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The Continuous World of Dungeon Siege
Scott Bilas
Gas Powered Games
Chris Taylor's Dungeon Siege is a fantasy action game by Gas Powered Games that shipped in spring 2002 after four years of development. One of the key requirements of the Dungeon Siege engine is that once the game starts, the player never sees a loading screen or even a hitch in gameplay from beginning to end. Chris called this feature the "continuous world". This paper is the story of its development and how it works. First we'll talk about what continuous world means to Dungeon Siege, then we'll cover implementation of the various components of the system, along with the hard lessons the development team learned along the way.
Continuous World?
Many games have worlds that are continuous, for example Crazy Taxi, Jak and Daxter, Spec Ops, and most flight simulators. So what does that term specifically mean to Dungeon Siege? Originally, it simply meant "no loading screens", where the gameplay never stops or hitches for any reason during normal play. All map-specific game content, such as geometry, scripts, and textures, is loaded on demand in the background as the game plays out, and not preloaded all at once at the start of the map. As the engine evolved, though, more requirements sprung up as we realized what was possible with the technology:
· World content is streamed in on a fine enough scale to avoid forcing the players through choke-point transition areas. Vast open spaces can be (and were) created, allowing a large variety of gameplay styles, such as the linear single player campaign and the hub-style multiplayer map.
· There are no arbitrary constraints on the size or shape of the world in any direction. A level designer can start to attach new nodes to any point in the existing world and head off in a different direction altogether. The engine is designed to integrate this new addition in a seamless, continuous fashion.
· Designers can create rich and dramatic worlds with a high density and variety of placed objects, huge vertical distances, spiral staircases, lots of fat textures packed tight. The density of textures and objects is a critical part of the "look" of Dungeon Siege.
· Multiple players can simultaneously move through any part of the world, playing together, in bands, or solo, joining and leaving the game on the fly, in a client-server setup. This requirement nearly killed us.
· It must be possible to teleport from one part of the map to another in a "continuous" way, i.e. without stopping gameplay. This was an unexpected and scary (but critical) feature that we hacked in at the last minute.
By the end of the project, continuous world had spread its tentacles into nearly every part of our collective consciousness.
The continuous world for Dungeon Siege consists of three main software components: the terrain system which is the world itself, the game object system which is the interactive logic (the "action"), and the world streamer which does the continuous loading. Concepts from these are all very closely tied together so let's quickly cover those first.
Siege Node
This is the basic 3D terrain element of Dungeon Siege. The terrain system drives the entire game, and so Siege Nodes (or simply "nodes") are its fundamental building blocks. Many other games, especially the 2D variety, have a similar building block concept, and may call them "tiles" or "static meshes".
Siege Nodes are 3D meshes created and textured in 3D Studio by artists, exported using a custom tool, and then checked in to source control for the game to use. There are no constraints on the size or shape of nodes, but typically they are built on a grid and are of regular sizes such as 4x4 meters or 4x8 meters. This is done for ease of world building, and is similar to how the Lego system works (although the nodes look nothing like Lego pieces, and are usually highly detailed). As required, the artist will mark node polygons as floor, water, etc., for the game engine to use for its interactive content. Floor polygons are special and are heavily preprocessed for pathfinding optimizations when the map is saved from within Siege Editor, our world building tool.
Siege Door
Nodes are connected together using "doors", and may have as many of these as they like. A 3D Studio tool lets the artist choose a set of vertices and say "that's a door". The term "door" is a relic from a time when the doors really were wooden doors and such. It simply refers to a connection point on a node.
Game Object
Game objects (or "Go's") are used to represent all non-terrain and interactive logic content. Almost all other games have something similar, though they are usually called by other names such as Entities, Objects, Actors, or Pawns. In Dungeon Siege, every tree, bush, monster, sword, and pile of gold is a Go. Invisible objects that control gameplay are also Go's, such as mood altering triggers, light flickering controllers, and path waypoints for AI commands. Every Go is based in a Siege Node, which acts as a sort of spatial owner. On a higher level, nodes act as buckets for spatial sorting and relative query purposes (i.e. "who's near me?").
World Frustum
The world frustum refers to the set of nodes and Go's that are active and kept in memory. It is a large superset of the view frustum, and is represented as a box of configurable dimensions whose center is located at the position of the Go that owns it. The world frustum dimensions are set by default for the map but can also be adjusted on the fly as needed to meet performance demands for a particular area. The world frustum can be visualized as a bubble moving through the world node graph, where its contents are the game world, and anything outside of it does not exist. If we were to fix the frustum's position then travel to its border, we would see the "edge of the world" (i.e. nothingness).
It's worth mentioning that, technically, the term "world frustum" is completely inaccurate and misleading, and thereby follows the grand tradition of game developers cheerfully butchering terms from academia. A real frustum is a cone or pyramid cut by two parallel planes, and so a more proper term for the world frustum in Dungeon Siege would be something like "world working set plus eviction algorithm".
Terrain Implementation
The terrain system is one of the most successful components of Dungeon Siege, partly because of its carefully thought-out design and partly because James Loe, the owning engineer, was so meticulous about keeping it speedy and flawless. It went through several iterations and had a lot of critical features like elevators and fading added to it before it came to rest, but its basic functionality stabilized early on and formed the foundation of much of the game.
The Precision Issue
From the beginning, the engineering team knew that the continuous world was going to significantly affect the engine and content design, and the core issue was numerical stability. Imagine two characters walking in formation two meters apart heading east away from the origin. At some point, the distance from each other is overwhelmed by the distance from the origin, and the characters will appear to be "at the same location".
With floating point, the further you get from the origin, the more precision you lose, which can cause all manner of nasty problems. Things don't sort right, cracks appear between adjacent meshes, space starts to quantize, and cats and dogs start living together. Dungeon Siege uses the FPU in single precision mode for the obvious performance benefits, and to match the native precision of the video hardware. However, even if we increased the precision, it ultimately could never solve the problem because the world was planned to be, and ended up, incredibly large.
The precision problem meant it would not be possible to have a unified world coordinate space like most other games. Instead, the solution was to segment the continuous world into a set of independent coordinate spaces, and switch among them periodically to reset the precision. A variety of ideas were tried out within these constraints, and we eventually settled on a variation of a standard portal system.
Our solution consists of a relational node-based coordinate system, in which each chunk of geometry (Siege Node) has its own coordinate space, and is linked spatially to neighboring geometry via the doors it shares in common with those neighbors. The arrangement of nodes connected by doors forms a continuous graph that represents the entire world map. This node system evolved over time from its original goal of maintaining FPU precision to become the primary method of efficiently subdividing space, and the root of countless optimizations.
In order to encapsulate the concept of a 3D position relative to a specific node, the traditional (x,y,z) vector had to be augmented with a node ID (x,y,z,node) and represent an offset from the origin of a specific node instead. This 4-tuple is encapsulated as a Siege Node Position, or SiegePos. Later on, we added a SiegeRot (quaternion,node) in order to handle comparisons between orientations across nodes.
The phrase "there is no world space" became a mantra to the team, although it literally took years for everyone to fully grok what it meant.
From Martha to Siege: Engine Mechanics
Originally the Siege Engine was called the MSL ("Martha Stewart Library") because it was all about stitching terrain sections together along their seams, borrowing vertices from one mesh to use in another, resulting in a large patchwork quilt. Each patch in the quilt could be constructed using an independent method (static mesh, height field, procedurally generated, etc.) as long as the seams between the patches remained aligned. After some discussion and experimentation (and we ran out of Jolt) we dumped all but the static mesh terrain construction technique. We then determined that the added complexity of stitching was unnecessary and instead chose to just render the nodes right on top of each other. With precise math, the seams would not be visible. In practice, this worked out quite well (especially considering the name change in the library).
The terrain portion of a map in Dungeon Siege is a simple graph of instanced nodes, each with an ID unique within the map, hooked together through their doors. The 3D Studio tool that lets an artist mark doors on a node converts each door into the transform that would be required to hook another node up to that door with the proper alignment. This transform is the key to constructing terrain, in that it tells the system exactly how to place one node next to another so that the world appears seamless. Getting from the connected node back to the original is a simple 180 degree rotation of the transform.
Although the Dungeon Siege world is "true 3D" with arbitrary 3D meshes representing terrain, it is very much aided by the fact that up is always "up", anywhere in the world. The game design does not require the up vector to ever change, and although great vertical distances are required by the game for mood and other aesthetic purposes, most parts of the interactive game experience can be engineered as if it were all in an old-fashioned 2D tile engine, conveniently ignoring the vertical dimension. Nodes always "stand straight up", and are rotated only in flat space to connect to each other (again, this is similar to the Lego system). This vastly simplified many parts of the engine and permitted significant optimizations. For example, the Dungeon Siege pathfinder is blazing fast, because it can work by "projecting" the terrain onto 2D (sort of).
This is part of the reason we don't have true flying creatures in Dungeon Siege, but instead have hovering creatures. The only difference between them and ordinary walking creatures is that their animations place them above the ground instead of on it. This is one of those cases where we saw the limitation and changed the design to compensate, e.g. we don't have a whole lot of flying monsters. It's still silly to see some of the flying creatures carefully pathfind over to a bridge, "fly" across it, then go to where the players are to attack. Better monster placement could have solved this, but in general it was not a problem worth worrying about.
Constructing Worlds
The level designers use Siege Editor to instance Siege Nodes into maps by choosing a door on an existing node, choosing a new node to place near it, and then flipping through doors and orientations on the new node until it "fits". Repeat this tedious process hundreds of thousands of times, and you end up with what Dungeon Siege shipped with – several thousand unique nodes instanced into two gigantic maps with 30 or 40 hours of play each.
The design of the actual nodes changed drastically over the course of development, as the artists and designers experimented with a variety of styles. The nearly constraint-free node and door design also guarantees that experimentation will continue long into the future. However, because the shape of a node and how it is placed in the world are closely connected, getting a good process in place here for the art pipeline is critical.
During development, it became obvious that a lot of the nodes were identical except for their texture mappings. This was common with floor tiles, ramps, hills, rivers, etc. So we invented "generic" nodes that can have texture sets applied to them, for themes like snow, grass, and forest, letting the designer switch among these on the fly in Siege Editor. Our team has generally settled on Lego-style, regularly shaped, reusable rectangular pieces because of its flexibility in world building, with particular areas having many "custom" nodes that are intended for one purpose (such as the dragon's lair).
Regardless of node design, the tile model has a significant advantage over traditional levels in that the testing is far simpler. Because the nodes are instanced, any bugs in texture mapping or polygon flags will be repeated and easier to find. And once fixed, it is fixed for all instances of that node in all maps that use it. Unfortunately this is purely a node-level thing, and Go's, because they are individually placed and set up, do not necessarily enjoy these advantages to the same degree.
The Siege Editor does not use a continuous world, and instead keeps all the nodes and Go's in memory at once. This is mainly done for programming and user interface convenience. Managing a continuous world in the editor would be difficult. But with an essentially infinite sized world, keeping everything in memory at once eats up memory and CPU quickly, making editing difficult, so the maps are subdivided into chunks called "regions" that fit into memory better for editing convenience. This also solves the problem of multiple designers wanting to work on a map simultaneously.
Regions are stitched together at their edges using a tool in Siege Editor that builds a small stitch database for use by the game. The game does not need to pay attention to regions, except for debugging and content lookup purposes, so the stitching is merged into the main node map inside of the loader only, and the rest of the game doesn't know the difference. During normal gameplay it considers the entire world to be a continuous stream of nodes and Go's.
There were a few problems that regions caused, unfortunately. Lighting across them was difficult to line up, and could only be seen in-game, and not in the editor, which made it tedious to fix. And any scripting that was intended to occur across a region boundary had to be rearranged or carefully constructed to work.
The Space Walk
Of course, there has to be the concept of world space at some point, otherwise it would not be possible to do basic operations such as calculating difference vectors and rendering triangles. Dungeon Siege does indeed have world space, however it is not guaranteed to be valid for more than one frame at a time, and should not ever be stored. Only a SiegePos has enough information in it to stay valid, so there needs to be a way to convert it to or from world space.
The Siege Engine tracks what it calls the "target node". Its node space defines world space until the target node is changed, which happens periodically. The target node is chosen by using the SiegePos of the currently active world frustum. When the frustum's center crosses a node boundary, the target node changes. At that time, the coordinate system for the game changes and space must be rebuilt for all the nodes in the active working set. This means that each node must recalculate how its space relates to the target node's origin. This is done by "walking" outward from the target node, visiting each neighboring node through its connected doors, and accumulating transforms. This is similar in concept to how a skeletal animation system transforms bones into world space.
When the space walk is completed, each node in the world frustum will have cached the transforms required to convert a SiegePos to or from world space. Those transforms are valid until the next target node change, which could occur at any time. During that frame of simulation, converting any SiegePos rooted in any node of the working set to or from world space is a simple transform operation.
The question arises: how often should we switch to a new target node and force a recalculation of the transforms for each node? It should be reset as infrequently as possible to avoid bogging down the CPU with transform calculations, while still enough to keep floating point precision issues in check. Another issue arises – say it's possible to only reset it every five minutes of play. This raises major testing problems. Code would inadvertently come to rely on the fact that the coordinate system is stable for a while and only at those five minute markers would we get a chance to see that code fail. So to avoid this insane boundary condition, we assume that every frame it changes, and counter-intuitively change our coordinate system as often as we possibly can without hitting the CPU too much.
Space Usage
In practice, we don't do the expensive type of space transformations all that much in the game. While all this constant rebuilding of space certainly sounds scary, most of the game operates in a pseudo-2D mode, and does only small amounts of basic math, costing very little CPU overall. However, certain parts of the engine, such as the path collider and path follower, do spend a lot of time doing spatial calculations, and going through the transform for every SiegePos comparison would quickly overwhelm the CPU. So instead, these systems will establish and work within temporary local coordinate systems that remain consistent regardless of any change in the target node, and this bypasses the performance problems. This trick does run into problems when nodes start moving around on the fly (we call those types of nodes "elevators"), but that topic is well beyond the scope of this paper.
Another option is to work completely in node local space. The particle effects engine can get away with this frequently when the effect is small and immobile, such as the fire in a torch. Unfortunately, this engine, along with the physics engine (it manages arrows and flying gibs and such), have an entirely different set of problems to solve regarding space, such as:
· A lightning bolt or an arrow path will usually straddle several nodes. This has complications as one or more of those nodes enter and exit the world, especially when the owner of the arrow or spell effect is in yet another separate node.
· Nodes are used for coarse culling of the rendered scene. This is convenient, but when we are staring at the center of a long effect whose endpoints are outside of the view frustum, special code is required to make it render despite the culling.
An interesting problem we ran into was making arrows work. For an arrow to damage and stick in a Go, it must be able to detect a collision with it, which requires knowing what to collide with, which means knowing what node the arrow is currently in. This is more difficult than it may seem, given the arbitrary 3D connections between nodes, and the fact that projectiles can be shot at any angle. As an arrow moves it constantly ray traces straight down to ask where it is (this is a heavily optimized function), and recurses through the graph a bit to find the "best" node, which is then used for collision testing. If the depth is too far, it will get the wrong node, and not think it hit anything. So for example, shooting arrows over a chasm will not work – it will simply pass straight through the Go it was aimed at – unless there are actually nodes connecting the two sides. This was an interesting source of obscure bugs with arrows not hitting targets.
Actually, arrows and other projectiles in Dungeon Siege are just completely wacky in general – they would break in some fashion nearly every couple weeks of development, whether it was fading improperly, popping to be 10x their normal size for one frame before deletion, or sticking into things at the wrong angle. We definitely plan to improve this system in the future.
Evicting Nodes
The world frustum is effectively a cache management system. It determines what is kept active in memory, and what is thrown away (evicted). The system chooses what nodes are contained in a world frustum by walking outward from its center node and intersecting a box whose dimensions are defined by the world frustum with each node it finds in the map's node graph. Any nodes inside or cut by the box are considered active and loaded, and any outside are unloaded and purged from memory.
Originally it was fairly simple – there was only a single world frustum, and it was controlled by the location of the camera. However, with the requirement that the party may split up, and the need for people to play in independent locations in the world in multiplayer, the single frustum idea wouldn't work. While the party splitting feature ended up being dropped as an important requirement for design reasons (although it is still supported), multiplayer remained a key requirement. To solve this, we added support for multiple simultaneous frustums, with one assigned to each Go that can be directly controlled by the player. Because any party member can be moved wherever the player wishes, each gets its own frustum. Summoned monsters can't be controlled directly, and so they don't get frustums.
Necessary as it may be, having multiple world frustums complicates the game considerably, especially considering many horrifying pathological cases we ran into during final testing. So there are several independent coordinate systems running at once, each of which may change at any moment! What happens when they overlap? Who "wins" and owns the space for each node? The solution was to invent a "glomming" technology that lets frustums merge and separate, with a dominant frustum being the owner of the intersection of nodes among the glommed frustums. Each world frustum has an ID assigned from a bit field (so there may be up to 32 frustums total) and node and Go membership is the OR'd result of the ID's of the frustums that it intersects.
A world frustum's position is defined by the Go that owns it. As the Go moves, the frustum moves with it to keep the Go at its center. Party members are always at the center of the activity in Dungeon Siege, and so they get to determine what needs to be loaded and made active. In this way, the player should never see the edge of the world. The coordinate system only changes when a party member crosses a node boundary, changing the target node, which causes space to be rebuilt. Given player character movement speed, and average node size, the coordinate frame will usually change every few seconds.
In single player, only one frustum is considered "active", and only the Go's contained in it are updated. This keeps the action where the camera is currently viewing it, and avoids confusion from some far-off party member being attacked while the player can't see it. It also helps out CPU load considerably. In multiplayer, all frustums are active and updating simultaneously, which is why an 8‑player game requires a pretty hefty server to run it if everyone decides to play in totally separate areas of the world (hint: don't do this).
Great World Detail
The game world was sparsely populated until the artists started experimenting with building high density forests, just to see if it would work. The results were so good that highly detailed, lush environments became the new art style for the game, eventually becoming one of the defining features that we believe set us apart from competing games. With this shift, the engine started getting used at and beyond its full capacity, and engineering constantly struggled to keep up with optimization support.
We were able to get away with this art style because our world frustum is very tiny compared to the size of a level in other games. This is a significant advantage, and it meant we were able to crank the detail sky-high on texture and object density, simply because we didn't have to worry about fitting an entire level into memory at once. A typical frustum worth of the world in Dungeon Siege is well over 1000 Go's in memory at once (several hundred are usually visible depending on the camera angle), with forty megs of textures and a few hundred Siege Nodes loaded. In half a minute of walking, the player could come to a new area with a completely new set of textures and monsters, if the designer wanted (and they actually did this in a few places for dramatic effect).
As the design became more concrete, our designers had to come to grips with the impact of the type and quantity of objects and triggers they were plopping into the world. Even the physical layout of the files on the disk became an issue in keeping the streaming running smoothly without hitches in frame rate. Automatic cache management systems can only do so much, and so we were forced to continually research and add new types of optimizations to keep the game speedy. It was a lot of work, but turned out to be well worth the effort.
War story: one thing we nearly missed during our final profiling was that we had unwittingly become dependent on smaller nodes. These types of nodes were just the "right size" for many of our algorithms, such as the spherical traits-based occupants queries the AI used, or the calculations in the static and dynamic lighting systems. Because these nodes comprised the majority of the game, our profiling and optimizing efforts were focused on them. As a result, Dungeon Siege simply works best with small, chunky nodes (i.e. not long and thin). One region of the game, the Castle Ehb, which had a reputation for being slow, had some very large and oddly shaped nodes in it. Luckily it got added to our profiler tests at the last minute, which showed that these nodes were pathological to many of our algorithms. It highlighted a few important optimizations we could make to lighting and collection management, and we were able to double or triple performance in many areas because of it.
We later discovered a different problem of too many nodes. Our multiplayer map had a very large castle of its own with an extreme density of nodes, sometimes 2000 loaded at once, which was about eight times the normal number. This caused the regular space walks that the Siege Engine took to overwhelm the profile, and as a result, that whole area isn't kind to the frame rate. We weren't able to slip in optimizations for this problem in time, and so that remains an area of improvement for the future.
Game Object Implementation
In stark contrast to the terrain engine, the game object system is a complicated, scary, huge piece of heavily mutated code that is currently plotting to take over the world. The dynamic portion of the Go system is composed of two main pieces: the Go's themselves and the Go database (GoDb) that manages them. The Go's are chunks of logic that may update on a simulation tick and process world messages. The GoDb started out as a simple database that created and destroyed Go's, but ended up very large, mostly due to the load-time dependencies of the Go's and our choice of threading model.
About Game Objects and ID's
The required support for multiplayer and continuous world radically affected this game object system. We knew that the Go allocation scheme would need careful attention if it was going to work at all. While the system it was carefully planned, the evolving optimization requirements pushed it to its limits.
Go's may be created in Dungeon Siege one of two ways: either automatically via the world loading process, or directly via a call to create one by game code (e.g. "ready an arrow"). There are three main types of Go's: globals, locals, and clone sources. Globals are created and managed by the server and share a common address space across all machines, locals are created and managed locally per machine, and clone sources (looking back, a better name for these would have been "prototypes") are special cache Go's for making new Go's, also managed locally. Clone sources also hang around after last touched for an extra 30 seconds to boost the cache hit rate, and can be preloaded to smooth out generators, which spawn Go's on the main thread. Each of these types is stored in its own database within the GoDb.
Later on, we added new types of Go's to handle the evolving needs of the game. For example, the Go managing a spell effect would stop working after it passed out of the world (this was mainly an issue with long duration effects), and so we created "omni" Go's, which are not part of the world, and always active. They are used as manager objects in-game for timers and gameplay tracking systems, as well as the special 3D GUI and character chooser in the front end. Other new types of Go's we had to create, such as server-only, all-clients, and lodfi, are discussed later in this paper.
Every Go has two types of ID's for addressing purposes – a Game Object Identifier or Goid, and a Static Content Identifier or Scid. The Goid is assigned at creation time to all Go's, and is guaranteed unique within a machine. Each type of Go (global, local, clone source) has its own independent range of Goids to use. Because only global Goids use a common address space across all systems, there is special safety code to detect and error when some incorrectly written code tries to send non-global Goids across the network. Global Goids are also structured to permit recursive creation calls to optimize network bandwidth, so that a monster may create its inventory items while the monster itself is being created, without the server needing it to tell it to create each item individually.
The Scid is a map-wide unique ID assigned at Go creation time by Siege Editor for instanced Go's placed by a designer. A definition block for an instanced Go will be the template name (the type of Go to create), its Scid, its location, and any fields that the designer has overridden from the template, such as scale or attack range. Go's that are generated at runtime in the game get assigned a special constant "spawned" Scid. Examples of these types of Go's may be anything from arrows shot at monsters to effects managers to creatures spawned from monster generators. Various functions are available to quickly resolve a Go to or from its Scid or Goid address.
Evicting Go's
With 60,000 Go's placed per map, and many times that number generated during gameplay, we have a problem of deciding whether or not a Go should be kept in memory. A non-critical Go such as a tree or an arrow should obviously be deleted when it passes outside of the world frustum and is no longer needed (or more accurately, when the world frustum moves away from the tree or arrow). And an absolutely critical Go such as a player character, or any of the items in their current inventory should obviously be kept in memory at all times. What about other objects, such as doors, dead monsters on the ground, chests, elevator movers, light togglers, and quest completion triggers?
If we keep too many Go's in memory, then memory usage will spin out of control and, by the end of the game, we'll spend all our time paging to disk. Save game will become unbearably long and the file size will be enormous. On the other hand, if a certain chest holds the Axe of Kill Kill Carnage as a quest reward, we definitely want to remember that it was already opened and taken, otherwise the player could easily exploit this by going back again and again until the whole party was outfitted, throwing off the game balance. And it's easy to imagine a number of gameplay blocking issues if the state of locks on doors and such are not maintained.
There is no single easy solution to this problem, so we implemented a variety of optimizations to tackle it. At first, we had nothing; we simply kept everything in memory. A quick calculation of the number of objects we'd have in memory by the end of the game showed us this was a bad idea. Our next idea was to "cache out" objects, keeping them all in memory but reducing each to a small save file. With our particular implementation of the GoDb, only 65000 (216) simultaneous root Go's could be kept in memory at once, so that idea wouldn't work either, plus even with a small save header per Go we'd still have an enormous memory overhead. We calculated that, no matter what, we'd just have to start deleting things. Not just the obvious things like trees and rocks, but monsters and even magic items, as well. Our final solution consisted of several parts: fluff removal, expiration of non-critical Go's, Scid retirement, and data reduction to 32 bits.
Fluff Removal. This was a relatively easy optimization. We already had a system in place called "lodfi", which stood for "level of detail for items" and was intended for an object detail slider that would cause non-critical game elements (fluff – wheelbarrows, trees, bushes, etc.) to not get loaded at all. This was an optimization for low end systems to trade off prettiness for performance. Every object in the game had a lodfi range that would determine whether or not it was a candidate for skipping during the load process, and we did a few passes through the templates in the content database to set lodfi ranges on decorations and such. Conveniently, this lodfi setting was also an easy way to say "this is non-interactive game content" and lodfi-tagged Go's could be optimized out of all sorts of things. They didn't need to go in the save game, they would never cross the network and so could be constructed as locals, the AI queries can completely ignore them, and most importantly, they could be deleted almost immediately after leaving the world frustum. The majority of Go's with Scids in the game are lodfi objects, and so this solved perhaps 80% of the runaway memory problem for us.
Expiration. As the party moves through the world, killing and looting everything in sight, a lot of things get dropped on the ground. This includes swords, armor, potions, and other things that the player often chooses to leave behind because it's not as phat as their current gear. We added the ability for a Go to have an "expiration class", which says how long it is permitted to stay around after it leaves the world. After a Go exits the world frustum, a countdown timer starts on it (usually ten to fifteen minutes in duration). If the timer fires and the Go is still outside of the world, it is simply deleted. We used a timer because the player may be near enough to a town to want to run back and pick up some more items to sell off, so those items needed to be maintained longer than half a frustum's width of running. There is also the option to set an expiration class to "never", which is useful for quest items and other objects that should never be deleted.
Scid Retirement. Monsters were the first things to get tested out in the expiration system, and they were also the first things to fail. After deleting a Go, the next time you go through the area where it was placed in the world in the editor, it would get constructed again fresh, which would throw off game balance. So Scid retirement was a way of marking Scids as "never construct this again", and was used to keep monsters from respawning. Later on we made as many one-shot things self-destruct as possible to take advantage of this.
Data Reduction. Even after all of this work, there were still thousands of extra Go's being dragged around in memory by the very end of the game. We still wanted to track whether or not a chest had been opened, or a door was unlocked, but we needed a way to track this information without actually keeping the object in memory to do it. Last minute optimization ScidBits™® was born. This is just a trivial database of 32-bit words that are mapped to Scids as a tight save game method. An object could use bits from its ScidBits to track on/off states. For example, a chest could detect the leaving-world message, then set bit 0 of its ScidBits to say whether or not it had been opened, and then self-destruct without retirement. Later, if that chest had been reloaded, the first thing it would do is check that bit to see if it should animate to the open position and delete its contents. This was the last piece of the puzzle. Eric Tams, our content engineer, applied this simple technique to almost all the interactive content in the game that could handle it. After this, the game's memory usage profile was consistent and smooth from beginning to end.
Once the memory usage profile was consistent, we had to do something about its footprint. The expiration time for Go's was long enough that the animations, textures, and bones of their models would start to pile up in memory fairly quickly. To cut down on this, we added a multi-level purging ability to our models that would do a staged unloading of the resources and temporary storage that are required for rendering. The resources would be brought back into memory on demand.
Continuous Logic
It's a huge conceptual and implementation problem to build an action/adventure game without having self-contained, reasonably sized levels. This also took the team years to fully grok. Any attempt to cover all of the issues we ran into in this small paper would be futile, so instead let's cover the million dollar one.
The core problem that we had so much trouble with is that, with our smoothly continuous world, there are no fixed places in the world to periodically destroy everything in memory and start fresh. There are no standard entry/exit points from which to hang scripted events to initialize or shut down various logical systems for plot advancement, flag checking, etc. There is no single load screen to fill memory with all the objects required for the entire map, or save off the previous map's state for reload on a later visit to that area. In short, not only is the world continuous, but the logic must be continuous as well!
About 0.4% of the game's content is in memory at any time, and it is constantly being recycled as the player moves through the world. In addition, Go's are constantly leaving the world, which means that if one Go is dependent upon another, it needs to handle the possibility that its target will simply get deleted at any time. This can throw carefully scripted trigger sequences off if they are not activated correctly. Say you have a baton-passing scene where, when activated by a player character, non-player character Bob picks up an item and runs to Jane to hand it off. If you were to trigger the sequence, then walk away from it, and Jane were to pass out of the world before Bob gets there, what happens? Suddenly Bob can no longer find a path to Jane, and in a few seconds, Bob himself will exit the world. What happens then?
Having objects constantly entering and leaving the world is most often a problem at frustum boundaries. On a frame tick, objects may not only change their coordinate systems, but they may completely cease to exist! Building a general solution to scenarios like these nearly drove us mad. We ended up having to modify our systems to become extremely tolerant of problems and unexpected conditions. The game now contains a number of "self-healing" features. For example, the Go that modifies a light to make it flicker checks to make sure that the light it is modifying exists before it starts up, and will wait if necessary if it's not. And an AI job such as "attack that Krug" will intelligently abort and choose a new target if its destination suddenly disappears. Many systems in the game had no choice but to be tolerant of having the rug pulled out from under them. And then, of course, adding the tolerance required for multiplayer made all previous efforts appear to have been a cakewalk in comparison.
In multiplayer, having every single machine completely in sync with the server is not possible due to network bandwidth requirements (even on a LAN it would hurt), and so each client machine only "knows about" the Go's in the frustum owned by its player's hero. The server manages all of the frustums at once, giving it a superset of the entire game, and is responsible for telling each client to create the global Go's as they move through the world.
The server has to keep track of which client machines have which Go's constructed, so that it can issue correct create and destroy commands as gameplay proceeds. Every non-Omni Go has a SiegePos saying where it is located, which implies that each belongs to a node. Nodes have membership bits (cached by each Go) saying which frustum they are part of. The GoDb on the server uses these bits to determine which players in a multiplayer game can see the Go, which in turn is used to dispatch network commands to the correct clients as an additional bandwidth optimization.
We ran into a problem right away with this system: what happens when a client runs into a monster or some other item that has been modified (attacked, killed, flipped, spindled, mutilated, etc.) by another player? Leaving it in its default state would not work, because it would look incorrect, have the wrong name, be in the wrong pose, or even crash the game in certain cases.
To solve this, we had the server keep track of when Go's are "dirty" and if so, construct a delta packet (we call these "packed bits xfers" internally) and send it along with the construction order to the client as it is spawned on demand into the client's world frustum. The delta packet contains information about how the Go was different since it was first created in its "const" form, and may include things like its animation pose, spells cast on it, current life and mana levels, and if it is a potion, how full it is (in support of our high-tech Potion Sipping Technology™©). Most of the time, the delta packet is very small, because the players are running through pristine wilderness, or the objects they have interacted with have self-destructed as per our memory optimizations. We also carefully bit-pack the packet, use some LRU position caches, and on top of the network compression layer, this doesn't really hit the bandwidth too much, all things considered.
Multiplayer adds an entirely new dimension to our optimizations, requiring new types of support Go's to be created. Server-only Go's are special globals that only need appear on the server, such as triggers driving quests, to avoid eating up the network bandwidth. And "all-clients" Go's are objects that exist on all client machines in a multiplayer session, to avoid delta syncing problems with the complicated player character Go's as they pass in and out of each other's world frustums.
War story: one major problem we discovered towards the end was the expense of stores. A "store" is a Go that owns a lot of inventory for sale, such as weapons, potions, spells, etc. The way we implemented the system was to have a store construct its entire inventory immediately upon creation (actually, this just leveraged the same code that monsters use to generate their own inventory). This worked well early on, but as the game got tuned, the stores grew in size to have hundreds of items in them. Worse yet, most of them were located in towns, which already had very dense object placement. The dirty Go algorithm completely broke down the instant someone bought anything from the store, because its state had changed, and so after that every item had to be constructed individually for any machine that moved its frustum to contain that store's node. In practice, this was a brutal (but ultimately shippable) drain on the network, hard drive, and CPU, and by the time we noticed its severity, it was too late to fix. Stores are a good example of the engine being pushed almost beyond its limits, and the system is in the crosshairs to be fixed in the future.
World Streamer Implementation
The world streamer (internally called the Siege Loader) is a secondary thread that is constantly pulling in new data in the background, usually from requests made by the primary thread. This system went through several total rewrites before coming to rest at its current implementation. At one point in its development, the loader was doing walks of the frustum on the second thread, and loading nodes directly from there. This was far too complicated to manage because of the complex interaction with the main thread for rendering and space transformation, and so this was simplified to work as it does today. Unfortunately, today's model is still fairly complicated. The terrain side of things is clean, but the Go loader needs a good rewrite.
In Dungeon Siege, node loading is a three-part staged process that may happen immediately or take several seconds to finish, depending on the load on the system. First, the node is "preloaded": its storage is allocated, the physical mesh is loaded, its properties get set, and then the node is hooked into the world's node graph. Next, the node is added to the world frustum, which triggers Go loading for all of the Scids it contains. Finally, the node may potentially be "upgraded", if it is part of a frustum belonging to the screen player, which ends up issuing texture load work orders for the node. The upgrading step is an important multiplayer optimization we added for the server (we call this "slim loading"), and avoids loading textures for nodes that will never render.
The preloading, texture loading, and Go loading portions of this process are expensive, and are usually done on the secondary thread. At any point in this load pipeline, which can take some time to complete, the player may decide to go in the other direction, which ends up deleting the node. This will cancel any outstanding requests and "roll back" the load process. Note that the load process is actually quite a bit more detailed than this brief overview, because of many optimizations and special cases we had to add.
Getting the world streamer to fill orders on a second thread is one thing, but balancing it properly is an entirely different problem. The secondary thread has limited resources, in order to maintain a smooth and continuous frame rate – we tried to avoid it going above 20% CPU. We had intended for the thread to spend most of its time blocking on DMA'd disk I/O, but the addition of a zlib-compressed file system dashed those hopes. And in addition to eating up the CPU, the thread can also grab locks to certain key structures as it runs, so that even if CPU usage is low, the main thread may spend time waiting for those locks to be freed up, which causes hitches in the frame rate.
We kept CPU usage balanced by limiting the rate at which it filled work orders. Every work order has a destination time that it must be completed by. This is used as a type of priority system to sort work orders and space them out to smooth the load when possible. We also spent a considerable amount of time trying to keep the contention between the main thread and the streamer thread to a bare minimum, and even had to invent a new type of critical section (the hyper-fast contention-resistant "read-write critical") and many types of thread lock profiling as part of our optimization efforts.
Over time, the thread model slowly became more and more complex. Go creation involves nearly every system in the game, and because this runs on the second thread, most of the game had to be made thread-safe. This reduced performance considerably (5% skimmed right off the top just to serialize the heap) and created a fountain of bugs. We became adept at hunting really bizarre thread contention and protection bugs (note: this is not something we are particularly proud of).
Looking to the future, a better model may be to break the Go creation down into more basic stages, and avoid running any game logic at all on the secondary thread, only using it to serve resource load requests. We intend to research this option as a way to reduce complexity in the engine, which is currently one of our biggest challenges. When you get right down to it, Dungeon Siege is really just an exercise in cache design and optimization. Even the caches often have caches. It hurts to think about it sometimes.
Odds and Ends
These are some short but sweet war stories that happened during the development of our continuous world.
Late in the process we realized that we needed some method of near-instantaneous travel from one part of the map to another for multiplayer. Our engine was simply not designed for this type of thing. While teleporting anywhere in the map is a near trivial operation (and a useful and fun feature of our development build) it causes the program to freeze while we force-load the target of the teleport (a load screen!). This is probably fine in single player, but the server in multiplayer cannot afford to do this because one player teleporting would temporarily lock up the simulation on the server for the rest of the players. We hacked around the problem with frightening elevator and frustum size tricks, and the designers made it all part of the game's story (the H.U.B. system).
Another problem with lacking teleportation was what to do when a player got killed in multiplayer. Other games simply respawn the player at some fixed starting point, perhaps making them pay a price of money or weapons for the privilege. Doing this in Dungeon Siege would effectively require teleportation, and this time we couldn't work around it with an elevator trick. Instead, one of our programmers, Chad Queen, invented the penalty box style "ghost" system, that bypasses the problem entirely, and is more fun and more immersive than the old teleport-respawn trick!
Permitting the party to split up had many complications – some geometry broke when characters were placed a certain way because of overlapping issues between regions that would not normally show up with a single character. Also, because multiple party members could be anywhere in the world at the same time, and the player could switch among them instantaneously, we had to treat the mood, music, and weather as attributes of each party member, rather than globals.
One unexpected and severe problem we ran into was FPU precision, but completely unrelated to terrain! Unfortunately, this was only discovered after shipping through some painstaking debugging efforts by Jessica Tams. Time in the game was tracked using floats representing seconds. At high frame rates after around 30 hours of play, a variety of artifacts showed up in the game as time started to quantize, becoming progressively worse. Because the world is continuous, time must be continuous as well, and cannot ever be reset at any point in the game. We solved this in the 1.1 release of the engine by seeking out all the places time was used in the game and converting those sections to temporarily set the FPU to run at full precision during those calculations.
One feature we always wanted was the ability to be able to reach outside of the world frustum, usually to get orientations and distances. For example, it would be convenient, if two party members were separated enough that their world frustums did not touch, to be able to have an arrow onscreen that points from one to the other, so they are easier to find. Unfortunately, because there is nothing between the two frustums at that point, and the only way they could be connected is with a completely blind walk (and this would not guarantee to work!), such a question of "where is Sally relative to Jose" is simply impossible to answer. We are researching creative ways around this, by popular demand.
In addition, the node-relative nature of the world meant that those distances and orientations may not make sense anyway because the world doesn't necessary follow traditional Euclidian notions of space! The world can, and often does, intersect itself, and end up bent like a pretzel. Two regions can completely overlap, where one is faded out and the other is visible. The designers took full advantage of this in the multiplayer map, creating an "endless desert", which is literally endless in one of the directions because it is stitched back on itself like a loop. In more practical terms, this ability gave the designers a lot of flexibility in layout out their worlds, because they didn't have to worry about making distances match up, or even make sense. The player would never notice, but it does make building overview maps (say for a strategy guide) a little difficult.
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Gold Daily and Silver Weekly Charts – Curiouser and Curiouser
by Jesse, Jesse's Cafe Americain Gold and silver continued to rally today, even as the Dollar took back quite a bit of its recent loss after the Fed did what everyone expected them to do, which is nothing. Keep in mind that the Dollar DX index is antiquated, and potentially misleading since it is so heavily weighted to the old order currencies. Currencies are under closer examination now, because we are in a period of change that some have called 'the currency wars.' Sometimes analysts will narrow that definition down to just the competitive devaluations that governments engage in to help to boost exports and curb imports to their faltering domestic economies. But it is much more than that. They are missing the bigger picture because it is the kind of change that occurs over long periods of time. One day they will look up and see it, and surprise. Who could have seen it coming? Gold is the king of currencies, the crème de la crème of monetary vehicles. If you have an ancient gold coin now, even if it is not of collectible merit, its value is still sustained as bullion after all these years, no matter what country or ruler may have happened to have issued it. And the same is true for silver. That is because physical precious metals have no counterparty risk. No paper currency may make that claim, since they exist on either the strength of a promise, or the force of a threat. And as the promises erode, the application of force often increases. It is the international force of wills that is causing the currency wars. Some wish to uphold the existing regime, the dollar as the reserve currency, whether it makes sense or not. That is because money is power. There is little that is noble in this effort. It is the greed of the merchants and the will to power that they serve. And the rest of the world has grown weary of it. Others would aspire to grow the power of the Anglo-American empire at any cost, most of it to be paid by other people. It is an old story, one of the oldest. Pride and the will to power, and from them spring jealousy and greed. Enough is never enough for some. There was overnight commentary about gold, and some recent controversy about the supplies of gold in London and New York. You might take the time to read Deriding the Theory of Gold Tightness at the Comex. What goes around comes around. And what is coming around the corner may be enlightening. Have a pleasant weekend.

subset: commoncrawl


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For a busy parent, every little time saver helps and Microsoft Office 365 is one tool that can give the busy mom or dad-on-the-go the edge needed to get it all done. With one subscription, you can get Office for the whole family on 10 different devices. That means that Excel spreadsheet is ready to go from the home computer, to the smartphone at the gym, to the tablet at the school without any hassle. Best of all? You can try it out for free and see how well it works for your family.
Brought to you by Microsoft Office


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THR EXCLUSIVE POLL: 67% Say American Idol's Best Days Are Behind It
Still, the new Hollywood Reporter reveals that 47 percent say they'll tune in to Season 10 when it begins -- and that many have surprising opinions about Jennifer Lopez and Steven Tyler.
An exclusive THR/Penn Schoen Berland poll in the new Hollywood Reporter magazine (now on stands in
LA/NYC) surveyed 750 current and lapsed Idol viewers nationwide from Dec. 21-23.
Among the surprising findings...
*67 percent say the show's best days are behind it, despite the addition of new judges Jennifer Lopez and Steven Tyler
•48 percent say Lopez makes them more interested in watching; 43 percent say Tyler does. Also, "the new Idol is cooler and less predictable," according to those surveyed, says pollster Jon Penn.
*47 percent say they "definitely or probably will watch" the upcoming season, knowing that the new judges will be Lopez and Tyler; 26 percent say they "definitely or probably will not watch"
*6 in 10 Idol viewers say the shake-up is a positive change that takes the show in a new direction
*4 in 10 "hardcore fans" say Ellen DeGeneres leaving makes them "more likely to watch"; hardcore fans will miss Kara DioGuardi, but they are the only ones
*Only 21 percent of Idol viewers could recall the name of last season's winner (Lee DeWyze).
*28 percent of all Idol viewers watch Idol for the embarrassing "trainwreck" performances; 52 percent watch it for the "awesome musical talent"
*45 percent feel former judge Simon Cowell influenced their voting the most
*1/3 of all Idol voters hail from the South; 61 percent are female


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"We not only market to our past participants with the tool…it's been a very helpful tool for communicating with our participants and growing our event."
"Achieving an 800% return on investment is a decision I'd make every time."
"From a data perspective, from a currency perspective, from a languages and support perspective, I can't imagine doing it without a partner like ACTIVE."
"We can contact ACTIVE 24 hours a day, 7 days a week with any issues."
"We chose ACTIVE over other providers primarily because they've got the best system on the market and we get the best customer service than any of the other providers in the market."
"I always like to align myself with people and organizations that have a significant degree of credibility and integrity, and I truly believe that's what ACTIVE is all about."
"ACTIVE has done a great job allowing us to process a lot of information really quickly."
"We'll do races where we check in 8,000 people just on event morning with ACTIVE On-Site."
"Our Account Representative has become like an actual team member."
"I've been blown away by the resources that ACTIVE has invested in that have given us the opportunity to do things we've never done before."
"Our sponsors really like Virtual Event Bags, once you have this you can't go back to the old fashioned goody bag."
"Virtual Event Bags are most cost effective for our sponsors."
"I love Virtual Event Bags, it's the way to go!"
"The amount of one-on-one attention we're able to get from ACTIVE has been a huge help."
Miami Tri Events produces and organizes world-class events such as the 2575 Triathlon, the City Bikes IRONMAN 70.3 Miami, and the St. Augustine Half Marathon Weekend, among others. Led by a dedicated group of experienced professionals, the company has a singular goal of creating and managing quality events for the community. Suzette Rodriguez, head of athlete services and social media, relies on ACTIVE to help Miami Tri Events reach that goal. "Our account manager is very helpful and quick in his responses to our team. I have enjoyed working with him. He is very insightful and always updating us on the new things ACTIVE has to offer." ACTIVE's full-featured event management software is continually evolving to meet the needs of Miami Tri Events, supported by a knowledgeable account manager who can help Suzette and her team navigate the system easily.
Learn more about Miami Tri Events
Cheryl Anker founded Off 'N Running Tours in 1994, offering running tours for people of all fitness levels throughout Los Angeles. She believes that a change in outdoor scenery can make all the difference in committing to a workout routine, and brought that philosophy to the table when she expanded her company into race direction and management services. Off 'N Running Tours currently directs 5K runs and walks for public races in Southern California and annual conventions nationwide. When preparing to do her first public race in several years, she relied on ACTIVE's race management system to help her attract participants and stay organized. "(Using ACTIVE's software was) a wonderful experience because it worked," Chery says. Plus, she also could rely on ACTIVE's support throughout every phase of event planning."Our account manager is the very best there can be," mentioned Cheryl. "He is always available, knows I need a bit more assistance because I expect a lot. He was wonderful.
Learn more about Off 'N Running Tours
Steven Tomboni is the founder and CEO of America Multi-Sport, Inc., which plans and executes endurance events in the Muncie, Indiana area. In addition to connecting with his ACTIVE account manager once a week, Steven relies on 25 years of experience and planning more than 1,000 events to get things right. His team spends months in research and development before launching an event and the endurance community is quick to show support. "We love what we do and the athletes know it," Steven says. It shows, with early race registrations for the annual cold-weather Viking Winter Dash growing from non-existent for 2016 to more than 30 for the 2017 race, which opened more than a year in advance. When it came to partnering with ACTIVE – which they've used since 1999 - it's about one thing: "Trust." Looking forward, Steven sees a continued partnership with ACTIVE: "We want your leadership to train our staff to implement all the upgrades for maximum effect."
Learn more about American Multi-Sport
Purpose.Race Events (PRE) produces and manages popular endurance events in Texas, including the Spa Girl Tri & Run, Alamo 13.1, and Illuminations Half Marathon. The company strives to create unique and different events, but its bigger goal is to rally people behind worthy causes. PRE is passionate about using its events as a platform to raise awareness and support for causes that range from wounded warriors and cancer treatment to overcoming everyday obstacles. Facing the challenge of getting the word out about their events and charities, the team at PRE turned to ACTIVE's marketing services. With a tailored marketing plan and advice from an experience digital marketing consultant, PRE was able to execute on successful, multi-channel marketing campaigns, all within a budget. The result was an increase in registrations for PRE's events, which translated to more support for good causes.
Learn more about Purpose.Race Events
USA Triathlon is the national governing body for triathlon in the United States. For more than five years, USAT has been a partner with ACTIVE, using our innovative software and hardware, including ACTIVEWorks Endurance, to increase registrations. "For us, it's ideal to streamline one platform across the organization for all events in order to realize economies of scale and staff efficiencies," said Chuck Menke, chief marketing officer. With almost 500,000 members, USAT needed a quick and easy way to process registrations, payments and check-ins for events, clinics, races and more. With the use of On-Site during event day, "it allows for us to pull information quickly and effectively, cutting down on the amount of time someone waits in line to check-in." Looking to the future of endurance events, USAT continues to leverage experience from ACTIVE's account managers and technical support team, while focusing on upcoming technological breakthroughs. "ACTIVE has been a driving force in continuing to push the technology curve," said Menke.
Read the Full USA Triathlon case study
Learn more about USA Triathlon
Mike and Marti Greer started the nonprofit Buffalo Springs Lake Triathlon in 1990. Being in the market for the last 17 years, the Greers depend on ACTIVEWorks Endurance event management software and the On-Site app to them manage their event well. "On-Site was much more efficient than our previous process and took care of every box that had to be checked. Even on-the-spot registrations were more efficient than we'd ever experienced. It was just very smooth, and the athletes loved it." It shows, with less time spent checking people in and waits in line, and more time enjoying the event. When it came to partnering with ACTIVE – which they've used since 2000 – the Greers knew they were in good hands.
Read the Full Buffalo Springs Lake Triathlon case study
Learn more about Buffalo Springs Lake Triathlon


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We Talk About All New Technology of Mobiles,Laptops,Personal Computers and all type of Gadgets. Also We provide knowledge about new Technology
Tuesday, 22 January 2013
Apple may introduce iPad 5, iPad Mini with Retina display next year
Apple, the world's most valuable company seems to further increase its value with the launch of new products early next year. The company may introduce a fifth generation iPad tablet next March. The launch will be in line with Apple's strategy to maintain its record of yearly Spring releases.
According to a media report, the upcoming iPad will boast similar design of the iPad Mini in design with dimensions of a slightly smaller iPad 2. At present, the company offers three models of iPad and all the tablets measure the same.
It is expected that Apple may also launch the newer version of iPad Mini next year, featuring Retina-display. The Retina display with the same resolution as the third and fourth generation iPads, the Mail added.
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Multiple Dates
ANSTO Technology Workshops - Maker Mayhem Jan 2018
Get creative!
In this holiday science workshop you'll use motors, wires. batteries and craft materials to make all sorts of contraptions. Learn how gear ratio's work, complete circuits, apply leverage and apply design thinking in a series of fun activities to get the brain going during the holidays. You'll even create a Scribble Bot drawing robot to take home too... lots to do here for the child who wants to build stuff!
Audience: Children aged 6-14 years
Workshop delivered in partnership with Fizzics Education (more info).


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I only bought this video for the music. I knew
Richard Simmons was better suited for a beginner, but I
thought I could turn the moves into
higher-energy/higher-impact and have a good time dancing
to the music. It contains upbeat oldies like "Devil
With A Blue Dress," "Mony Mony,"
"Dance To The Music," and many other good ones.
But the movements are done very slowly and were difficult
to turn into high-impact. For example, when trying to
turn a march into a jog, it was just too slow to be done
comfortably. So, after a few tries at this, I decided to
put it in my Waiting For A Garage Sale pile. However, if
you're a beginning exerciser who likes this type of
music, I would definitely recommend it.
Annie S.


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To get a copy of your social security card, complete an application and take or mail it, along with proof of identity, to the Social Security office. Replacement cards are free, and applicants are allowed three cards per year, or a maximum of ten during a lifetime.
- Obtain an application
Download Form SS-5 from the Social Security website, or pick one up at the nearest Social Security office.
- Complete the application
Answer the information requested. The questions are basic, requiring your name, date of birth, address and Social Security number. Although questions 9 and ten request your parents' Social Security numbers, you only have to complete this section if you are under 18 years of age.
- Gather your documents
Choose a document that shows your identity, such as a driver's license or passport. These documents must be current and unexpired. If you are a naturalized U.S. citizen and did not show proof of citizenship when you first applied for a Social Security number, you need to provide proof when you reapply.
- Submit the application and documents to the Social Security office
Take or mail the application and documents to any Social Security office. Expect to receive your card in seven to 14 days from the date you submit the application.


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Erev Sukkot at Temple Judea Mizpah
This event occurred in the past.
Map | Find Parking
Sukkah decorating, service, and Open Sukkah Table. TJM provides the entree and members are asked to bring a salad, side dish, or dessert to share (for 8-10 people). RSVP by Sept. 24, to the temple office at 847-676-1566 or firstname.lastname@example.com.


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Prepared Childbirth HypnoBirthing Class
Preregistration Required
This HypnoBirthing class will teach you to trust your body and work with it by using guided imagery, visualization, and special breathing to have a safe and satisfying birth. You will learn: Techniques of deep relaxation to help you eliminate the Fear-Tension-Pain cycle. To create your body's own natural relaxant. Natural ways to bring your body into labor. How you and your birthing companion can create a birthing environment that is calm, serene and joyful, rather than tense and stressful. To use your natural birthing instincts to birth your baby in a way that most mirrors the way that nature intended. The cost of this class is NOT included in the Family Education Value Package because it is taught by an outside provider. A tour of the Women's Center is not included with this class.
Date & Time
April 26, 2014
More Info
Parenting Sioux Falls


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Stonington taxpayer grand list drops nearly 19 percent
Stonington - The town's 2012 grand list has declined 18.6 percent or more than a half-billion dollars with the recently completed revaluation.
The grand list, which is the sum of taxable property in town, had totaled $3.18 billion in 2011 but that number has now declined to $2.59 billion, a decrease of more than $593 million. The decrease was expected because of the decline in real estate values over the past five years, when the last revaluation was conducted.
The town's top taxpayer,
LCS-Westminster Partnership (Stone Ridge), saw its assessed value plummet from $45.4 million in 2011 to $29.3 million in 2012.
The town appraises properties based on sales of comparable properties and then assesses them at 70 percent of their fair market value as of October 2012. That assessment is what property owners are taxed on once the town approves an annual budget.
Property owners cannot take their new assessment and multiply it by the existing tax rate to figure out their new tax bill because that calculation would produce an incorrect, much smaller tax bill.
This is because with the decrease in the value of properties, the town will need to increase its tax rate so it can raise the needed tax revenue to fund the budget. The Board of Finance also has to adopt a proposed 2013-14 budget that voters must approve.
Tax Assessor Marsha Standish said that property owners who questioned their original assessments will receive notices this week of any revisions. If they are still dissatisfied, they can then appeal their assessment to the Board of Assessment Appeals. Assessments are also available by going to the Assessor's Department page at www.stonington-ct.gov .
The rest of the town's top 10 taxpayers are Connecticut Light & Power, $28.7 million; Aquarion Water Co., $14.3 million; Davis Standard LLC, $13.8 million; Whitehall Mansions Partners LLC (Residence Inn), $11.5 million; Mashantucket Pequot Tribe, $10.5 million; Mall Inc. (Olde Mistick Village) $9.7 million; RJH II-HH Mystic LLC (Mystic Hilton), $9.6 million; SMV Mystic LLC (Pendleton), $7.6 million and Yankee Gas Services, $6.9 million.
- Joe Wojtas
Full game: Notre Dame-West Haven at East Lyme boys' basketball


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Halo World Championship 2016 Teams, Seeds, and Discussionin Halo General Discussion
Started by CyReN, 04 Aug 2015


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This is part two of our Truck Rental Specials and Deals for the month of May. Did you know that you can hire a truck for any job you need help hauling or moving supplies? We make it easy and convenient to rent a moving van, hauling a load, or a 4WD vehicle for trekking through rugged terrain. We have a variety of vehicles, not only moving trucks and vans, so if you are heading out in rugged terrain on a holiday or a road trip, we can help you choose the best vehicle for your needs. Find all of this month's discount codes, special offers, and details on our website: BudgetTrucks.com.au. You can be sure that there is a great price or special pricing offer available at almost every Budget Trucks location in all states in Australia. Some of these special offers are regional and some discounts are available throughout Australia. Today, our specials include one way specials, a local business discount for business clients in South Yarra, a weekend special rate, tradies rates, a $59 ute rental, and a weekend moving deal in Perth. Plus, as always, check out our new mobile app which is now available for download and get truck rental savings on the go! Sign up for our email newsletter for special discount alerts.
One Way Moving Van Specials Between Melbourne and Adelaide
If you are moving from Melbourne, Victoria to Adelaide, South Australia, you can take advantage of these great one way rates on moving van rentals from Group C, F, or H. Rates depend on which size vehicle you want to rent and are as follows:
Group C (e.g. Toyota Hi Ace Van)
– $955 for a 2 day rental, includes 900 kms.
– $1155 for a 3 day rental, includes 1350 kms.
– $1355 for a 4 day rental, includes 1800 kms.
– $1555 for a 5 day rental, includes 2000 kms.
Group F (e.g. Isuzu Moving Van)
– $1155 for a 2 day rental, includes 900 kms.
– $1355 for a 3 day rental, includes 1350 kms.
– $1655 for a 4 day rental, includes 1800 kms.
– $1955 for a 5 day rental, includes 2000 kms.
Group H (e.g. Ford Transit Van)
– $1005 for a 2 day rental, includes 900 kms.
– $1255 for a 3 day rental, includes 1350 kms.
– $1455 for a 4 day rental, includes 1800 kms.
– $1655 for a 5 day rental, includes 2000kms.
Prices include one way fee, time and km charges, Vehicle Registration Recovery Fee, administration fee and GST. Pickup locations in Melbourne include: Airport West, Altona North, Bentleigh East, Camberwell, Footscray, Melbourne Southbank, Richmond, South Yarra, Sunshine, Bayswater, Blackburn, Box Hill, Bundoor, Campbellfield, Clayton, Croydon, Highett or Preston. Drop off locations in Adelaide include Adelaide Trucks. For full details, terms and conditions see our Budget Trucks Special Offers Page.
For things to do when visiting Adelaide, see our travel tips blog:
Adelaide Truck Hire Map Photo Credit: BudgetTrucks.com.au
The Beautiful City of Adelaide, South Australia
Things to Do in Adelaide, South Australia
Take a Cool Drive through the Adelaide Hills
Strangest Places to Visit in South Australia
Best Places in Australia to Dive with Sharks
Hop on Over to Kangaroo Island
A Getaway within a Getaway: Flinders Chase National Park
Top 10 Nature Experience in Australia
The Southern Australian Loop Road Trip
The Arkaba Walk: A South Australian Walking Safari
Tasting Australia Event in Adelaide, South Australia
For things to do while in Melbourne, see tips from our blog:
Melbourne Truck Hire Map Photo Credit: BudgetTrucks.com.au
Free Things To Do in Melbourne
Free Things To Do Near Melbourne
Refresh and Relax on the Mornington Peninsula
5 Stops on the Great Ocean Road
The Great Ocean Road – Road Trip
Road Trip: Sydney to Melbourne
Escape to the Countryside South Yarra Valley and the Dandenong Ranges
Outdoor Rock Pools in Melbourne
Outdoor Pools and Baths in Melbourne
Melbourne Food and Wine Festival
Foodie Tours in Melbourne Part One
Foodie Tours in Melbourne Part Two
Best Foodie Destinations in Australia
One Way Moving Special from Melbourne or Sydney
This is a great deal for a one way moving special, or relocation deal if you are moving from Melbourne to Sydney or Brisbane. Or if you are moving from Sydney to Melbourne or Brisbane. You can get the following price schedule when you rent a 4.2 m Moving Van from Group F. These prices include the one way fee, time and km charges, Comprehensive Vehicle Insurance, Vehicle Registration Recovery Fee, Administration fee and GST. Remember these deals work great even if you are moving to the suburbs or outskirts of any of these main cities because at least you don't have to return the truck all the way back to your origin city or pay a high one way fee.
Melbourne to Sydney
2 Days – $1347.28 (1000 kms)
3 Days – $1573.42 (1500 kms)
4 Days – $1799.56 (2000 kms)
5 Days – $2025.69 (2500 kms)
Melbourne to Brisbane
3 Days – $1798.43 (1800 kms)
4 Days – $1999.57 (2000 kms)
5 Days – $2100.70 (2100 kms)
Sydney to Melbourne
2 Days – $1450 (1000 kms)
3 Days – $1650 (1000 kms)
4 Days – $1849 (1200 kms)
5 Days – $1999 (1500 kms)
Sydney to Brisbane
2 Days – $1599 (1800 kms)
3 Days – $1749 (1800 kms)
4 Days – $1949 (2000 kms)
5 Days – $2199 (2000 kms)
For full details, terms, conditions, drop off and pick up locations available see our Budget Trucks Special Offers Page.
For more travel ideas when near Sydney, see our blog list:
Sydney Car Rental Map Photo Credit: Budget.com.au
Best Scenic Drives in Australia: Greater Blue Mountains
Scenic Drives in the Snowy Mountains
Snow Valley Way: A Delicious Scenic Drive
Things to Do on Holiday in Sydney
Sydney Holiday Ideas for Families with Kids
A Spectacular New Year's Eve in Sydney
Places to See in and Around Sydney
Sydney's Famous and Secret Beaches
Scenic Drive from Sydney to Melbourne
Experience the Vast Beauty of Wollemi National Park
Enjoy the Diversity of Ku-ring-gai Chase National Park
Walking through Ku-ring-gai Chase National Park
Summertime is the Perfect Time for Sydney's Outdoor Pools
Best Places to Celebrate Chinese New Year in Sydney
One Way Moving from Sydney to Adelaide
Take advantage of our special one way moving van deals from Sydney to Brisbane, or Sydney to Melbourne, Sydney to Adelaide and experience the convenience of one way moving. Not having to return the moving truck to your origin city with all you have to do when you move is a big help. Choose from Group F for these one way special rates. Here are the great one way moving van rates:
Moving from Sydney to Adelaide
3 Days – $2674 (1500 kms)
4 Days – $2899 (2000 kms)
5 Days – $3125 (2500 kms)
6 Days – $3349 (3000 kms)
Sydney pickup locations include Artarmon, Gladesville, and Manly.
These Budget Trucks one way rental deal includes Vehicle Registration Recovery Fee, Administration Fee, One way fee, GST, and Standard Excess. For full details, terms and conditions see our Budget Trucks Special Offers Page.
Local Business Truck Rental Special in South Yarra
When you hire a truck from our Budget Rental office in South Yarram you can take $10off per day when you rent for 2 or more days. You can book online or over the phone at 03 9201 8888 and use one of the following coupon codes that corresponds to the length of your truck rental:
Automatic Utes, Vans & Trucks
2 days = $20 off use coupon MPNZ148
3 days = $30 off use coupon MPNZ149
4 days = $40 off use coupon MPNZ150
5 days = $50 off use coupon MPNZ151
6 days = $60 off use coupon MPNZ152
7 days = $70 off use coupon MPNZ153
For full details, terms and conditions see our Budget Trucks Special Offers Page.
$59 Ute Rental Specials in Queensland
When you rent a 2WD single cab ute from Group A, it's just $59 a day at participating Queensland locations. This option is available from Monday thru Sunday. The Budget Trucks Queensland locations with the offer include Ipswich, Capalaba, Hamilton, Boondall, Narangba, Rocklea, Logan, Ashmore & South Tweed Heads. Each rental already includes 100 kms free per day, Vehicle Registration Recovery Fee, Admin fee, and GST. For full details, terms and conditions see our Budget Trucks Special Offers Page.
Tradies Special Rates
Rent for 5 days during the week from our Brighton store and enjoy these great rates on our most popular commercial vehicles.
|4.2M Moving Van
|Group F
|4.2M Tray
|Group G
|1 Tonne Van
|Group C
|1 Tonne Tray
|Group A
This offer is valid on rentals after the 19th of September 2016. Contact the Brighton Team for exclusive Tradies Special rates and discounts at 9596 4281. Rates include 200 kms per day, Vehicle Registration Fee or Premium Location Surcharge (if applicable) Administration Fee and GST. For full details, terms and conditions see our BudgetTrucks Special Offers Page.
While you are close to Brisbane, you can also check out these other travel ideas from our blog:
Brisbane Car Hire Map Photo Credit: Budget.com.au
Something for Everyone in the South Bank of Brisbane
Pacific Coast Road Trip Sydney to Brisbane
Take a Trip to the Queensland Outback: Carnarvon National Park
Great Barrier Reef National Park
Top 5 Great Barrier Reef Port Cities and 5 Great Barrier Reef Destinations
Excursions for Your Great Barrier Reef Holiday
Great Barrier Reef Island Getaways
Beautiful and Diverse National Parks of Queensland
A Chocoholic's Guide to Brisbane
Weekend Moving Truck Rental Deals in Perth
If you are planning on moving in Perth, you can take advantage of this great weekend moving truck rental deal for $330 for the entire weekend. Pick up your moving truck rental on Friday after 4pm and return in by 7:30am on Monday. This deal is available at Budget locations near Perth: Burswood, Balcatta, Fremantle, and Midland. The great price is inclusive of 100 kms per day, GST admin fee and Vehicle Registration Fee. For full details, terms and conditions see our Budget Trucks Special Offers Page.
While in Perth, check out some holiday ideas from our travel tips blog:
Perth Trucks Hire Map Photo Credit: BudgetTrucks.com.au
Wine, Waves, and Caves of the Margaret River Region
Make it an Amazing Holiday in Awesome Albany, Western Australia
Esperance and the Southern Coast of Western Australia
The Pinnacles and Nambung National Park
Perth Road Trips: Rottnest Island and Lancelin
Free Things to do on Holiday in Perth
Holiday Getaways near Perth and Surrounds
Korung National Park in the Perth Hills
Your Taste Buds will Enjoy the Margaret River Gourmet Escape
National Park Excursions near Perth
National Park Excursions near Perth Part Two
National Park Excursions near Perth Part Three
Regional Parks near Perth Part Four
Regional Parks near Perth Part Five
Marine parks near Perth Western Australia
Want to Get Discount Alerts via Email?
Get notified of deals as they are created so that you can be the first to scoop up the best deals on truck rentals. Sign up for our discount newsletter emails. For all of this month's deals, valid coupon codes, terms, and conditions see the special rental offers on BudgetTrucks.com.au.
Download Our New Mobile App!
Now you can enjoy the convenience of booking and managing your Budget Truck rentals while on the go right from your smartphone. Check out the brand new design and features like real-time price estimates, coupon calculation, and more counter products to add onto your rental. Renting a car or truck has never been easier.
Features and functionality:
- Make, modify or cancel your car rental reservation 24/7
- Get real time price estimates including all taxes, fees and surcharges
- Store your RapidRez number to access your profile information during each reservation
- Access exclusive mobile only offers and discounts
- Search for your nearest Budget rental locations, hours of operation, addresses and phone numbers
For car and truck rental – the Budget app is your one-stop shopping experience.
Download the Budget Car and Truck Rental mobile app now on the App Store and Google Play.
Stay tuned for more MayTruck Rental Deals next week!
Latest posts by Shari McConahay (see all)
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Click any thumbnail to view the full painting and its info.
"The Golden Hour", Oil on Panel, 9x12"
"The Golden Hour", Oil on Panel, 9x12"
Oil on 9x12" birch panel. Click any image to enlarge.
*Frame selection subject to availability. Contact us to inquire.
This is part of a series of plein air paintings of the James River in Richmond, VA, that I have been exploring for some time. This view is right in the heart of downtown, not far from the historic Tredegar Ironworks. Golden light from the setting sun dances across the sky and water, and kisses the footings from a long forgotten bridge.
Unless otherwise noted, price includes shipping within the continental U.S.A. Over-sized items may incur additional freight charges. Virginia residents are subject to an additional 5.3% sales tax. For international orders, please contact us with your shipping address and phone number for a custom shipping quote.


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T-shirt design for a cheerleaderteam.
The script my group at school was working on didnt quite work out, so a few changes was made.
Im sorry , but i feel its better this way.
ill post a link to the finished short story when its done, maybe :)
And aint it funny that people back home forget about you when you move(most of them). 100 Km aint that long in an age of of internet, fuck that what about phones?
Signing out, not quite as drunk as i want to be


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Rengoku no Karma
Project Status
Author(s) and Artist(s)
HIROSE Shun & HARUBA Negi
From MU:
Makoto does not have it easy. He gets bullied in school and has problems with his father due to skipping School. His outlook on life brightens when Kirisaki, a girl in his class, compliments his drawing skills. A while later he sees her getting harassed by the ringleader of his bullies. He decides to intervene, but is cut short by the revelation that she is the ringleaders girlfriend who incited the bullying in the first place. Depressed by his situation Makoto decides to kill himself. He lands in purgatory, neither Heaven nor Hell with the mission to save the lives of six people, whose life will be negatively affected by his suicide. His father, his bullies and Kirisaki.
Drama, mature, mystery, psychological, school life, shounen, supernatural.
Status in Country of Origin
2017.01.08 Chapter 07 - High Schooler 7 DDL IRC RO
2017.02.05 Chapter 08 - High Schooler 8 DDL IRC RO
2017.03.03 Chapter 09 - High Schooler 9 DDL IRC RO
2017.03.17 Chapter 10 - High Schooler 10 DDL IRC RO
2017.04.30 Chapter 11 - High Schooler 11 DDL IRC RO
2017.05.06 Chapter 12 - High Schooler 12 DDL IRC RO
2017.07.07 Chapter 13 - High Schooler 13 DDL IRC RO
2017.07.07 Chapter 14 - High Schooler 14 DDL IRC RO
2017.12.01 Chapter 16 - High Schooler 16 DDL IRC RO
2018.01.02 Chapter 17 - High Schooler 17 DDL IRC RO
2018.01.02 Chapter 18 - High Schooler 18 DDL IRC RO
2018.09.02 Chapter 19 - High Schooler 19 DDL IRC RO
2018.10.11 Chapter 20 - High Schooler 20 DDL IRC RO


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Comprehensive Commercial Warehouse Solution for Central Mississippi
Cold Storage | Cross-Docking | Inventory Tracking |Canadian National Rail Serviced
Welcome to Mississippi Warehousing. Please take a few moments to review our services to learn why we are Central Mississippi's premier choice for public warehousing. If you need more information, just give us a call.
We operate a full service warehouse that consists of approximately 194,000 sq. ft. of dry storage and 10,000 sq. ft. of frozen storage. Our location and services offered make us a logistics leader for Central Mississippi region.
Why choose us for your logistics solution in Central Mississippi?
We strive to maintain the highest standard of quality service, accuracy, cleanliness and safety in the industry. Our pricing is competitive with our peers and we will match and beat most of our competitors in this area. Trucking companies rave about our turnaround time to get loaded, unloaded, inspected and preparing documents.
Additionally, our location is the closest facility to the I-20 and I-55 interchange providing cold, dry and outside storage.
Awards & Recognition
- Perennial Presidents and Vice-President award winners for maintaining low loss ratios (safety) from Golden Rule Insurance Company
- Top USDA inspections scores
- Glowing reports from Johnston & Associates, Inc. for OSHA compliance and other best practices.
Warehouse Tour
Commercial Storage Solutions ♦ (601) 939-0840
Mississippi Warehousing Company
1350 Flowood Dr Flowood, MS 39232Phone: (601) 939-0840 Email: email@example.com
Business Hours
Mon - Fri: 07:30 AM - 04:00 PM
Sat - Sun: Closed


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PRO-899823 Progressive new
Progressive Canning Funnel
Pour foods into your canning jars without the mess. Funnel securely fits on the mouth of wide and standard-size jars. The outside base of the funnel never comes in contact with the food and contains messy spills. Measurement marking for headspace allows necessary air space for proper sealing. The deep red color inside the funnel won't show food stains. Comfortable handle is easy to grip. Canning scoop is heat-resistant to 400F. Dishwasher safe.
Features Hide
- Securely fits on wide and standard jar mouths
- Outside base of funnel never comes in contact with food and acts as a mess-free feature
- Measurement marking for headspace to allow necessary air space for proper sealing (¾", ½", ¼")
- Red color inside funnel won't show food stains
- Handle is comfortable and easy to grip
- Canning scoop is heat-resistant to 400F
Specifications Show
- Manufacturer: Progressive
- Dimensions: 6" x 3"
- Material: Plastic
- Made in China
Care & Usage Show
- Dishwasher safe
NEED HELP DECIDING? | Send us an email | Call us at 800-243-0852
Related Recipes
Customer Reviews
5.0 / 5.0
1 Review
For Kefir grains
I bought this to use on widemouth mason jars for my Kefir water grains. But this can be used on both regular and wide mouth. It is a very sturdy funnel and I highly recommend this to any mason jar users. For liquids, too. Cereals, oats, sugars, this is just what I was looking for.
- Was this review helpful? Yes (0) No (0)
- Flag as Inappropriate
August 31, 2014
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Questions & Answers


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Perfect Biotics – Thinking Of Using Prebiotics And Probiotics? Learn How To Begin Here!
Vitamins and minerals keep your body healthy and powerful. Carbohydrates will be the body's fuel, but vitamins and mineral nourish the body and help essential processes run smoothly. It's crucial that you're getting enough nutritional supplements each day, both from your food consumption and supplements. Continue reading to see ways to help purchase them into your diet.
Take your vitamins as soon as you work out. This will likely allow your muscles to recoup quicker and provide you the fundamental nutrients you should stay healthy.
So that you can live a wholesome lifestyle, there are some nutritional supplements you should consume in each meal. Target seven servings of fruits and vegetables, along with some protein in small amounts. When you can't do this, it's a great idea to take supplements.
Calcium can maintain and make stronger bones. To digest the calcium properly and acquire all that you could as a result, you need a great deal of vitamin D in your system. You can get vitamin D through sunlight, food, and supplements. These all increase your body's capability to absorb calcium.
Supplements with fats should invariably be taken with a bit of food. Vitamins E, K as well as a are samples of supplements that will only be taken with food because they are much easier to absorb during that time. These are best absorbed when consumed in addition to fat.
Of all types of vitamin D, sunlight and cow's milk are incredibly full of potency and easily absorbed. If you lack contact with the dun, or avoid drinking milk, then it is crucial that you have a vitamin D supplement. Vitamin D protects your bones and keeps them from becoming brittle.
A Vitamin is important since it's an antioxidant that boost immune function and slows skin aging. It can be toxic if excessive is taken, so stay within the daily dosage which is recommended. That amount is 2300 IU, or International Units. Carrots are among the best sources for A Vitamin.
In case you have reached menopause, prenatal vitamins are not a good idea. A lot of women that aren't pregnant takes these supplements for better nail and hair growth. That is certainly not usually a problem, however the pills have lots of iron. Women in menopause do not require that much iron.
Supplements are exceedingly vital currently. Actually, those processed food in stores have way less nutritional value that one could even imagine. You may, however, replace with exactly what is with a lack of your meals by taking a multivitamin tablet.
Avoid prenatals if you've already been through menopause. A lot of women who definitely are not pregnant take these vitamins as a way to help grow their hair and nails. Even if this is not considered dangerous, it is really not recommended due to the products containing more iron than a normal dosage.
Many fruits and vegetables are rich with Vit C, but citrus fruits are abundant with it. Many people are unable to receive all the vitamins and minerals they need, so supplements are a fantastic way to compensate for that. It can help your immunity process stay strong while beating back your acne. It can also help anyone who has ADHD, Alzheimer's disease, and dementia.
Despite the method that you may experience today, tomorrow may be better. Now, think of a plan for using nutritional supplements to higher your wellbeing. This may cause you really feel great on a regular basis.


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Plunge into a relaxed neoclassic atmosphere of the Egypt gallery.
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• Created by: VicMan
We have no idea why this effect is #1 on Instagram now. Just don't miss the trend!
WOW! Check out new 'Inspiration' tab to apply best effect combinations or create yours.
Pure art, pure joy! New Art Backgrounds category places your silhouette on a piece of art.


text: Studies have suggested that plant sexual reproduction is particularly vulnerable to climate change, and a number of ecologically and evolutionarily relevant genes have recently been identified. Shimizu et al. consider that studying gene functions in naturally fluctuating conditions is very important in order to predict responses to changing environments. For example, modelling has shown that FLC in Arabidopsis halleri acts as a quantitative tracer of the temperature over the preceding 6 weeks, and recent studies of SCR in A. thaliana have identified gene functions in natura that are also unlikely to be found in laboratory experiments.