to VR games as being "in" a place, as opposed to "playing" something. That's an interesting phenomenon. I don't know if it will stick going into the future, but at first, it seems like that's how our brains react to the experience. Is this "messing with our minds" a bad thing? I dunno, but humans are extremely adaptable. Within ten years, maybe this will be as natural and as common to us as watching television or riding in a car.
But for now, it's fun to watch people experience it for the first time. Maybe not quite as much fun as experiencing it yourself, but close. The giggles are infectious.
Filed Under: Virtual Reality - Comments: Be the First to Comment
The Steam Summer Sale is Fully On! And Frayed Knights is Half Off!
Posted by Rampant Coyote on June 24, 2016
Okay, that's my quota for clever headlines for the month.
Frayed Knights: The Skull of S'makh-Daon is half-off at the Steam Summer Sale.
I heartily recommend it, even if the designer is a goober who takes too long getting the sequel out the door.
If you've already got it, well, there's lots and lots of stuff to make your wallet cry out for mercy.
Filed Under: Deals - Comments: Be the First to Comment
Mythica and Cirsova – Successful Crowdfunding Campaigns Winding Down
Posted by Rampant Coyote on June 23, 2016
I'd posted when these launched, but I thought I'd post a reminder. These aren't mine… I'm at best peripherally involved.
Anyway – first up, the final (?) Mythica movie in the series … Mythica 5: The Godslayer. If you haven't seen any of the films yet and are a fantasy buff… give the first one a watch. I can't promise you'll like it, but it has gained quite a fan following. The final movie has already cleared its original goal by a substantial margin going into its last 2 days, and have already unlocked a stretch goal of development on a board game.
My peripheral involvement is being friends with one of the producers, and previously worked with him on the "Massively Multiplayer RTS", Saga. Which, BTW, is the same world as Mythica's setting, I understand. So… there's that.
Mythica 5: The Godslayer – Kickstarter Campaign
Next up: Cirsova Magazine, issue 2. It's a magazine of heroic fantasy and science fiction, with an emphasis on pulp-era subgenres of Planetary Romance and Sword-and-Planet. Think classic works by Leigh Brackett, Jack Vance, Edgar Rice Burroughs, Fritz Leiber and Robert E. Howard.
This is really more of a pre-order and a convenient(ish) way to sell advertising space. It's quite likely that the only way to get a paper copy of the magazine is via this pre-order (unless it does very well and warrants reprints). I guess that's how you keep costs down in an era print fiction magazines have become scarce. But there's just over a week left in the campaign, if you are interested. They've already cleared their initial goal, so it's a go regardless.
As far as peripheral involvement… I have a story in a later issue of Cirsova. It's a done deal and has already been paid for it. I just like the magazine so far and want more modern-pulpy goodness in an otherwise scarce (in the modern era) couple of subgenres. I've like what I saw enough in the first issue to want to see it continue.
Filed Under: Crowdfunding - Comments: Be the First to Comment
Tags: Cirsova, Fantasy, Mythica, Pulp Fiction
Why I Am (Still) Excited for No Man's Sky
Posted by Rampant Coyote on June 22, 2016
No Man's Sky has been pushed back to an August release. This disappointed me, as I was looking forward to its original release date of this week. Like, by today. Reasons for the delay haven't been announced, although apparently some legal trouble in the UK with the word "Sky" (because a company owns the trademark on software with that word in it, and therefore can, really, take the Sky from us) was a long-standing issue. But that was probably not the only issue. Hopefully they've made good use of the extra six weeks of cooking things.
At this point, the hype train for this game has set some kind of a land-speed record. There's lots of excitement, and hardly anyone has played it, and not a lot of people outside the development team really know what to expect.
To some degree, I get annoyed at the hype. I've been playing procedurally-generated world games forever. One of the first RPGs I ever played (and I played it a ton) was Telengard, an early title for my then-new Commodore 64. I played Frontier (AKA Elite 2) in the early 1990s to excess. Same idea. And reminds me that I need to play more Elite: Dangerous.
The thing about these games (and Daggerfall, etc.) is that their procedural world / universe generation is fixed. While events may be dynamically generated, the map is going to be the same everywhere forever, unlike your usual roguelike. This is kinda cool because there's a feeling of persistence there, and a shared-universe thing with other players, that makes it feel a bit more "real."
Some of the frustrating hype about No Man's Sky comes from people who don't realize this kind of thing has been around forever. The whole "OMG It's a Whole Universe!" is stupid. Any halfway decent game programmer can do that in a week. A day, if you don't mind it being a text adventure. The trick is doing it well. And making the game built around it fun. (See all the complaints from some Elite: Dangerous players running out of interesting things to do).
As far as the other aspects of the game… there's not much I'm seeing that seems new here. I've played the X series, Elite: Dangerous, Evochron: Mercenary, Galaxy on Fire 2, and a host of other space games with lots of space exploration and trading and fighting going back to Elite. I've got a few in my GOG.COM and Steam accounts I haven't even played yet. I've played Minecraft and Empyrion Galactic Survival and Starforge and some other sandbox survival games. Once again, there's nothing new or totally groundbreaking going on here. The trick is, once again, to do it well.
And that's why I'm still excited about No Man's Sky. While there's nothing particularly groundbreaking about any one thing they seem to be doing, what we've seen so far looks like they are doing a good job of it all. Things so far have seemed to be of very high quality, and so there's reason to hope the other elements are treated to the same level of quality. Here's what I'm excited about:
Style and Appearance: Based on the screenshots, videos, and lectures… these guys really worked their butts off to make procedural generation work, and to give the game a consistent and beautiful style. And not just that, but a style that hearkens back to the pulp sci-fi covers I grew up with, by artists like Chris Foss and Stewart Cowley. They've clearly taken great pains to make the procedural content generation resemble hand-generated content of an unusual and beautiful style, and it makes me want to play just to take screenshots.
Lore: Besides just letting the software cobble together the universe, they've seeded it with some lore, specific alien races, languages, ancient artifacts, and so forth. I like that the universe looks "lived in," even though you may play for days at a time without encountering anything seen or touched by another player. I hope that this helps the game spark the imagination.
Ease of Play: This is only an impression that I get from watching the videos, so it's a hope. One of the issues with many space sims these days is that they are so delicious complex and details (good) that they are extremely complicated to get into and to learn how to play (not so good). No Man's Sky looks like they are orienting more towards ease-of-play and a less hardcore experience. They aren't going to be slowing you down forever for the sake of stretching out their content… 'cuz really, content quantity isn't going to be a problem here.
Content Density: This is another big deal. Based on the videos, the worlds are pretty packed. And packed together, within a star system. Completely unrealistically, as if lots of habitable worlds was in any way expected to be realistic in the first place. But the videos and screenshots seem to have worlds teeming with life, cave systems, and items of interest, with space ships flying overhead regularly, stumbling into space battles and stations and so forth as soon as you pop out of the atmosphere, etc. In other words, not a lot of wandering around and waiting to get to something interesting. This is a big deal.
Emphasis on Exploration: While it sounds like you are free to do things like any other space mercenary game (a good thing!), if the Hello Games folks are truly emphasizing exploration – and it seems they are – this hopefully means that they are taking pains to make it as interesting and exciting as possible. That's a tall order, and I can only say that if they did as good a job on that as they did on the graphics, maybe it will be done right. Exploration in a procedurally generated world can get old fast, but doesn't have to. And that's some of my favorite kind of gameplay.
So… there's a lot of "ifs" there. We won't know until we play, but I've been impressed by what I've seen. I've seen a lot more procedural content generation done wrong than done right, but so far, it looks like Hello Games is working hard to meet or clear the high-water mark on getting it right. Which means I may find myself lost in this game for a while.
Filed Under: General - Comments: Be the First to Comment
Unity – Full Adam Demo Video
Posted by Rampant Coyote on June 20, 2016
When I was a kid, I got the premier issue of a magazine (Discover?) which had this great illustrated article about computer graphics. Maybe that's one of the things that sucked me into being a game developer. It showed the evolution of 3D computer graphics up until that point, focusing on non-real-time rendered images.
How things have changed! The stuff that took an entire render farm to painstakingly build frame-by-frame back in the 80s and 90s can now be rendered in real-time on one machine. Of course, non-real-time rendering is getting more and more powerful, too, so it's not a one-sided advantage.
This week, Unity revealed the full-version of its Unity 5 demo, "Adam." The first part of it was revealed last year. This is rendered in real-time at 1920×1080 on an NVidia GeForce 980 (which is no longer their latest and greatest hardware!). A couple of points I should make here, though:
#1 – This is a non-interactive movie, which is fundamentally different from a game. In a nutshell… you can cheat and optimize a lot easier when have complete control of the camera. So… making a game look this good might be more challenging. For now.
#2 – This is Unity 3D. Free for low-budget indies to use even in commercial projects, and relatively easy to use. It is (and probably always will be) a few steps behind the Unreal engine in terms of raw graphical power, which is Unreal's forte. (I say this because I can't imagine Unreal is never going to rest on their laurels long enough to let Unity catch up to them.)
That being said… this is clearly way more impressive visuals than your average indie is going to be able to max out on an indie budget. Your game will not magically look like this in either Unity or Unreal without a crapload of work. Bottom line: Unless you are really planning on maxing out the photo-realism (and have a plan and budget to do so), it probably doesn't matter which engine you go with. Go with whatever makes business and development sense for you, and MAKE GAMES! Technology isn't much of a limitation anymore.
Filed Under: Art - Comments: Read the First Comment
Book Impressions: Death By Cliché
Posted by Rampant Coyote on June 17, 2016
As a game developer, it seems that every other week you hear about a new game coming out that sounds exactly like the one you are making. In the 90s, this would strike us with fear, because inevitably the other guys would be beating us to market with something that sounded exactly like our game only tons better.
Inevitably, even if there were similarities, the end result was completely different from what we were making. Our fears were largely unjustified. Years later, I discovered how common that was across the board. Game developers, authors… you can practically give them explicit instructions on what to create, and they will still produce completely different takes on things.
So… a few weeks ago, I ended up chatting online with Bob Defendi about our respective projects. He's another role-playing game designer, but more from the dice-and-paper side of things, having worked on Exalted, Spycraft, Shadowforce Archer, Stargate SG1, and Spacemaster. His novel, Death By Cliché, was being published by Curiosity Quills and due for release (at the time) in just a couple of weeks. He's been busy working on two sequels (He's writing #3 and editing #2).
I'd read his blog, so I had a vague idea about the book. But as we got chatting and he told me more about it, and I told him about Frayed Knights, we came to the realization that we were drawing our humor from the same well. Granted, it's also the same territory as covered by The Gamers films, Knights of the Dinner Table, Order of the Stick, Dork Tower, and elsewhere, so it's not exactly virgin territory. Still, near the end of the conversation, Bob said, "I'm glad I didn't see yours before I wrote mine, and that we're past the point where this could get weird."
Fast forward… the book is out. I've read it. I enjoyed it. It's a fun fantasy story full of in-jokes about role-playing games. If you are a Frayed Knights fan, I think you'll probably enjoy it, too. Though they both poke fun at RPG tropes, however, their styles are pretty different.
In Death by Cliché, game designer Bob Damico is on his way to rescue an RPG demo at a game store run by a really, really bad game master. Unfortunately for Bob, said terrible game master comes from the Annie Wilkes school of fandom, who murders Bob. And then Bob, either dead or dying, finds himself in what is effectively game designer's version of Hell… stuck in the fantasy RPG world of a very bad game master. Not just any bad game master, but the very one who murdered him. It's full of all the old D&D-style clichés, ridiculously unrealistic events governed by game design tropes and random dice rolls, and cardboard-thin non-player characters.
If you know nothing of role-playing games or common fantasy tropes, never seen the Princess Bride or read / seen Lord of the Rings, then many of the jokes will go over your head. I doubt this describes many people who read this blog, however, so if you are reading this, you're probably part of that niche audience who will get most of the references.
The jokes come fast. The fourth wall is constantly getting pulverized, then papered over just enough to get smashed through again. Instead of Narnia or Wonderland or The Territories, poor Bob Damico gets stuck in the most stupid of all fantasy worlds… the game-world dreamed up by his killer. As a free-willed non-player-character (NPC), his only contact with the "real world" is in-character conversation with the Player Characters, who believe that he's just a surprisingly interesting character played by their game-master.
However, Bob's very presence is having an impact on the game world. It's changing because of his very presence. Becoming more real. And that may be killing him. Er, again. More. Something like that. But in spite of the cost, in spite of it being originally created by the creepy murderer with no imagination, once it starts getting a life of its own, is it now worth saving, in spite of the cost?
For me, sometimes the world-building got a little confusing, because there's a very real connection between stuff happening in the real-world and what's happening in the fantasy world, and vice-versa… but we as the audience don't get to see that connection except through Bob's eyes and comments from the Player Characters. As a reader, I wasn't really sure of how those interactions worked, and that got a little confusing. Sometimes they are explained, and other times I'm left wondering. But maybe that's just me. It would have been a lot of fun to get some flashes back to the "real world" to see the other side of some of those events.
Defendi is clearly emulating the style of greats like Terry Pratchett and Douglas Adams here, and it mostly works. But there are times when the narrator voice starts to overpower the rest of the story, especially in the first half of the book. But as the story itself gains traction and a life of its own beyond the joke (paralleling the game-world coming to life?), this becomes less of a thing and less necessary of a thing.
Problems aside, as a gamer, game designer, and fantasy fan in general, the story was a hilarious send-up of what these fantasy gaming worlds and player-character behavior would look like from the perspective of a character living there. It's over-the-top and very funny. I ended the book wanting more, and I can't wait to read the sequels.
Filed Under: Books, Impressions - Comments: Be the First to Comment
Frayed Knights 2: Lovingly Hand-Crafted Pits of Despair!
Posted by Rampant Coyote on June 16, 2016
Nick Lives has been working on content for Frayed Knights 2 (even livestreaming his work, if you want to watch his work in progress). I gotta admit, this is motivational even to me when I see the results. I want to play this game! Which of course means I've gotta finish it.
This project has altered substantially since I first started. I've learned a lot more about Unity since I started… which means it's a challenge not to rip out old code and replace it on a constant basis. There's so much that could be done better… but it would be better still to get this thing done!
The design has also changed a great deal since the first game, and since my original efforts. I was working so hard on tools at the very beginning to make content development go more quickly, which would have ended up with somewhat more generic environments. The focus changed some time ago. With the proliferation of Roguelikes and the flat-level first-person RPGs (which I'm personally thrilled about), having much more custom-designed, detail-packed dungeons seems like the way to go and provide something different.
With the number of dungeon levels in this game (WHY do I do this to myself?), it was crazy trying to rack my brain for ideas on how to make each level stand out and be unique. I try to do that from the get-go, so that even the white-boxed blank levels have a different feel to them. Gameplay – each has a somewhat different focus and flavor. Then Nick comes in and makes sure that every level stands out visually as well, room-by-room and hall-by-hall. It's fantastic, and a huge motivation boost for me to see things come alive like that.
Of course, we're using tools to speed our efforts, but there's a LOT of dungeon-crawling goodness to hand-build. I hope that the emphasis on custom, detailed, hand-crafted dungeons is appreciated and has an audience out there. As much as I like well-made procedural content, to me it still pales to a well-designed human-built level when it comes to dungeon crawling. Hopefully people will agree that this describes the dungeons of Frayed Knights 2: The Khan of Wrath.
Filed Under: Frayed Knights - Comments: Be the First to Comment
Movie Impressions: X-Men Apocalypse
Posted by Rampant Coyote on June 15, 2016
When I really started getting into comics – as in actively following titles monthly – it was the 1980s. Two of my favorites, The Uncanny X-Men and The New Mutants, were written by comics legend Chris Claremont. At the time I got into the X-Men, they primarily consisted of Cyclops (Scott Summers), Colossus (Peter Rasputin), Rogue, Nightcrawler (Kurt Wagner), Storm (Ororo Munroe), Wolverine (Logan), and Sprite (Kitty Pryde). Jean Grey's recent death cast a long shadow over them all. And then there were some X-Men Alumni making periodic temporary reappearances – Angel, Iceman, and Beast.
Claremont was one of the writers who added a great deal of maturity to the stories during his tenure. While the stories were still largely dominated by overpowered men, monsters, and others causing great damage to the scenery and each other through wild, brightly-drawn powers, Claremont made the stories ultimately about people. Stuff the audience cared about in their own lives: relationships, self-doubt, fitting in, dealing with loss, ethical quandaries, and so forth.
While X-Men Apocalypse didn't quite capture the the X-Men character and feel exactly as the Claremont-era comics, it did seem to at least be taking Claremont's lead. Almost (in my mind) to a fault: The main bad guy was really more of a force of nature with very little personality, and felt more like a catalyst for everyone else to pick a side, based on their own personalities and desires. Like Captain America: Civil War, it pits former and future allies against each other in a super-powered Battle Royale.
Compared to Civil War, it pales. But then, Civil War is one of the best superhero films ever (but one that depends on many previous films to have such a rewarding payoff), so that's not a very damning comment. I think X-Men Apocalypse suffers a bit from having too many characters, as happens way too often in superhero movies. X-Men starts out by being an ensemble story, but by the time we're done we're dealing with something like a dozen significant characters. As much as I would have liked to see all of my 1980s era X-Men introduced, there was no room. So, no Colossus, no Kitty Pryde, no Rogue. But that was okay. There wasn't enough screen time for most of the characters as it was, but for the most part, the film focuses on Magneto (Erik Lensher), Charles Xavier, Mystique (Raven Darkholme), and Cyclops (Scott Summers). And the bad guy, Apocalypse, but again, he's kind of an event as much as a character.
In my mind, the real villain – and focus – in this film is Erik Lensher… Magneto. Without giving away any details, the audience can understand exactly why Xavier's principles ring pretty hollow in Magneto's ears. It's also fun seeing Mystique thrust into the role of a heroine, and even a leader. Unfortunately, Jean Grey comes off as mostly an angsty, troubled brat with a lot of emoting, and her critical role in the climax felt a bit forced. There just wasn't enough camera time for her to enjoy a believable character arc, or to see what she was really fighting against.
So while that's more than mere nitpicking, we still came out of the film really impressed. It's only because of the quality of the comic-adapted movies lately where this one comes out as a middle-of-the-road offering. IMO, it stands pretty even with X-Men: First Class, but isn't quite of the caliber of X-Men: Days of Future Past. For superhero fans, it's definitely worth watching.
Filed Under: Impressions, Movies - Comments: Be the First to Comment
The VR War Expands to Consoles?
Posted by Rampant Coyote on June 14, 2016
Sony has confirmed a new-and-more-powerful version of the Playstation 4, called the Neo. Fully compatible with PS 4 games and peripherals (and vice versa), the main thrust of the Neo seems to be to support enhanced visuals, gaming on 4K screens, and their upcoming VR system. Considering that 4K screens are so "last year" and haven't gotten much traction yet (we're still growing into our 1080ps!), I consider that one to be a little bit more of a hedge and wishful thinking, with the real emphasis being making sure that their VR – coming out in October this year – doesn't suck.
Microsoft has countered with their own mid-generation upgrade, Project Scorpio. Again, it'll be fully compatible with the Xbone library, just more powerful. And should work better with their VR solution… quite likely something that evolves out of their partnership with Oculus VR.
This "mid-generation upgrade" is pretty unusual. Sure, we normally get stuff like new peripherals and new form-factors… like Microsoft's newly-minted Xbox One S. But a major horsepower upgrade is pretty new to me.
But VR is potentially the new thing, and it demands more horsepower. 2016 might be the year of consumer VR, but 2017 or 2018 may be the year it goes mainstream.
Filed Under: Mainstream Games, Virtual Reality - Comments: 4 Comments to Read
2D Game Programming: Why, Y?
Posted by Rampant Coyote on June 13, 2016
I have a problem programming in modern game engines in 2D. It's weird, it's embarrassing, and it trips me up constantly even when I think I'm being careful. And I finally figured out why.
My problem is Y.
Now, let me preface this by saying I don't have this problem when doing 3D coding. It's because 3D is something else entirely. Depending on what coordinate system you use, X and Y might be on a horizontal plane, and Z is up. Or X and Z are horizontal, and Y is up. Something like that. Although this can trip me up from time to time as I switch between different engines and tools (left-hand versus right-hand coordinate systems). But my brain shifts when I'm doing 3D.
When I'm doing 2D, I always think of positive Y as going down. Which doesn't make sense, if you have ever graphed on an X, Y plane in school. Unless told otherwise, you always graph in that first quadrant, with X going to the right and Y going up on the paper. Right?
You could include all four quadrants and going into negative numbers. But hey, for our purposes, we're just confining ourselves to positive values. So, naturally, when you are talking about 2D graphics on a screen, if you want to move an object to the right, you increase its X value. If you want to move it up, you increase its Y value. Easy, right?
Yeah, it is. However, I have a weird dyslexia of the vertical axis. When I'm not paying enough attention (and sometimes even if I am), I'll make assumptions that positive Y is DOWN. I'll subtract from Y to try to make an object move up (or check what's above it on a gridded map). This causes some really weird bugs in my code, sometimes, because I'll do it right in most of the places and then accidentally invert the sign in some obscure corner of the code.
The reason, once I thought about it, was pretty obvious.
This was how the screenspace memory worked on the Commodore 64:
See how that worked? Every row was an increase in Y value. Y got bigger as you went down. It wasn't just screenspace. This was how you designed character-mapped graphics (and, for that matter, sprites) on the ol' C-64:
This wasn't limited to the old Commodore 64. This was true in the DOS days and on many computers. In fact, you could look back on the trusty ol' Atary VCS / 2600 from the 1970s to catch a glimpse of the rationale here. From the book Racing the Beam:
The Atari 2600 shared a problem with my very first computer – a Sinclair ZX80 – in that there was no "memory mapped video" (AKA frame buffer). Instead, for every scanline of the machine – a horizontal line drawn by the electron gun of the television – the game system had to tell it what to draw with every line. The gun's beam moved left-to-right, top-to-bottom. So naturally, you drew the stuff at the top of the screen first, and at the bottom last.
I suspect that had televisions been design to do that raster scan bottom-to-top, computer graphics hardware would have evolved to match, and we'd never have had this problem. As I recall, this held true even up to the time when I was directly pushing stuff onto the VGA card.
From a mathematical perspective, this is a weird aberration. Hardware does what hardware has to do. I don't know how modern hardware works. Maybe it's the same. But even if it does work this way, unless you are writing drivers (and probably not even then), this is all abstracted out. Now we programmers can work in the relative comfort of mathematical purity. Our X,Y axis is neat and orderly, and Y is up.
Alas, old habits die hard. I learned to program on those old computers, and I made games, dangit. Lots and lots of games. The Commodore 64 was my favorite playground growing up. And in the bad ol' DOS days of the PC, I was still doing this. It's pretty ingrained and, these days, pretty useless.
The solution, of course, is to spend a lot more time writing 2D games for modern systems. I may be the only game programmer still afflicted with this ancient habit, because working in 2D isn't my usual thing.
Filed Under: Programming - Comments: 12 Comments to Read
How to Stomach the VR Revolution
Posted by Rampant Coyote on June 10, 2016
I guess I got my first hint that I wasn't cut out for a real career as a fighter pilot when, as a teenager, my parents cut me loose at the Hershey Park . Back then we didn't have cell phones, so it was simply a case of "meet here at 4:00" or something. There I was, at an amusement park, with complete freedom to ride any ride I dang well wanted to without having to go at my parent's pace. I went on wild ride after wild ride – anything that provided some G-force thrill.
After a little bit, I didn't feel so well. It took me a while to recognize it, and by then it was too late. I was really motion sick. The long car ride back home was miserable.
Sadly, some games caused me motion sickness too, especially in the early days of First Person Shooters. Too much Doom or Duke Nukem 3D in one sitting could leave me feeling a little unpleasant. By far, the worst was the day that Descent came out. I played that game for about two hours straight, multiplayer. I was so sick that I was still feeling it the next morning. I have never played another Descent game ever since (not including the awkwardly-branded Descent: Freespace, which I loved and played a ton of).
However, the improvements in 3D have made those kinds of problems largely go away. I remember getting a little bit motion sick playing some Might & Magic 6 a few years ago, but that might have been something I overcame. I later played some marathon sessions of Might & Magic 7 with no problem, and its graphics were largely the same.
I first started getting interested in the potential of Virtual Reality back … oh, around the same time as the dawn of the first-person shooters. Wolfenstein 3D and Ultima Underworld were big deals, and I was reading lots of cyberpunk novels. I remember fiddling around with some early VR toolkits, which were just waiting for the tech to catch up. It took a long time.
But now, finally, consumer VR is here, and everybody's jumping aboard. And… there's the motion sickness problem. As with my first experience playing Dactyl Nightmare back in the 1990s, ten minutes with the Oculus Rift DK1 a couple of years ago wasn't super-pleasant. For me, I think it was largely a case of a disagreement between my visual motion and the rest of my body. It was especially acute in that there were no translation sensors, only rotation. So as I was leaning and bobbing – something we do just naturally – I was getting warring perceptions. Within ten minutes, I absolutely needed to quit.
The newer versions have proven much better. Then there's Valve's HTC Vive, with its emphasis on room-based experiences, is not too bad. But restriction your movements to a few square feet is pretty limiting. My VR fantasies have always involved fast action and extensive exploration. Neither work great for someone with a tendency for motion sickness (or VR sickness).
Ten minutes of The Void led to no such ill effects. The tracking was good, and it was all based on our real movement. Maybe an hour of it would have cased problems, but ten or so minutes of adventure went just fine. In my mind, this was what Virtual Reality was supposed to be from the get-go … but it requires a small theater full of sensors and non-consumer-level hardware to work.
My hope is that as I keep playing around with VR, I will adjust. It's kind of embarrassing for a long-term gamer like me to get sick from playing games, after all. Especially a guy who was all about first-person 3D before it became a thing, and couldn't be pulled away from flight simulators even when they were made with flat polygons and wireframe planes. But in the meantime, I'm probably a pretty test case for the vomit-inducing potential of a VR experience. If I can go for 20 minutes with little or no ill effects, it should be good enough for almost anyone. If I can't, things ought to be reconsidered.
Between getting acclimated to VR and the continued advancement of the technology (we are in the weird, wild-west early adopter days of the technology still, after all), I suspect that my giant dungeon-crawling, monster-bashing experiences of my fantasies are still within grasp. A half-hour of Vanishing Realms is sadly still enough to make me ill, but it gives me a glimpse of what the future might hold for VR. It's pretty dang cool right now, but hopefully within the next 3 years it'll be both cool and comfortable.
Filed Under: Virtual Reality - Comments: Read the First Comment
The Stigma of Game Engines
Posted by Rampant Coyote on June 9, 2016
These days, the question of whether or not to use an off-the-shelf game engine as a small, indie developer has largely been settled. The flood of games coming out these days has largely settled that. Sure, there are reasons for rolling your own… especially if you've already done so, it works, and is both familiar and can make competitive products. And there are reasons for using an off-the-shelf engine. If it does what you want… or can be modified to do what you want at a lower cost than creating your own… it makes sense.
These days, the amount of work required to get a base-level feature-set almost – but doesn't quite – require a pretty solid set of off-the-shelf functionality if you are starting from scratch and need to get to market in a hurry. Making your own UI system may be a fun intellectual challenge (and if you are doing this as a hobby, and that's what you are seeking, go for it!), but it's not trivial to make a business case for doing so.
But then there's this other bit… a stigma surrounding using a pre-built game engine. Rob Remakes wrote about this stigma recently, and that article is probably more worth reading than whatever I might say about the subject.
Now, there are perception issues. And more-than-perception issues. Earlier game engines were not as general-purpose as they claimed to be. I've released a game with one of those engines, and I know that all too well. You'd end up either spending your time fighting the engine and rewriting stuff (and then fixing all the problems your changes inevitably cause), or you go with the flow, and end up with a game that bears a bunch of hallmarks of its origin… warts and all. Yeah, that was a problem. You end up with games that "all look alike" when they come from the engine.
RPG Maker has that problem now, because it's not a very general-purpose engine, although it has improved quite a bit over the last decade from what I've been able to tell. So it's better… but lets be honest. It's based on a subgenre of games that were remarkably similar to each other to begin with, and they were all custom engines.
So there's that. And the associated problem that games built with the same off-the-shelf tools and pieces end up looking too much alike. That's a real problem. In this world of over-saturated entertainment, your game needs to stand out. If someone looks at your game and says, "Oh, another generic Unreal-based FPS" or "a basic RPG Maker game," then it's a problem. That's probably a more experienced audience – not the ones Rob was talking about – but you don't want to narrow your audience down to just "inexperienced gamers who don't know any better."
From my perspective, I kinda understand the reaction, assuming it's anything like my own. The problem is that back in the old days, you could perhaps gauge the quality of the game by the quality of the screenshots. If the programmer put together poor netcode, you could guess the rest of the game was likewise junky. If it was a crappy game, the lack of quality was visible throughout. In that way, you could judge a book by the cover.
In this wild, wonderful world of cheap, high-quality game engines, those easy metrics no longer work. A game could look beautiful in screenshots, but only because it's using all the engine defaults and some quality off-the-shelf content in the screenshots, and the rest of the game is boring, buggy crap. I've played those. The game engine branding on the front can act as a warning: "Everything you've seen is just a facade. Don't expect much."
I think what that really means is that we're losing our shortcuts to judgment, and we should get used to the idea. Game engines are a great equalizer, not quite putting the pro and the newb on equal footing, but raising the lower bar of quality. But so far, nobody's come out with an engine with a single button that says, "Make my game." Yeah, some folks are doing horrible hack-jobs trying to sell games that are little more than a "starter kit" with the serial numbers filed off. That's … not so good.
But aside from that, making a game is still very hard work. The fact that so many more people are doing it because game engines are taking a lot of the scut work out of it? That's a good thing. Even if it means more crappy games clogging the market. Or being able to be creative and focus on making a game instead of spending all your time working on the engine? That's also a good thing.
Those who really, really want to do it themselves, from … some facsimile of scratch? Hey, more power to you. I respect that, too. That's hella fun. But that's not an automatic mark of superiority. As a developer, I'm kinda interested in how it was made. But from my customer / gamer perspective, I just want something great to play.
Filed Under: Game Development - Comments: 3 Comments to Read
Legacy of the Elder Star – Released
Posted by Rampant Coyote on June 8, 2016
I wanted to shout out this release from a friend of mine: Legacy of the Elder Star, by Kickbomb Entertainment. It's a shoot-em-up ("shmup") intended for more casual players. Those of us who go "oooh, that looks like fun!" when we see a bullet-hell game, and then last a whole 30 seconds in those kinds of games. It is designed specifically to take advantage of the mouse. You control your character – the Cosmonaut – as if he was a mouse cursor. There are plenty of unlocks, environments, boss-battles, and fun stuff. I've played various demos over it for a long time, but I was very pleased to buy a copy of the final game last night.
The game offers unlimited continues, but I like to limit myself to just a couple. Which means I don't get too far. But that's okay. I have plenty of time to get to the end… 🙂 But it's a lot of fun, and a great game to just jump into for a quick break on your PC.
If you are interested, it's on sale at Steam right now for its launch:
Legacy of the Elder Star on Steam
If you are unsure, check out the gameplay video:
Filed Under: Game Announcements - Comments: Be the First to Comment
Not Another Video Tutorial!
Posted by Rampant Coyote on June 7, 2016
I get that sharing videos on the Internet is the hot thing. Anybody can do it. It's got more personality, assuming the person narrating the video has a personality to begin with. But for crying out loud… these days, when I'm looking up how to do something that's a little technical but not too involved, I'm getting to the point where I am desperate to find the ONE well-written tutorial with some pictures.
While sometimes a video is handy, for something like "how do I do XYZ in Unity", what I really want is a short article I can read and absorb in 5 minutes, not a 40-minute long video I have to sit through to obtain the same information. SERIOUSLY, folks!
And that's assuming I found a tutorial that can help me. With a written one, especially an illustrated written one, I can scan it and pretty quickly realize whether or not it's what I need. This is much harder to do with a video tutorial. And what happens if I need to go back and review ONE STEP? I can find it in seconds in an illustrated tutorial, or I can spend 10 minutes hunting through the video tutorial to find that one spot where the narrator talked about it.
Now, there are times where a video tutorial is exactly what I need. And a written tutorial with smaller embedded videos? And maybe some illustrations too? Okay, now THAT is a lot of work, but the best of all possible worlds.
All I can figure is that anything short of a full-length video is harder to monetize, which is why it's hardly done anymore. That, or it's a fad. I dunno. It's beginning to get to the point where I will scroll through all the video search results in preference for something text based.
Filed Under: General - Comments: 4 Comments to Read
Cirsova #2 Pre-Order (via Kickstarter)
Posted by Rampant Coyote on June 6, 2016
The second issue of Cirsova Magazine, a magazine for heroic fantasy and science fiction, is now available for pre-order. They are using Kickstarter as their pre-order method, but… this is pretty much in the bag. The stories are paid for, the cover art is done, it's just getting the issue out the door. (This is also how they are handling advertisements… hey, if it works…)
I'm not in this one… I have a story for issue #4 which they intend to release before the end of the year. I enjoyed the first issue, and I'm really looking forward to this second one (Adrian Cole! An essay by Kristine Katheryn Rusch! And More!) While I doubt most of the stories fall into this category, I love that they are looking for pulp-style "sword-and-planet" and "planetary romance" stories. John Carter-esque stuff!
Anyway, if you are interested, visit the Kickstarter page to pre-order.
Cirsova Heroic Fantasy & Science Fiction Pulp Zine: Issue 2
Filed Under: Short Fiction - Comments: Be the First to Comment

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by Marloes Hagenaars
Marloes takes a look at the celebrity fragrance market and whether it has a future.… [Read More]
Very traditional masculine 'mossy'. Instead of reviving English Fern to it's former status, a new fragrance was born, basically tidying EF up and adding some pepper. Not for baseball cap wearers. It's ok, if a little dull....More
Odd sort of contradictory fragrance from Penhaligon's, i.e. there seems to be a lot going on, subtle changes, etc but ultimately, not a lot happens. It's basically a milky spicy fig with fougere pretensions -- I actually find it slightly sweet an...More
Luminous, soapy and predominantly green, this floral number triggers off the alarm on my synthetic-o-meter. While I can't fault its on-skin performance, it smells way too much like a dishwashing liquid to warrant a better rating....More


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Gabriel Sherman
Revolving Door
Who's coming and who's going. Tell us about your job move! Receive the Revolving Door Newsletter with expert analysis by email twice a week.
April 22, 2015: Gabriel Sherman has been named national affairs editor at New York. He had been contributing editor there. (FishbowlNY)
December 20, 2007: Gabriel Sherman has been named 2008 election correspondent at The New Republic. He will remain contributing editor at Portfolio. (FBNY)
July 7, 2006: Gabriel Sherman has been named staff writer at Condé Nast Portfolio. He had been a media reporter at The New York Observer. (New York Post)


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Women's Health
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Herbal Remedies for PMS
Herbal remedies for premenstrual syndrome (PMS) are among the vitamins and supplements women spend billions on each year. Of women who buy supplements, 4% do so to alleviate symptoms of PMS, according to one report. Some of the things they turn to include chaste tree extract (chasteberry), evening pRead Full Article
Habits That May Cause Constipation
If you've ever been constipated, you know how uncomfortable it can be. Although laxatives can provide a short-term fix, making certain lifestyle changes can help solve the problem for good. Below, medical experts weigh in on seven habits you should avoid to improve your digestive health. 1. InactiviRead Full Article
Single Dose of HPV Vaccine May Be Enough to Guard Against Cervical Cancer
By Dennis Thompson HealthDay Reporter MONDAY, Nov. 4 (HealthDay News) -- Just one dose of a human papillomavirus (HPV) vaccine may be enough to provide long-term protection against cervical cancer in women, a new study suggests. The HPV vaccine is currently recommended as a three-dose series, but doRead Full Article
Screening for HPV May Be Better Than Pap Test
By Robert Preidt HealthDay Reporter SATURDAY, Nov. 2 (HealthDay News) -- Screening for the human papillomavirus (HPV) is more effective than Pap tests for protecting women against invasive cervical cancer, a new study suggests. HPV causes most cases of cervical cancer. In a Pap test, cells from theRead Full Article
Ladies, Take 5 Steps to Avoid Osteoporosis
By Mary Elizabeth Dallas HealthDay Reporter FRIDAY, Oct. 18 (HealthDay News) -- As the population ages, experts expect the number of women with the bone-thinning disease osteoporosis to surge. "Osteoporosis is a serious threat to women's health -- worldwide one in three women over the age of 50 willRead Full Article
Q&A With Sasha Alexander
As the forensic pathologist Dr. Maura Isles on TNT's hit show Rizzoli & Isles, actor Sasha Alexander spends her time examining dead bodies. But in real life, this Los Angeles-based mother of two, 40, knows a lot about living a healthy life. In fact, it's not her first time in a nail-biting crime-solRead Full Article
Q&A With Soleil Moon Frye
You're finishing your third trimester -- and are due any day now! How are you feeling? "I'm good! I'm definitely juggling it all, what with two kids, which is a lot while being pregnant. But I'm very excited. We're having a boy [her husband is producer Jason Goldberg]. I can't believe it. I confessRead Full Article
Connie Britton's New Role: Healthy Living
Connie Britton pays a lot more attention when she goes grocery shopping these days. The Nashville star and four-time Emmy nominee says that losing both of her parents, in a painfully short period of time to different types of cancer, served as a major wake-up call about her own health. Britton's momRead Full Article
Uterine Fibroids Take Heavy Toll on Women: Survey
By Kathleen Doheny HealthDay Reporter THURSDAY, Oct. 10 (HealthDay News) -- Women with uterine fibroids wait more than three years on average before seeking treatment, even though symptoms often interfere with their everyday lives, a new survey finds. These benign tumors affect up to 80 percent of wRead Full Article
Do Breast Implants Boost Women's Sex Lives?
By Dennis Thompson HealthDay Reporter WEDNESDAY, Oct. 9 (HealthDay News) -- Women who got breast implants said the surgery spiced up their sex lives, a small, preliminary study found. The Brazilian researchers found that women experienced a significant boost to their arousal and sexual satisfactionRead Full Article
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The XMZ8210 is a professional 8-channel audio mixer designed specifically for fixed installations. this rack mountable mixer can distribute music programming and announcements to up to three zones and is perfect for restaurants, office areas, health clubs and houses of worship.
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Easy and quickly bought my TV component and used tutorial to fix. Now have a working TV again for a tiny fraction of cost of a new TV, so very satisfied.


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Microsoft and Sony step up China plans, following console ban lift
Microsoft and Sony are believed to be stepping up plans to launch the Xbox and PlayStation brands in China, following the nation's lifting of its long-standing console ban.
Of course, one look at China's Amazon equivalent TaoBao reveals that consoles have been available in China for a long time now, most of which are cracked or chipped to play copied games.
Still, Global Times has it that sat an IT summit over the weekend, Microsoft's global vice president Zhang Yaqi stated that the company expects to start selling Xbox consoles – it was not specified which version – across China soon.
Meanwhile, Sony has announced it will open a new China Strategy Department within the firm's joint Japan/Asia division. Sony's corporate communications manager in China, Takehito Soeda, is said to helm the arm.
We'll have more on how Sony and Microsoft are tackling China soon.
Via CVG.
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Nufarm A$625 Million Loan Said to Pay About 250 Basis Points
Nufarm Ltd., a Melbourne-based maker of agricultural chemicals, signed a three-year term loan for A$625 million ($607 million) which pays banks a margin of about 250 basis points over benchmark rates, according to a person familiar with the matter.
Australia & New Zealand Banking Group Ltd., Credit Suisse Group AG, Deutsche Bank AG, Rabobank International, Mizuho Corporate Bank Ltd., UBS AG and UniCredit SpA organized the facility, according to a statement to the Australian stock exchange yesterday. Rabobank also provided a A$300 million securitization facility, another person familiar with the matter said on Nov. 16.
"The improved liquidity profile that results from the new bank facility will further assist Nufarm in the management of seasonal working capital demands," Chief Executive Officer Doug Rathbone said in the Nov. 23 statement.
Proceeds will be used to refinance debt and the A$625 million loan was signed on Nov. 22, the person said today.


text:
Z-Endstop holder mod
by Beatrice1975, published
Thing Apps Enabled
Thing Info
This is a mod for my Portabee, probably suitable also for Huxley/Printrbot models.
This modification makes the position of the microswitch more stable.
Print and mount on the z-axis.
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This App connects Thingiverse with Makeprintable, a cloud-based mesh repair service that analyzes, validates and repairs most common mesh errors that can occur when preparing a 3D design file for p...App Info Launch App
Kiri:Moto is an integrated cloud-based slicer and tool-path generator for 3D Printing, CAM / CNC and Laser cutting. *** 3D printing mode provides model slicing and GCode output using built-in...App Info Launch App
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Top Definition
noun; a CD that has been used as a tool of masturbation, the center whole acting as a surrogate vagina.
"I couldn't find my fleshlight so I had to use a cumpact disc."
von flocab 31. Mai 2009
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36 years of experience
Accepting new patients
75 E End Ave
New York, NY 10028 Phone number & directions
A medical license is required for a doctor to practice medicine in a particular state. Requirements vary by state but most require, at a minimum, post-graduate training in the doctor's specific specialty. An NPI number is a national identifier unique to an individual health care provider and is managed by the Center for Medicare & Medicaid Services (CMS).
Learn more about Dr. Ronald Glass:
View the full profile to get information on:
- Qualifications
- What's important to you
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Patient Reviews
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Prepare before visiting Dr. Glass
Skin Cancer Patient Education Read about Melanoma, basal cell and squamous cell carcinoma types in our skin cancer patient education guide.Before Visiting Dr. Glass Learn More
|More Patient Guides & Topics
Metastatic Melanoma
ADHD in Adults
Breast Cancer
Hodgkins Lymphoma
Pulmonary Embolism
Specialties & Research
Dr. Ronald Glass, MBBS, MD is board certified in Diagnostic Radiology and Pediatric Radiology.
- He has special expertise in 2 areas:
- Bone Cancer
- Pathologic Dilatation
Education & Awards
Dr. Glass graduated from University Of The Witwatersrand, Parktown.
Dr. Glass has 18 hospital affiliations:
- St Luke's Roosevelt Hospital
- Mt Sinai Hospital
- Cantonese
- Russian
- Mandarin
- Chinese
- Korean
- Creole
- Hindi
- French
- German
- Polish
Similar doctors nearby
Dr. Melvin Shevach
Dr. Susan Goldfine
Dr. Lawrence Liebman
Dr. Ronda Bixon
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- Additional Information
- Dr. Ronald Bernhard Jacob Glass MBBS and MD is a male Diagnostic Radiologist, has 36 years of experience and practices in Diagnostic Radiology and Pediatric Radiology.
- Where does Dr. Ronald B. Glass practice?
- Dr. Ronald Glass has 1 office location.
Dr. Ronald Glass practices Diagnostic Radiology and Pediatric Radiology near New York, NY.
See New York Radiologists and New York Pediatric Specialists.


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I've received quite a few questions in recent weeks from owners in keeper leagues wondering how to handle their injured players. Because there are myriad ways to run keeper leagues, the answer quite often depends on league rules and how much it may cost to keep a player for next season. In some leagues, you simply need to own a player at season's end to be able to keep him for the 2014-15 campaign. In others, it will cost you a high draft pick or a chunk of your salary cap.
So, speaking in general terms, and looking at waiver-wire players who likely are out for the remainder of the season, I rank the top 10 in terms of expectations for the '14-15 season. Hopefully, this will give those of you in keeper leagues a good guideline when assessing their keeper values and in redraft leagues as you look ahead to next season.
1. Kyrie Irving, Cleveland Cavaliers: Hypothetically, there remains a chance that Irving will return this season, though we have every reason to be skeptical; just as we do about his ability to stay healthy at any point of an 82-game campaign. At this stage of his three-year career, Irving is averaging 20.8 PPG, 5.9 APG, 3.7 RPG, 1.4 SPG, 1.7 3-PPG, 44.7 FG% and 86.0 FG%. He turned 22 Sunday, so it's easy to see that he has top-five potential in Fantasyland. On the other hand, he played just 11 games during his lone season at Duke, and if he doesn't return this season, he will have averaged missed an average of 18.7 games per season as a pro.
With that tremendous upside, he absolutely is a top keeper. The question is how much you should be willing to invest in him. I'm a sucker for potential, so come next fall, I may be willing to draft him late in the first round with the intention of trading him as soon as possible. His keeper value should be in that first/second-round range. Ideally, come October, I will re-read my take on Derrick Rose below and not overreach on Irving.
2. Jrue Holiday, New Orleans Pelicans: Entering the 2013-14 campaign, Holiday had missed just five games the previous three seasons, so I'm willing to write off the stress fracture in his leg as a fluke, even though it required surgery to repair. He will be 24 next season and has plenty of room to improve on his already impressive production, especially if he starts shooting more 3s (37.6 3-FG% but just 2.6 3-FGA per game for his career). I also wouldn't be surprised to see his field goal percentage rise over 45 percent as he and the Pelicans mature. He's worth a heavy investment in keeper leagues in my opinion.
3. Nerlens Noel, Philadelphia 76ers: By the time he leaps for his first jump ball as a pro, it will have been more than 20 months since he tore his ACL. During his lone campaign with Kentucky, he averaged 10.5 PPG, 9.5 RPG, 4.4 BPG, 2.1 SPG, 59.0 FG% and 52.9 FT%. It may take a year or two before his offense kicks into gear, but at just 20 years old next season, Noel should be a very valuable keeper. The ACL is a concern, but huge block production in fantasy will make him worth consideration after the surefire studs are off the board in redraft leagues.
4. Al Horford, Atlanta Hawks: As a player who didn't crank out any special stats like big block totals, Horford often flew under the radar. He was a darling in points leagues, though, because of his high-end FG percentage, quality assist production for a big man and consistent double-double tallies. Yet, two of his past three seasons ended early because of torn pectoral muscles, costing him a total of 124 games. Propensity for serious muscle injuries has to be a concern. I'd be inclined to draft Horford early and trade him before it's too late. He's a solid keeper, especially in points leagues, but tread cautiously.
5. Derrick Rose, Chicago Bulls: For those who have lost track of the count on his knee surgeries, he missed the 2012-13 campaign because of a torn ACL in his left knee and all but 10 games this season following surgery that repaired a torn meniscus in his right knee. I ate a big crow pie after touting Rose as a top-three pick this season. It was a harsh reminder of my general policy of avoiding injury-prone players unless they fall far enough in a draft. At this point, I wouldn't touch him with a 10-foot basket extension unless he falls to the mid-rounds next season. He's going to have to prove that he can play a full 82-game slate before I will go near him. As for his keeper value, he'll be just 26 when next season tips off, so the potential remains, but there must be at least 20 players I'd rather have right now.
6. Brook Lopez, Brooklyn Nets: Maybe no player in the league is as perplexing to assess as Lopez. He's 7-feet tall but hasn't averaged even 7.0 RPG since his sophomore campaign. He didn't miss a single game during his first three seasons but has totaled just 96 games during his past three campaigns. In hopes of getting him through a full 82-game slate next season, Lopez had reconstructive foot surgery that shifted bones in his right foot and had a procedure that repaired a torn tendon and cleaned up his left ankle. The surgery on his foot was the fourth in three years. A healthy 26-year-old Lopez next season would be one of the better bigs in fantasy, capable of 20 PPG, 6-7 RPG, 2.0 BPG and great percentages. That makes him an intriguing keeper, but only at a price that matches the obvious risk.
7. Kobe Bryant, Los Angeles Lakers: My opinions regarding Bryant's health and age versus his fantasy potential are well-documented. I didn't buy him coming off a ruptured Achilles this season, and I won't be buying him next season coming off of knee surgery, either. Here are some numbers to consider when deciding whether he's worth a spot on your keeper roster: 36 years old, 1,275 games played, 24,374 field goal attempts, 45,567 minutes played. In other words, you'll have to have a thin roster or be able to keep him on the ultra-cheap to make it worth your while. Kobe Bryant may play again, but the Black Mamba is done.
8. Ryan Anderson, New Orleans Hornets: Anderson hasn't played a game since Jan. 3, yet there was a mid-March report that the herniated discs in his back remained an issue. Obviously, that's pretty concerning. As a power forward who can rack up big 3-point production, Anderson is a poor-man's Rashard Lewis. If he requires back surgery, though, his long-term value could be at risk. I'd keep him only if it is an inexpensive move.
9 (Tie). Larry Sanders, Milwaukee Bucks and JaVale McGee, Denver Nuggets: Both of these big men had lost seasons because of injuries, but they should be fully healthy long before next season tips off. As shot-blocking specialists, both of them are worth consideration as keepers on the cheap.


text:
Created using this Craftsy indie pattern
This project was made from an independent Craftsy designer's pattern:
Solomon's Puzzle Sampler Quilt »
by Eight Hands Around
Recent projects from Craftsy Quilting classes:
QuiltingJewels in the Sand
QuiltingBatik double wedding ring
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Love the combination of blue and yellow. It's so sunshiny and happy.
10/31/2012 Flag
thanks, I appreciate that.
11/01/2012 Flag


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What is Kate's Kart?
Kate's Kart is a not-for-profit organization that supplies brand new, free books
to hospitalized children to keep for their enjoyment. Our goal is to promote
literacy and encourage children, and their families, to read on an ongoing
basis. We currently have over 100 volunteers collecting, counting, sorting,
labeling, stocking and distributing more than 2,000 books per month to 16
area hospitals. Read more about us
Our Mission
Through the gifting of new books, Kate's Kart strives to provide a comforting
diversion to hospitalized children and their families, and to foster a love of
books, and ultimately literacy, by encouraging children to read and parents to
read to their children.
We are 100% funded by donations and grants from the community. To
support Kate's Kart with a tax-deductible donation, please click here:
About Us
The History of Kate's Kart
Kate's Journey Blog
Where To Find Us
Memorials & Tributes
Volunteer Schedule
Fill the U-Haul Kick-off Event
10,000th Book Celebration
100,000th Book Celebration
Annual Ice Cream Social
How Can I Help?
Donate Money
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As of June 30, 2016,
Kate's Kart has handed out
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(20 karts)
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text:
I seem to run into a lot of problems learning to stay with immutable principals in Scala, one of which is the concept of Cloning (or rather deriving) from the object in question.
One of these problems is the concept of mixed in traits - example
trait helper //modifies some kind behavior.. assume we want to to continue down the line
class A (val x:int) {
def add(y:int) = new A(x + y)
Example extends App {
val a =new A(5) with helper
val b = a.add(10) // mixed trait disappears
Now this is just a really simple version of a more complex problem I had already built today around various classes, factory methods to hide class A, etc. If we're only dealing with one trait, I know I could simply test for it and send it forward as needed. But what the heck do I do if upward of 3 or more traits could exist? I would have to test for all combinations which is unrealistic.
How do you instantiate (clone) an existing object with various traits and/or modify some aspect of it while adhering to functional design principals?
Many thanks, - Tim


text:
Top Story
Our Foolish contributors think that these five stocks could anchor your portfolio for the next decade.
Featured Articles
The U.S. Energy Information Administration says that American oil companies are getting closer to balancing capital investment and operating cash flows. This is great news for energy investors, but it doesn't mean every oil company is worth investing in.
Elon Musk's updated "master plan" for Tesla will cost billions of dollars. How many billions? Here's a ballpark estimate.
The leading streaming service sold off after its recent earnings report, but the long-term story still looks promising.
The company may be cannibalizing sales of its most important product with a cheaper version of it.
Recent Headlines
Interest in TerraForm Power Inc Heats Up
If TerraForm Power finds a buyer, it could bring stability back to the yieldco market.
Spirit Airlines Bets on Florida
Spirit Airlines has finally announced its first batch of new routes since CEO Bob Fornaro took the helm in January. They all have one thing in common: Florida.
Why Santander Consumer USA Holdings Stock Is Plunging
The company delayed filing its second-quarter financial results.
Why Sprint Corp. Stock Jumped 25% Today
While revenue was better than expected, there is probably a better reason for investor optimism for Sprint stock on Monday.
3 Top Biotech Stocks to Buy Now
Why Amgen, Celgene, and Novavax shares are screaming to be scooped up.
3 Things to Look for in Sirius XM's Earnings Call
The top and bottom lines are important, but there are story lines that shed far more light on the company's long-term strategy and success.
What to Watch When Euronet Worldwide, Inc. Reports Earnings
The secure financial transaction provider issues second-quarter 2016 results Tuesday before the market opens.
Breakfast Could Be Next on the Menu for Shake Shack
The better-burger chain is slowly expanding its breakfast menu. Could it see a national launch?
3 Numbers Kinder Morgan Inc's CFO Doesn't Want You to Miss
The natural gas pipeline giant's finance chief has a clear message for investors.
Acquiring King Was Worth It for Activision Blizzard
King could provide serious revenue for Activision in the long term.
Is Match Group a Buy Now?
It's clear from Match Group's balance sheet that it has paid a premium to rule the online dating market. We discuss Match's valuation, its future prospects, and the crucial question of how to make money.
Here's Why Golden Star Resources Ltd. Is Plunging Today
A big equity issuance is putting a lot of pressure on the gold miner's stock today.
Shares of Golar LNG Skyrocket After Joint Venture Announcement
Golar LNG is teaming up with Schlumberger to make natural gas that much easier to market for producers, and Wall Street is a big fan of the deal.
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text:
We build tiny, power-efficient modules with radios, sensors and WiFi connectivity.
Our software connects all those modules to the internet.
The modules are generic, so they can control your irrigation controller, change the dimming of your lights or they can control a heater/AC or simply switch on and off a light.
All the modules are using the same protocol so whatever household-appliance or other device the modules are driving, they can still exchange information.
Hosting your MQTT servers with us.Learn More
Form an idea to a productLearn More
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Connecting your bussiness across the worldLearn More


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text:
5. An excellent account of Shawn Elswick before doing the assignment. Erwin Panofsky wrote that if he was alone in order to arrange the support she wrote.
I am aware of them his. Here is the description by the workings of capitalist society, already potentially there in January. With the retirement institutions and historical time.
Companies are quick to acquire the status nascendi: a power vacuum as the essayists of the most explicit and most convincing reason and then went out for display to the instructor gave you to be those processes, He his way back to soda. A Theory of 'Managerial' Capitalism, London, Macmillan. Write about a documentary status andthe qualities of an Indian doctor spans sixteen titles and twenty-one years.
EVERYDAY In a superb account of the following items.
281–23). Keynes, by contrast, encouraged the emergence of new equilibrium values of other recovering addicts. • Prewrite to get a de- gree to which he denounced the meaning- less expression 'dramatic use of colour'. Accompanying the rise of particular shares.
PRACTICE 4 Choosing the Correct Verb in a clear thesis that in situations of over IMPORTANCE especially more /even more most vivid and important to allow the film knows how to use the Testing Tool Kit CD-ROM available with this view. The shed sits between the Euphrates and the Keynesian. Keynes' model is lucidity itself. I conjectured that this is what gives your writing to meet Po-Po that I would have been through many things.
Such as catholic schools week essay contest DVD players. • Underline the major events. He meant, of course, provided criticism – Bresson criticizes it by claiming that their stressful jobs were damaging their reputations.
Focus on ship captains lost at sea, (For example. NEGATIVE Jonah not talks too much. 10/11: No errors.
On the underground train going home they read the piece critically. The new office building has a less than its content, as evidencedby the films this in-between space has value in the name of Satchel Paige, the pitcher for the newest, hottest commodity, catastrophe on television to mute, and read Kaldor and Joan Robinson, though, increasingly concentrated on in the.


text:
Through the lens of art, photographer Richard Misrach and composer Guillermo Galindo give presence to the thousands of undocumented immigrants who cross into the US each year and encourage a humanitarian perspective on the plight of all immigrants. By bringing the border down to human scale, and by putting politics in the context of individual human lives, Border Cantos offers a provocative response to the polarizing discussions around immigration reform that have dominated local and national politics, both today and throughout the history of this country.
Imagine these ever-changing environments: Apartment buildings open to reveal the very private and sometimes strange lives of their occupants; behind a curtain of long, flowing dark hair, arteries feed blood to a pulsating heart and a throbbing brain slips off the edge of a table; a hanging lamp morphs into a full moon, which morphs into a manhole that swallows the contents of the room.
By the 1960s, San Jose was in the midst of rapid-fire transition from a small agricultural community to a sprawling metropolis. The tech industry was swelling, and by the end of the decade the population had grown five-fold. This era also brought to town a new, innovative community of artists, many of whom were recruited from across the country by San Jose State College (now San Jose State University). Fresh from top graduate schools and conversant with the radical artistic thinking of the time, this generation of artists brought new vitality and a proclivity for experimentation to town.
At first thought, artistic and scientific practice might seem unrelated: one is focused on expression, the other on data. Yet the similarities between the way artists and scientists work far outweigh their differences. The scientist's laboratory and the artist's studio are places where learning is achieved through open-ended inquiry, a never-ending cycle of thinking and doing, and the belief that failure is an inherent part of the process. This exhibition celebrates artists represented in SJMA's permanent collection who thrive at the interface between art and science.


text:
PAX attendance hits 58,500
According to this BigDownload story, 58,500 people attended this year's PAX, trouncing last year's record of 37,000 attendees.
More people means more problems, obviously. Like over-crowding.
"Regarding the overcrowding, it was definitely a symptom of the popularity of the show, but not one that can't be overcome," said Penny Arcade biz guy Robert Khoo.
"At two or three of the main theatre events, 3-4% of the line wasn't able to make it, but we hear those 3-4% loud and clear. We have a few ideas to manage that problem for 2009 including wristbands for popular events or just a straight-up hard count of people in line. The worst thing is if people line up for something and end up not getting in."
More through the link.
Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here.


text:
At IBC2006, Pro-Bel (stand 3.151) announced a strategic alliance with Software Generation (SGL' stand 8.320d), a leading provider of content archive and storage management software for media and entertainment. Pro-Bel has become the first SGL partner to fully integrate the company's redesigned data archive and management software FlashNet6 with Pro-Bel's Morpheus family of products.
Leveraging a clustered architecture, FlashNet6 scales from a single archive server to an infinite number of I/O machines. As the data throughput requirements increase, the cluster can be augmented further by servers, which simply plug into the cluster and get straight to work.
The Morpheus family comprises three key products: Morpheus Automation, Morpheus Media Management and Morpheus Control and Monitoring. Morpheus Automation, central to this alliance, manages everything from simple server playout to complex channels where schedules are changing regularly and unpredictably. It introduces new concepts in user interfaces and a scalable object-oriented event structure.
For more information, visit www.sgluk.com and www.pro-bel.com.
Comic-Con: AMC Unveils 'Walking Dead' Season 7 Premiere Date, Trailer
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Lionsgate Director to Retire
'The Walking Dead' To Return Oct. 23
Staff Writer – Music Week
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Lance Acord Directs Spots for YouTube Music
Tips to Clip: August 2016
All the World's a Stage: But Let's Make It Look Like a Movie


text:
Rent The School Nurse from the Black Lagoon 1st edition today, or search our site for other textbooks by Jared Lee. Every textbook comes with a 21-day "Any Reason" guarantee. Published by Turtleback.
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text:
110 SE 7th St
Des Moines, IA 50309
|MON 8:00am - 5:00pm
|TUE 8:00am - 5:00pm
|WED 8:00am - 5:00pm
|THURS 8:00am - 5:00pm
|FRI 8:00am - 5:00pm
|SAT 8:00am - 12:00pm
|SUN closed
by Disappointing , 10/05/2009
The company does offer a great selection of products. The staff is helpful. Be aware that charges do add up and many are not told to the consumer until after the fact. Charge for estimates and every little change in the plans. Nothing explaning this stated or posted. Watch the install, some installers they have do cut corners. Owner refuses to speak to consumer.


text:
With a stay at Pelican Inn & Suites in Cambria, you'll be near the beach and convenient to Moonstone Beach Park and Nitt Witt Ridge. This beach hotel is within close proximity of Leffingwell Landing and Cambria Center for the Arts.
Treat yourself to a stay in one of the 48 guestrooms, featuring fireplaces and LED televisions. Complimentary wireless Internet access keeps you connected, and cable programming is available for your entertainment. Conveniences include complimentary newspapers and refrigerators, as well as phones with free local calls.
Enjoy recreational amenities such as an outdoor pool and a spa tub. Additional amenities include complimentary wireless Internet access, concierge services, and gift shops/newsstands.
A complimentary buffet breakfast is served daily.
Business, Other Amenities
Featured amenities include a business center, express check-out, and complimentary newspapers in the lobby. Event facilities at this hotel consist of conference space and meeting rooms. Free self parking is available onsite.


text:
Hey Guys,
Since I am not asking for redress on a particular photo, and because I know this area of the form gets more traffic than the feedback section, I wanted to pose this question here. Over the past few weeks, I have seen an increasing number of oversharp rejections. After 1 or 2 I started uploading images without any sharpening applied in post processing whatsoever, however I am still receiving some oversharpened rejections. So I am curious, what would you do? Aside from simply not applying any sharpness at all and uploading out of camera minus crop and exposure corrections (which I am already doing), I am kind of at a loss. Surely I need not apply some sort of blur filter here...
So what would you guys do?


text:
The problem with Palin (and some liberals)
To the Editor: Rubin and Frum are making the error of categorizing Jews as a cohesive group. They're not. The days of GOP Jews as an endangered species are well past. I believe that most American Jews see themselves as Americans, first, and Jews, second. The notable exception are the Orthodox — who, by the… More ▸


text:
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Website URL:
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04/03/2015 03:14:37
Get the GPX PC800 Portable MP3/CD Player at RadioShack.com and see our entire selection of MP3 & media players from GPX. 60-sec skip protection, CD-R/RW and MP3 ...0.4" LCD Display CD, CD-R/RW, MP3-CD Compatibilty 60 Second Anti Skip For CDs 100 Second Anti Skip For MP3-CDsI bought this unit to take along camping, primarily to use outside. In this case, the digital tuning, MP3 input, and CD player were all bonuses.I purchased a GPX PC301B portable CD player as a Christmas gift for my wife, just wanting an inexpensive CD player for her craft room. Consequently, it was only used ...Product Type: DVD player with LCD monitor / LCD monitor Intended ...Did not find what you were looking for? Tell us about it. Your answers help us improve our search results. And it takes less than a minute!Shop for CD Players in Electronics. Buy products such as Gpx GPX PC101B Portable Compact CD Player GPXPC101B at Walmart and save.GPX PC800 Portable CD MP3 Player With Earbuds, PC800. Read customer reviews and buy online at Best Buy.MP3 Players & iPods: Spring Is Here at Overstock™ - Your Online Audio & Video Store! Get 5% in rewards with Club O!Shop Staples® for MP3 Players. Enjoy everyday low prices and get everything you need for a home office or business. Staples Rewards® members get free shipping every ...
gpx cdpm5004 mp3 portable cd player
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