structure

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  • Jon Fingas/Engadget

    Patreon splits its service to cater for different creators

    by 
    Rachel England
    Rachel England
    03.19.2019

    Patreon is rolling out a new price plan structure. Announced today, the new system comprises Patreon Lite, Patreon Pro and Patreon Premium -- three tiers that, according to the company, are designed to better match the needs of creators.

  • UBC Civil Engineering Department

    Eco-friendly concrete protects old buildings from earthquakes

    by 
    Steve Dent
    Steve Dent
    10.11.2017

    Concrete has become the high-rise building material of choice because it's relatively cheap, easy to work with, long-lasting, and highly resistant to fire or explosions, unlike steel. It does have one inherent flaw, though: It's not great under tensile loads, so it requires heavy steel reinforcement to resist earthquakes. However, researchers from the University of British Columbia (UBC) have developed a new type of concrete with steel-like properties that can resist powerful quakes and is eco-friendly, to boot.

  • Mixed reality comes to your iPhone thanks to the Bridge headset

    by 
    Chris Velazco
    Chris Velazco
    12.09.2016

    There's something more than a little magical about seeing the world in front of you being devastated by dragons or augmented with arrows pointing you to your next meeting. Alas, while mixing realities like that with our smartphones is already possible, the tech still is a long way off from reaching its potential — just look at early, disappointing efforts like Lenovo's enormous Tango phone. Luckily, startups are chasing the mixed reality dream too, including one — Occipital — that has a solid track record of solving the tricky problems that pop up when blurring boundaries between worlds. That's why the team's new mixed reality, the Bridge, seems so impressive right out of the gate.

  • EVE Evolved: How to fix nullsec territorial warfare

    by 
    Brendan Drain
    Brendan Drain
    08.17.2014

    If you've been playing EVE Online lately or just following the major events in the game, it can't have escaped your notice that nullsec has become a bit stagnant. The lawless nullsec regions are supposed to be politically unstable territories claimed by hundreds of warring player-run alliances, but today they're dominated primarily by just two or three mega-coalitions. Individual alliances can no longer hold out against the combined forces of the coalitions and must either pick a side or be annihilated. The coalitions have even signed agreements not to take space from each other by force, and players are being bored to death as a result. Two weeks ago, I examined the history of force projection in EVE Online and made the argument that capital ships and jump drives ultimately created today's nullsec problems. Increases in mobility have led to alliances teaming up over vast distances, making mega-coalitions an inevitable outcome. It's obviously too late to remove capital ships or jump logistics, but there are plenty of other ways to potentially fix the nullsec problem. We had some great discussions in the comments of the previous article about how this complex problem could be solved without making warfare the painful slog it was back in 2004, and I believe it's possible. In this edition of EVE Evolved, I lay out some ideas for new game mechanics that could solve the current nullsec crisis and may meet CCP's goals for the eventual sovereignty revamp that's on the way.

  • EVE Evolved: Has colonisation been forgotten?

    by 
    Brendan Drain
    Brendan Drain
    01.19.2014

    At last year's EVE Online Fanfest, CCP revealed its ambitious plan to take the game where no sandbox MMO has ever gone before: full deep space colonisation. The plan will be delivered over the next five years and will end with the incredibly exciting vision of players building their own stargates and colonising brand-new solar systems that lie off the grid. Rubicon was intended as the first step toward this glorious plan, and its new focus on deployable sandbox structures certainly seemed to be introducing a more player-directed form of colonisation. I've been cautiously optimistic about the whole endeavour so far, but five years is hell of a long time to wait for that vision to come to fruition. Rubicon's Mobile Depot structure was a great first step toward player-run empires on all scales, but none of the recently announced Rubicon 1.1 deployables has continued along the same theme of colonisation and exploration. The Mobile Micro Jump Drive and Mobile Scan Inhibitor structures I looked at last week provide extra tactical options in PvP, and the three new structures revealed this week are all designed to steal money and resources from nullsec corporations. In this week's EVE Evolved, I ask whether the newly revealed Encounter Surveillance System and alternate Siphon Units are a step in the wrong direction. With games like Star Citizen and Elite: Dangerous on the way, CCP may not have five years to deliver the promise of colonisation.

  • EVE Evolved: First impressions of Rubicon

    by 
    Brendan Drain
    Brendan Drain
    11.24.2013

    For years I've been writing that EVE Online needs more deployable sandbox structures that any player can use, so I was naturally pretty excited to hear that this was to be one of the key features of the Rubicon expansion. The Mobile Depot sounded like a great freeform sandbox tool when it was announced, but I didn't understand quite how awesome it was until I started setting up my own. While the depot is ostensibly a fancy item container with a ship fitting service, anchoring one feels almost like planting your flag in space, and spotting another depot on the directional scanner means war. I've spent this week exploring low-security space in the new Stratios Sisters of EVE faction cruiser, stealing rare moon minerals with a Siphon Unit, and desperately searching for the elusive but valuable ghost sites. As expected, players have already found some creative uses for the new personal deployable structures: Mobile Depots are being used as advertising billboards in Jita and to bait aggressive players into becoming flagged as criminal suspects, Mobile Tractor Units have seen some unorthodox usage outside of missions, and the Siphon Unit will literally print money if you find an unsecured moon-mining operation tucked away in space. In this week's EVE Evolved, I test-drive the Rubicon expansion's new structures to find out if they live up to expectations.

  • EVE Evolved: Getting ready for Rubicon

    by 
    Brendan Drain
    Brendan Drain
    11.17.2013

    EVE Online's Rubicon expansion goes live in just two days on Tuesday, November 19th, introducing four brand-new personal deployable structures and revamping PvP across the board with a seemingly innocuous warp acceleration fix. The expansion represents the first step in new Senior Producer Andie Nordgren's plan to bring true player-run deep-space colonisation to EVE Online. The new Mobile Depot that can be placed anywhere in space is possibly the most sandboxy feature since the introduction of player-owned starbases back in 2004. Players have been coming up with plans for the device since its first announcement, but I think we'll see its true potential revealed in the coming weeks and months. If you've been saving up your Sisters of EVE loyalty points to get your hands on the faction's new exploration ships, be prepared to buy and build the blueprints as soon as the server comes up. These will be the first pirate faction ship blueprints that are available in high-security space, and a recent devblog confirmed that players have been collecting Sisters of EVE loyalty points like crazy lately in anticipation of the expansion, but those who get the built ships to market first will make an absolute killing. For the rest of us, getting ready for the expansion means planning where to set up a Mobile Depot for some quick profit-making enterprise or building a few small PvP ships to put the new warp speed mechanics to the test. In this week's EVE Evolved, I look at some of the best places to set up a Mobile Depot, re-consider the lure of low-security space, and propose adapting your PvP fleets to take advantage of the warp acceleration changes.

  • EVE Evolved: The Siphon Unit in Rubicon

    by 
    Brendan Drain
    Brendan Drain
    10.20.2013

    EVE Online will soon let players steal valuable resources from each other, and not everyone is happy with it. The upcoming Rubicon expansion will add a new Siphon Unit structure that can literally siphon off materials from a starbase's moon harvesters and simple reactors. Preliminary details on the structure were released in a new devblog this week, sparking debate over whether the new item will be a useful tool for disrupting entrenched nullsec alliances. Many expected the siphon to be a minor annoyance to starbase owners, with the presence of a siphon being easily discovered and a limit of one siphon per starbase established. In reality, one siphon unit can rob a starbase of 60% of the output from a moon harvester or 12.5% from a simple reactor, and there's no limit to how many can be stacked on an individual starbase. It'll take only two of these to completely shut down a single moon-mining operation, and the owner will get no warning whatsoever that it's happening. In this week's EVE Evolved, I look at how the Siphon Unit will work, its stats, various ways to protect your starbase from it, and what the long-term implications may be for EVE.

  • EVE Evolved: Deployables in Rubicon

    by 
    Brendan Drain
    Brendan Drain
    10.06.2013

    Last week I looked at EVE Online's upcoming Rubicon expansion, which aims to kick off CCP's long-term vision of deep space exploration with a series of new deployable structures. Until now, most structures have come in the form of modules that can only be added to starbases anchored at moons. Starbases are owned by corporations rather than individuals and require a significant financial and logistical investment to set up and maintain, putting them quite far out of reach for new players. Rubicon will fix this with a relatively inexpensive new personal Depot deployable that can be anchored anywhere in space. The mobile Depot is a small feature that was no-doubt trivial to implement, but it could have a massive impact on the shape of the EVE sandbox. The module offers a way to store your items and refit ships in the middle of hostile territory, and this is the first of a new breed of structure that will ultimately unlock deep space for exploration. This expansion will also give us a new auto-looting tractor beam structure and a Siphon Unit that actually steals resources from nearby starbases. Not much is known about these three deployables beyond the basic information already released, and there's a ton of potential for new complementary structures that could be released in the future. In this week's EVE Evolved, I examine the impact that Rubicon's two biggest deployable structures could have on the EVE sandbox and think about new structures that could be released in the future.

  • EVE Evolved: Everything we know about Rubicon

    by 
    Brendan Drain
    Brendan Drain
    09.29.2013

    Back in April, EVE Online Senior Producer Andie Nordgren delivered an incredible long-term vision for the game's future that included deep space colonisation, player-built stargates, and players controlling practically everything that's currently run by NPC empires. This vision sets the tone and direction for development over the next ten expansions, each of which will introduce a small component of the overall goal. In a live interview session earlier this week, CCP revealed the first steps it will take toward space colonisation in its upcoming winter expansion. Named Rubicon, the expansion will be in players' hands on November 19th and promises to give individuals and small groups unprecedented control over the sandbox. It will let players fight over planetary customs offices in high security space, significantly buff the ability of small ships to participate in hit-and-run style warfare, and even introduce a new set of personal deployable structures that can be hidden anywhere in space. All this comes alongside two new Sisters of EVE ships, twitch livestream integration, and significant balance changes to Marauders, Interceptors, Interdictors, and Electronic Attack Frigates. In this week's EVE Evolved, I run down all of the new features and changes announced so far for EVE Online's Rubicon expansion.

  • EVE Evolved: Temporarily fixing starbases

    by 
    Brendan Drain
    Brendan Drain
    04.07.2013

    With its exploration-focused Odyssey expansion on the way, EVE Online is about to be hit with a deluge of players (new and old) venturing into the unknown. The expansion will introduce the yet-to-be-revealed Discovery Scanner and will add a ton of new exploration content all across New Eden. Odyssey aims to follow the lead of 2009's Apocrypha expansion, which saw hundreds of corporations lead lucrative expeditions into uncharted wormhole systems. We don't yet know whether the expansion will open new systems for exploration, but when Odyssey goes live, the race will be on to find and lay claim to all the goodies hidden in deep space. With no stations to dock at in wormhole space, corps currently have to store everything in destructible starbases that aren't really up to the task. Player-owned starbases were released in 2004 as sandbox-style tools for tech 2 industry and alliance territorial warfare. They were never intended to be the sole base of operations for an entire corporation, so they suffer from some pretty severe security and usability flaws as a result. Theft from ship and item hangars in wormhole space is commonplace, setting up corp roles for them is a nightmare, and living exclusively in a starbase provides a daily dose of frustration players could seriously do without. CCP has been planning to completely overhaul player-owned starbases for years, but some of today's issues can't afford to wait any longer. In this week's EVE Evolved, I look at some of the chronic problems faced by starbase-dwelling explorers and how CCP plans to temporarily fix some of them for Odyssey.

  • Robot navigates, reassembles truss structures

    by 
    Brian Heater
    Brian Heater
    02.23.2012

    Sick and tired of your boring old truss? This handy little robot may well be just the solution you're looking for. It can navigate a truss structure using its 3D-printed bi-directional gear innards, unscrew a beam with its rotational mechanism and reattach it, transforming the structure into a new shape. The structure itself is specially designed for the bot, with robot lockable connectors and reflecting segments that can be picked up by its sensors to help it detect its location. The folks behind the plucky little robot are currently working a number different concepts for the project. You can see a few of them in action in the video after the break.

  • The Daily Grind: Do you prefer a structured or sandbox beta?

    by 
    Lesley Smith
    Lesley Smith
    06.05.2009

    Betas are fun. There's that awesome feeling of specialness, you (and a few others) have been chosen to join an elite group to try out the next biggest MMO of the year. Then there's that feeling of adventure, the chance to look at a new vibrant world, immerse yourself in lore and craft a unique character. Sometimes, you even get a chance to offer feedback and actively help shape a new virtual world. Most betas are sandboxes and involve lengthy periods where you can play to your heart's content. You get a specific number of zones to play in and you can wander where you will, choose professions and do quests. But some, like Aion, are structured and designed to test a specific faction or zone, they are usually shorter, deployed in stages and much more focused. I want to know whether you prefer being left to your own devices over a period of weeks or months. Alternatively do you prefer having a shorter but more intense period of play when you are given the option of playing a specific faction? Do you prefer to choose your class or just explore and see what the world has to offer? Drop your thoughts in the comment box below.

  • John Smedley comments on the SOE/SCEI marriage

    by 
    Samuel Axon
    Samuel Axon
    03.14.2008

    The other day, Sony Online Entertainment announced that it would begin reporting to Sony Computer Entertainment, Inc. to expedite efforts to produce online content and features for the PlayStation 3. WarCry tracked down SOE president John Smedley for comments on the move. The jist of it is that nothing within SOE will change; the move just makes it easier to coordinate the company's PS3-related projects by allowing Smedley and Kazuo Hirai (who's in charge of everything PlayStation) to work together more closely. "Being part of the PlayStation family is exciting and offers us a lot of great opportunity," Smedley said. But opportunity for what? Are announcements of new PS3 titles forthcoming from SOE? Obviously this move is the start of a longterm investment of SOE's time in the PS3 (and maybe even the PS4), but what specifically will come of it? We're anxious to find out.

  • SOE moved under SCEI to strengthen PlayStation 3

    by 
    Samuel Axon
    Samuel Axon
    03.13.2008

    Sony Online Entertainment (the group behind EverQuest, Star Wars Galaxies, and other landmark MMO titles, for the types of readers who need answers to questions like "Vhat eez zees ... 'video game' theeng?") is relocating within the Sony empire. Starting April 1, SOE will operate under the Sony Computer Entertainment, Inc. banner.That means that SOE prez John Smedley will be reporting directly to Kazuo Hirai, who is President and CEO of SCEI, and one of the masterminds behind the success of the PlayStation brand. According to the press release, they're making this move so that Sony can use the talent and resources at SOE to push its online gaming agenda on the PlayStation 3 console. Currently, SOE reports to Sony Pictures Digital.SOE has already been working on PS3 projects for a while now, including the spy-themed shooter MMO The Agency, and Free Realms, a family-friendly, microtransaction-fueled endeavor. Even though the press release didn't come with new game announcements, it's big news. There's been a lot of debate about whether the XBox 360 or the PS3 is the best online gaming platform, but this new structure could give Sony a new edge.

  • MIT's handheld FAR-NDT device sees cracks in structures

    by 
    Darren Murph
    Darren Murph
    05.22.2007

    We've already seen radars come in handy when dodging impending attacks and avoiding accidents, but researchers at MIT are utilizing the technology to make sure our roadways and structures aren't pushed beyond their limits. A newfangled handheld device uses FAR-NDT (far-field airborne radar nondestructive testing) in order to "see through the fiberglass-polymer wrapping often used to strengthen aging concrete columns to detect damage behind the wrapping not visible to the naked eye." Furthermore, the technique can be executed from about 30 feet away and "requires no dismantling or obstruction of the infrastructure" in order to provide instant feedback. Unsurprisingly, creators are suggesting that it will be best used on bridges and piers which are typically difficult to carefully inspect, and while there's no word on when this stuff will hit DOT offices nationwide, current prototypes are panning out quite well.[Via Physorg]

  • Regenerative house to grace Greece mountainside

    by 
    Darren Murph
    Darren Murph
    04.03.2007

    You've got plenty of options when it comes to healing your own body, but patching up your domicile usually requires days of back-breaking labor and gobs of cash to boot. Thankfully, that awful process could be nearing its end, as a £9.5 million ($18.64 million) European Union-funded project sets out to develop self-healing walls for your average home. The idea is to develop "special walls for the house that contain nano polymer particles, which will turn into a liquid when squeezed under pressure, flow into the cracks, and then harden to form a solid material." The technology would prove quite useful in areas where earthquakes are prominent, and in an effort to test things out before shoving it out to contractors everywhere, a swank villa is being erected on a Greece mountainside to collect information. The house's walls will be built from "novel load bearing steel frames and high-strength gypsum board," but more importantly, they will contain a smorgasbord of wireless sensors and RFID tags meant to collect, store, and disseminate critical data regarding "any stresses and vibrations, temperature, humidity, and gas levels." Now, who's the lucky lad(s) that get to call this their home research dwelling?[Via Physorg]

  • Easy project folder setup with Client Folder Maker

    by 
    David Chartier
    David Chartier
    12.31.2005

    Client Folder Maker (CFM) is a handy applescript applet for those of you who repeatedly have to create standard folder structures for any kind of projects such as websites or design proofs for clients. The applet offers a simple UI for essentially creating a folder structure template, allowing you to list all the regular folders you might need. Building websites for clients? Create a folder structure list in CFM with folder names like I have pictured and you can simply run this applet to generate all the folders you need for each project, named according to whatever scheme best suits you. It's a handy little applet if you're doing any kind of repetitive work like this, and for the mere price of $0, how can you go wrong?