Selasa, 25 Februari 2020

Vintage Computer Festival Southeast 6.0

When:
Saturday April 21, 2018, 10 a.m. to 7 p.m. and Sunday April 22 2018, 12 p.m. to 5 p.m.

Where:
A new location this year:  5000 Commerce Parkway, Roswell, GA 30076.
It's in the  Roswell Town Center mall, around the back off Commerce Parkway.
Please check the Google Map linked from the address, it's a little tricky to find the first time.
This  Map Link shows the entrance.

What:
Speakers — Come hear first-hand accounts of events in computer history and informative technical presentations.  We have again attracted some very interesting speakers this year!
Check the Speakers link above more details.
Exhibits (and exhibit registration) — Exhibits are presented Saturday and Sunday.   You'll find computers from the 60's, 70's, 80's and 90's.  From PDPs to Commodores to Apples… Some exhibits contain pristine original machines, others painstakingly restored machines and others focus on unique modern hacks.  You'll find all this and everything in between.
We will also be having a sneak preview screening and feedback session for an upcoming documentary Love Notes to Newton (click link for a trailer)  This will occur at 3 pm on Saturday.
Hands On Activities  — We offer a chance to let your inner engineer out.   A very popular feature of our Festival is the chance to create your own electronic device.   We have kits available for purchase (for everyone from complete beginner to those already handy with a soldering iron).
We also expect to again have a demonstration area put on by the FIRST Robot team  T\ They will be there to talk about their experiences at the FIRST competition as well.
Consignment — We offer a consignment area as part of our show.   We'll try our best to sell your vintage computer related  items. Details are on the Consignment link.  Please  remember this isn't a flea market.
Vendors — We invite folks who might have items that would be of interest to our audience to exhibit at our show as well.    Register using the exhibits link.
Concessions — We offer a concession area where you can get soft drinks, water, popcorn, etc. We also have Festival T-Shirts (and a few from previous years) along with some other computer related items.  Click the link for a more detailed list.

For whom:
Everyone! Computer geeks, families/children, STEM students, students, collectors, IT professionals, curious onlookers…

Admission: Free

http://vcfed.org/wp/festivals/otherevents/vintage-computer-festival-southeast/
https://mailchi.mp/computermuseumofamerica.com/vcfse60updates?e=fd35a5dce2

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Isnin, 24 Februari 2020

DOWNLOAD PUBG MOBILE 0.16.0 APK+OBB

PUBG MOBILE 0.16.0 APK+OBB
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Sabtu, 22 Februari 2020

Unspoken Tags


I was putting together a short adventure for a Roll20 game using the ever-changing Crimson Dragon Slayer D20 rule-set (final version will be uploaded sometime in the next couple days), and it hit me that I often have these unconscious, unspoken tags in my mind as I write and then proceed to run a scenario.

Knowing the effect you want to achieve is key to crafting adventures like a fucking boss!  One-shots especially are not unlike short stories.  As Edgar Allen Poe said about that particular art form, it should create a singular effect and every element of that short story needs to carry its own weight, driving it home.

As I was writing this latest one, I had the following emblazoned in the back of my mind: desperate, exploring the unknown, weird location-based scenario, and Lovecraftian.

Depending on my mood, I might have a different set of tags, such as: cat and mouse, whimsical, gonzo, introspective.

I don't know how many GMs do this and are also acutely aware of it, but just thought I'd mention it.  Is this part of your process?  If so, does it help?  Is this something you'd try using?  Have you ever run an adventure that someone else wrote, using a completely different set of tags?  What was that like?

VS

p.s. This new adventure will eventually show up in my upcoming book Cha'alt: Fuchsia Malaise.  Still haven't gotten your hardcover Cha'alt?  Now's your chance!

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Jumaat, 21 Februari 2020

HOTT 52 - Battle 4 - Attack On An'Burkag's Encampment

I fought my HOTT 52 Week 4 battle over lunch today and had a blast! I tried out the Magician unit for the first time. After the battle report, I'll give you my thoughts on this unit and how it plays out.

To create my armies I have tables that represent armies when they're all militia, all regular/professional, or a mix of the two. Regular armies have (more) elements like heroes, magicians, blades and knights. Militia armies have more of riders, warbands, spears and hordes, plus the cleric that sees to the needs of the common folk pressed into service!

This battle, I wanted to mix it up, so I rolled randomly for regular/militia or militia/regular, then rolled to see which exact army was to be used. The human army would be a militia/regular army. The Orc army, led by the War Chief An'Burkag, would be regular/militia.

Humans
General/Spear x1 (2 AP)
Spears x3 (6 AP)
Shooters x2 (4 AP)
Riders x2 (4 AP)
Knights x2 (4 AP)
Blades x2 (4 AP)
Orcs
General/Knights x1 (2 AP)
Knights x1 (2 AP)
Blades x4 (8 AP)
Spear x2 (4 AP)
Shooters x2 (4 AP)
Magician x1 (4 AP)



The orcs were supposed to have Spear x3 and Hordes x2, but I swapped them out for the Orc Shaman as my Magician experiment.





The orcs lined up outside of their camp, howling and cursing at the humans who appeared on the horizon. They anchored their right flank with an impassable hill.

The human commander put her knights and riders on the flanks with the intent of sending the speedy riders to threaten the stronghold or Orc reserves.



The Orc Shaman Oz'turk, seeing the hateful Human Knights to their left, moved over to that flank, preparing foul spells to cast at them. Meanwhile, An'Burkag detailed a unit of Orc Spears to line up with him to prevent the Human Riders from flanking them or attacking their camp!



The Human army rolled down on top of the orc defense and pushed them all back!



Undaunted, the orcs and goblins gnashed their teeth, gripped their cold iron weapons and charged back at the humans, pushing them back!

(It was an amazing story the dice told! Every orc unit on the line recoiled when it was the human's bound, and almost the same in reverse when it was the orc's bound!)



The human knights, seeing a potential trap, charged at the flanking Orc knights. With nowhere to go, the retreating Orc Knights crashed into the melee between goblin and human archers. The unit broke up! Unfortunately, the impetuous Human knights made a mistake in turning to attack the Orc Shaman. When they attacked, they were overcome by his foul magicks!

(In HOTT, if a Knight (Kn) attacks a Magician and suffers a minor defeat in that same bound, they are destroyed! I had to reread that rule several times to make sure I understood it. It's subtle in the wording... if the Magician had charged/initiated contact, then the way the rule reads, the Kn would not have been destroyed!)



The Orcs also protected their rear/right flank, with the Orc spear destroying the light Rider cavalry. The orc line, however, suffered several defeats and began to fragment.



The human army pressed their advantage and pushed the orcs back. Warchief An'Burkag raced to reinforce the line and the Shaman Oz'turk rained spells and curses on both the flanking knights and units in the humans army, but they had little effect.



In the end, the orcs were unable to mount a serious defense and An'Burkag was forced to sound the horns of retreat. The humans marched upon the remains of the camp and burned it all to the ground, celebrating a hard fought victory!

Orcs: 12AP lost, Humans: 8 AP lost.

I rolled quite a few 6 to 1 combat rolls, in favor of the humans, which almost always spells defeat for the orcs. Once the line developed gaps, the bonuses for overlaps from the intact human line spelled the story out. Which was surprising, as the defeats on the flank really blunted whatever advantage I thought the humans would need.

So.. the Magician unit. Fun! It's basically an advanced artillery unit, being able to launch spells at 3x the distance of shooters, a little further than regular artillery. It does require PIPs though, so it requires a choice to be made between moving a unit or two, or using spells. Unfortunately, out of 4 attempts at a spell, only one had any sort of effect (a recoil), so the results weren't as good as I hoped. I was taken by surprise at the result of the Magician killing the Knight unit, though! I'll remember that for the future.

I don't know how this would have turned out if the Orcs had kept their Hordes and extra Spear unit, but it was a fun element to play with. Now I need to try a Cleric... and I need to buy 15mm human Wizards and Clerics! I don't have any!

PS. If you're curious about my force composition tables, as well as how I conduct my fantasy wargames campaigns, here's a link to my rules. https://drive.google.com/open?id=18CUi40wW6OSm4FhTzdOoH-ct0NxW9jImGyF-okiMOrk

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Warlord Germans...I Had No Idea....







Warlord infantry section

After years of slagging off 28mm WWII figures a combination of circumstances have led me to dip my toe in the water. To put it simply, I was pleasantly surprised, a lot of the figures I'd seen have been the late war, overly "heroic" (read: Fugly) style, which remain pretty horrible. Then I discovered these early war Warlord plastics, much different, presumably a different designer, nicely proportioned, and as with so many plastics these days, really cleverly designed in terms of pose compatibility within the sprues. I enjoyed putting together the plastics, took me back to the old Airfix multi-pose kits (remember them?)  they fit together well, and have some cracking pose combinations.
Then the painting, great fun...a lot more to work with obviously than 20mm, and the overall design lends it to gaining a decent result with only moderate skill with modern paints and techniques.
These I did with Vallejo block painting, then slopping GW Nuln oil all over, then a 2 layer highlight, before doing the flesh last (Vallejo sunny skin with a Lavado skin wash), my usual old lazy basing of PVA and sand +Army Painter Autumn tufts.
I'll talk about the Stugs a bit later.
All this is for Chain of Command, I've found a group in London who play these terrific rules, so this lot will get their first outing next week. However, I have far grander plans for this lot in the future. 
More to come! 

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Shadow Of The Comet – A Friendly Little Town

Written by limbeck

So, here I am, in my not so austere room, getting to grips with the controls of the game. I can move with the arrow buttons, but only on four directions, which seems fair. Sometimes, though, you jump to the next screen by stepping at the wrong point.

Walking around the room, I notice that, as I pass close to an item, a line from my face to that object appears. Handy. I welcomed it with satisfaction at first, but I may reconsider, as it misled me into thinking that it works with all items. More on that later.

Look at my lasersight!

Fortunately, the all-keyboard interface is intuitive and not hard to grasp. You press O for objects in your inventory, U for using an item, G for getting. Even if you haven't read the manual, you get the hang of it quickly. And that's really it.

So, once I have perfected my baby steps, I explore the room and pick up whatever I can, which is BOLESKINE's diary and a telegram from my provisioners. Reading the diary gives me my first clue: a 12-year-old boy had served BOLESKINE as a guide, so there is a chance he is still alive and can point me to the precise spot in the forest. Other than that, BOLESKINE clearly had a poor grasp of astronomy, not recognising the familiar constellations and just randomly inventing new ones.

The telegram was more annoying, because it said that I have to find my own photographic plates. This is critical to my mission, as Mr GRIFFITH really expects "spectacular photographs". I hope this backwater town has a hardware store or something.





Request refund / STOP / Want speak to manager / STOP

Now that I have my first tasks, I am ready to head out to the outside world. First step is to head out of my room. I then explore the areas of the Doctor's house that are available to me and notice some really impressive paintings around. The Doctor is not at home, so it is time to explore the town proper.

The immediate neighbours are an old barn-looking house with a bench and a locked door to the east, a forest without a guide to the west and a fancy house, also locked, to the south. The house to the south turns out to be the Mayor's.

It's good to be the Kin.. erm, Mayor

To the south and west of the Doctor's house is the Pharmacy / GP's office / hospital of the town. I see a guy with a white robe going in, so I decide to follow. Inside, I just catch a glimpse of him getting into his office, so I try to go in myself only to be stopped by a very unhelpful nurse, who is also the daughter of the busy doctor.

South of the pharmacy is the main square, which we briefly saw in our carriage trip. When I first visit, an old lady, Ms PICOTT is sitting alone, but says nothing of importance, so I leave.

One should never presume


Heading west, I arrive at the impressive (according to the description) Town Hall. The clerk in it is, as expected, unhelpful and does not let me see the Mayor, who is only accepting visitors for a few hours each week and only by appointment. I am starting to get really annoyed now. Why does nobody want to get out of their way just to indulge me? I am a visitor in their town after all. They should show some hospitality!

But I brought the forms for the animal census, and these fine leather jackets.

I decide to continue being nosy and I try the other door on the Town Hall building. Inside, it looks like a museum, with several exhibits from exotic lands. This is where I realised that my lasersight does not identify all the items that I can examine or interact with in a location. Instead, when I am close to something that looks interesting, I need to press L to examine it. So, before I continued, I went to all the other locations I had visited and furiously examined everything, but I mainly got background information.

A few minutes later, I am back at the museum, where I discover a lost page from BOLESKINE's diary. It describes how the stars are really a pistol rifle shot away and closes with a quote from J.Keats: "Truth sleeps beneath appearance". The remaining art is just flavour text, or so it seems for the moment.

Some of Parker's lines have these "good lord" and "Oh my", I suspect for added Englishness.

So, I continue into the door I can see to the north and into the Archives, where I meet the Master of Archives himself. He introduces himself as Tobias JUGG and he is the first person that seems genuinely excited to talk to me. Of course, true to the character of this little town, he already knows who I am. I ignore that and try to get in his good books, which I succeed by striking a conversation and proving my own love for books, by correctly recognising Shakespeare's quote. I leave him for now and head to a nearby table, where a I search through a ledger and note down three names of men who were 12 years old when Boleskine visited. The names are Curtis HAMBLETON, William COLDSTONE and Thomas GREENWOOD.


Looking over my shoulder, JUGG confirms that all three of them are alive and gives me directions to their houses. I speak to him a bit more, engineering my responses so that they appeal to his love of literature and history. He appreciates that and invites me to his house for a chat later. He also says that he has a large library on local legends, which the locals believed in until recently. After that, he heads out and I leave the Archives.

I continue wandering the town and revisit some of the areas I was before. I notice that there is a couple sitting outside of the house to the east of Dr COBBLES house, which I now know belongs to one of the three people I am looking for. However, Mr GREENWOOD is deaf, mute and blind from an accident during his birth. This makes it very hard for him to be the one I am looking for. The other half of the couple is Miss PICOTT, whom we met earlier. She maintains her unhelpfulness and we move on.

Fortunately for you, he cannot see that smirk when you say that.

Some more wandering later, I arrive outside of the Dead Horse Inn, a name that seems oddly suitable to this town. Outside is Jed DONAHUE, who also knows who I am. News travel quickly in this part of the world. Not that they have to travel too far. Jed was complaining about..., but he didn't offer anything else other than some more background. Inside the tavern, there is even more unhelpfulness. A group of card players in one table does not want to be disturbed, but is gossiping about RENATO, apparently a misled youth who doesn't know better. The bartender is ruder than average and does not open up even after I pay an extortionist's fee of $1 for his watered-down beer.

Dealing with customers: How not to

My little trek around the village then brings me to the post office. As I walk in, I see a map of the area and I hear some heavy object being rolled above. The lady behind the counter mentions that the DONAHUE boy (I presume Jed's son) is sick and that she really has a lot of work to do. Clearly, she is only bothered by me and not by all the clatter right above her head. I leave.

Yes, like rearrange those mail sacks by the wall

Eager for some intelligent conversation, I head to JUGG's house. At the entrance hall wall hangs a rifle, which, upon closer examination, turns out to be Lord BOLESKINE's own rifle. I wonder how it ended up at the doctor's house. However, despite his invitation earlier, Mr JUGG does not have any more insights to offer so I leave him alone.

Anyway, I keep exploring dutifully and I finally find the town's general store. I enter from the south and I see the proprietor, Mr MYERS, dealing with a client. A hooded figure who apparently is in the business of direct parcels. He has left one with Mr MYERS, who informs him that another one he sent to some Mrs GUILDCHRIST was delivered successfully. I don't know who that lady is, but I know the name the wooded figure goes by. HAMBLETON. To be fair, I was a bit careless at the time and I did not remember that HAMBLETON was one of the three people I was looking for. Anyway, the figure walks out, either on a limp or quirky animation, and I can speak to the shop owner.

Maybe townsfolk go to the general store for their mail because the post office is always "too busy"

I go directly to the point and ask for photosensitive plates, which he delivers with delight. Not only that, but he suggests trying them out first and, if they are not good any more, he will reimburse me. Now, that's what I call good customer service.

Dealing with customers: How to

Loaded with my new plates, I head out from the north door and arrive at the square again. Heading west a few screens, I end up at the abandoned fishery that HAMBLETON lives in. Before getting in, I pick up a rope ladder, because who knows when I will need to go down a cave or something.

Inside, the place is a proper mess. My delicate British nostrils cannot stand the stench, but I persist nonetheless. The fishery has absolutely nothing of value, but I discover a loose floorboard used to hide moonshine and an old man sleeping on a pallet in a corner. As I creepily watch him sleep, I notice that his fingers are webbed, like a frog's. I feel fascinated, and a bit lightheaded, but I compose myself and decide to speak to the old man.

Subtle

Curtis HAMBLETON tells me that he indeed took Lord BOLESKINE in the forest, at a place with a cross. On the third day, BOLESKINE was painting / sketching when he saw a "thing". I also learn of another name: WILBUR. He is HAMBLETON's brother and probably very important. He apparently cursed CURTIS who ended up living in these squalid conditions. WILBUR is still alive as well and he says that in 3 days the comet will come back, and the THING as well. That's just superstition, right?


After this conversation, poor Curtis goes back to sleep and I am left to think of my next steps, now that I have my plates and a potential guide that does not want to be a guide. I must also note that the Mr HAMBLETON I saw at the general store is most likely Wilbur, Curtis' brother and he seems to hold some position of power in Illsmouth. I smell a cult, built on superstition and the old legends.

But we'll have to find these out next time. I did not make much progress in the game, but I enjoyed walking around the town and familiarising myself with the locations. The outline of the city is logical and I never really felt lost, except for the time in the forest, which I assume was intentional. So far, the game does well in letting me play the stranger moving into a small, closed society, which doesn't really like having anybody poking into its secrets. It may seem stereotypical, but it works. In the next post, I will try to get into that spot in the forest and get some photos taken.

Some other interesting locations that will probably become important later:
  • N. TYLER's house is to the north of the pharmacy. It smells nicely of hot soup, but of course it is locked. Suspicious little town.
  • There is a well that is standing on its own, but I cannot interact with it at the moment.
  • The way to the port in which I arrived, is blocked by two burly guys.
  • The cemetary is a blast of fun, according to JUGG.
  • In the house south of Mr JUGG's, I see somebody going in and moving on the top floor, snooping at me from the window. Yet, when I knocked, nobody replied.
  • There is also an abandoned mansion, with nothing to do.

END notes – CD ROM version

Somehow, addition of mouse control makes the game more frustrating. You do not click where you want to go and let the character find his way there. Instead, you hold down the left button and the character moves in the direction the mouse is with respect to him, but again only in the four main directions. You cannot mouse over items either, which makes me wonder why they bothered at all with adding mouse, other than to not seem backward. Outdoors, there is an option to go to a location using the map.

Time played: 1:30
Sanity lost: 1 (from seeing HAMBLETON's webbed fingers)

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Khamis, 20 Februari 2020

Brainstorming With Transpose

Sometimes I get stuck and look for a way to think about a problem a different way. There are some problems that you can view in the form of a matrix/table. The structure looks like this:

A B C D E
1 A1 B1 C1 D1 E1
2 A2 B2 C2 D2 E2
3 A3 B3 C3 D3 E3
4 A4 B4 C4 D4 E4
5 A5 B5 C5 D5 E5

There are rows and columns, and I'm trying to work on the cells. Let's try an example from a simple game:

Attack Defend Special
Fighter sword armor slam
Mage fireball reflect freeze
Thief dagger dodge disarm

The rows are the character classes: Fighter, Mage, Thief.

The columns are the types of actions: Attack, Defend, Special.

The matrix contains all the code to handle each of these types of actions for each of the types of characters.

What does the code look like? The usual thing to do is to organize this into three modules:

  1. Fighter will contain code to handle sword attacks, damage reduction from armor, and slam special attacks.
  2. Mage will contain code to handle fireballs, damage reflect, and freeze special attacks.
  3. Thief will contain code to handle dagger attacks, damage avoidance from dodge, and disarm special attacks.

Sometimes it's useful to transpose the matrix. I can organize along the other axis:

Fighter Mage Thief
Attack sword fireball dagger
Defend armor reflect dodge
Special slam freeze disarm
  1. Attack will contain code to handle sword attacks, fireball attacks, and dagger attacks.
  2. Defend will contain code to handle damage reduction, damage reflect, and damage avoidance.
  3. Special will contain code to handle slam, freeze, and disarm.

I was taught that the one style is "good" and the other style is "bad". But it's not obvious why this should be so. The reason is that there is an assumption that we will often add more character classes (nouns) but rarely add more types of actions (verbs). That way I can add more code with a new module, without touching all the existing ones. It may or may not be true for this game. By looking at the transpose, it makes me aware of the assumption, and I can question it. I'll then think about what kind of flexibility I want, then decide on the code structure.

Let's consider another example.

In programming language implementations, there are different types of nodes corresponding to the primitives: constants, operators, loops, branches, functions, types, etc. I need to generate code for each of these.

Generate Code
Constant
Operator
Loop
Branch
Function
Type

Great! I can have one class for each type of node, and they can all derive from a superclass Node. But this is based on the assumption that I will often add more rows and rarely add more columns. What happens in an optimizing compiler? We add more optimization passes. Each one is another column.

Generate Code Data flow Constant folding Loop fusion
Constant
Operator
Loop
Branch
Function
Type

If I want to add a new optimization pass, I would need to add a new method to each class, and all the code for an optimization pass is spread out all over the place. This is the situation I was trying to avoid! So some systems will add another layer on top of this. Using "visitors" I can keep all the loop fusion code in one module instead of splitting it up among lots of files.

If I look at the transpose of the matrix, it reveals another approach:

Constant Operator Loop Branch Function Type
Generate code
Data flow
Constant folding
SSA
Loop fusion

Now instead of classes with methods, I can use tagged unions with pattern matching (not all languages support this). This keeps all the code for each optimization pass together without requiring the indirection of visitors.

It's often useful to look a a problem in terms of a matrix. Applied to the object-oriented structure that everyone thinks about, it might lead me to use something different, such as an entity-component-systems, relational databases, or reactive programming.

It's not just for code. Here's an example of applying the idea to products. Let's suppose there are people with various interests:

Nick Feng Sayid Alice
cars X X
politics X X
math X X
travel X X

If I were designing a social web site, I might let people follow other people. Nick might follow Alice because they're both interested in cars and Feng because they're both interested in travel. But Nick would also get Alice's math posts and Feng's politics posts. If I consider the transpose of this matrix, I might let people follow topics. Nick might join a cars group and also a travel group. Facebook and Reddit started around the same time, but they're transposes of each other. Facebook lets you follow people; Reddit lets you follow topics.

When I get stuck, or when I'm wanting to consider alternatives, I look at the problem to see if there are multiple axes of organization. Sometimes approaching the problem from a different direction can yield a better approach.

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Verb-noun Vs Noun-Verb

I went to the Roguelike Celebration over the weekend and enjoyed Thomas Biskup's talk about Ultimate ADOM. Among the many interface improvements they're making based on user testing is they're simplifying the controls from the traditional roguelike controls to W A S D + E F. I don't know how roguelike game players will respond to that but I'm a fan! This reminded me of two things from my past, so I thought I'd say a little about those.

Sometime in my teens I got to meet Lord British (Richard Garriott) and Iolo the Bard (David Watson). My mom was shopping, and I went to the computer aisle to browse the games I couldn't afford. Richard and Iolo were talking about Ultima 6. Nobody else was there, so I got to talk to them for half an hour! I learned about OOP, UI, testing, systems thinking, and more. Really cool!

They told me about how they coded puzzles to look for the state of the world (nouns) instead of the player actions (verbs). For example, there was a puzzle where they expected players to cast Telekinesis (ᚩᚣᛕ ORT POR YLEM) on a lever on the other side of a chasm. Instead, during playtesting, they saw that one player killed a party member, tossed the body over the chasm, cast Resurrect (ᛁᛗᚳ IN MANI CORP), then have the party member pull the lever.

Wow! That wasn't something I had ever thought of in the simple games I had written at that age.

Another thing they told me about was the simpler control scheme. Previous Ultimas had a control scheme similar to what roguelike games have. W to wear armor, I to ignite a torch, K to klimb a ladder, D to descend a ladder, B to board a ship, etc. You specify the verb such as J to jimmy a lock and then after that you can choose a noun such as the lock to jimmy.

In Ultima 6 they reversed the order so that the noun came first and then the verb. This meant the game could tell whether you were trying to J jimmy a lock or B board a ship or K klimb a ladder because the game knew that it was a lock or a ship or a ladder. And that meant they didn't need separate keys for these verbs, but instead one key, U use object. There are times when they had multiple verbs for a noun but for the most part they could get away with just one.

I haven't closely followed Ultimate ADOM but I'm guessing they're doing something similar.

The noun-verb thing comes up in another context. After I stopped making games for a living I went into programming language research. My main topic was studying how functional programming languages and object-oriented programming languages can be combined. Something I noticed at the time was that the syntax for functional languages tends to be verb then noun: f(x), whereas the syntax for object oriented languages tends to be noun then verb: x.f(). At some level these can be considered equivalent. You can express with one what you can express with the other. There's a big difference in usability though: auto-complete.

What happens when we auto-complete f(x)? First we need to know all possible f that are valid in this context. Since the programmer has just started typing in the expression, any function is valid, and that means there's a very long list to choose from. It takes many keystrokes to pick one. Second we need to know all possible x that are valid in this context. These are usually local names, so there aren't that many. Knowing the type of f narrows down the list but the list was already small, so there's not much to gain.

What happens when we auto-complete x.f()? First we need to know all possible x. The programmer has just started typing, so any local name is valid, but there aren't many. Typing just one character can narrow down the list to one or two elements. Second we need to know all possible f that are valid in this context. These are methods defined on the type of x, so there aren't that many compared to all possible functions. Knowing the type of x narrows down the list substantially, so there's a lot gained.

The two syntaxes seem equivalent in theory but they aren't in practice. I wonder if people who use regular text editors end up believing the two syntaxes are equivalent, whereas people who use IDEs prefer the object-oriented syntax, even if they're not taking advantage of object-oriented programming (inheritance, subtyping, etc.).

This asymmetry is orthogonal to whether you're using functional or object-oriented programming. It is better for programmers if they can choose from two medium length lists than to have to choose from a very long list (where a lot has to be typed before it's useful) and then a very short list (where not much is gained). You see this in other contexts too. Command line interfaces like DOS, VMS, and Unix shell typically specify a verb first and then the noun(s). GUIs such as Mac and Windows typically specify a noun first by clicking an icon, and then the verb by choosing from the right click menu. In text editors, vim's commands like d0 are verb then text selection (noun), whereas in more conventional text editors (including Emacs) you'd first select some text (the noun) and then invoke a verb like delete. Kakoune is a modal editor that uses noun-verb instead of verb-noun.

In games it seems like it'd be better for players to first choose an object from the environment and then choose from a small set of actions, than to first choose from a large set of actions and then choose from a set of objects. However I haven't surveyed enough games to see what's more common. The next time you're playing a game, look at the structure of commands to see if it's verb-noun or noun-verb.

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Jumaat, 14 Februari 2020

Brave Browser the Best privacy-focused Browser of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

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