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  • Adafruit releases WebIDE alpha for Raspberry Pi, eases beginners into coding

    by 
    Nicole Lee
    Nicole Lee
    10.05.2012

    If you've been intrigued by the Raspberry Pi but were hesitant to get one because you're new to Linux, Adafruit has a solution for you. The team that brought us the Raspberry Pi Education Linux Distro has come up with a special WebIDE (Web Integrated Development Environment) designed to run on the affordable barebones computer. It's entirely web-based so there's no need to install any software -- just launch a browser, hook up your Pi, and you're ready to go. To make life easier for coders, the platform has a terminal built in, plus there's an automatic updater included to keep folks running only the freshest version of WebIDE. It's currently at the alpha stage, so only experienced users should install it for now, but Adafruit's hoping to roll out a stable release suitable for programmers of all levels sometime soon.

  • John McCarthy, AI pioneer, dies at 84

    by 
    Brian Heater
    Brian Heater
    10.25.2011

    It might be a stretch to suggest that there'd be no AI without John McCarthy, but at the very least, we'd likely be discussing the concept much differently. The computer scientist, who died on Sunday at 84, is credited with coining the term "Artificial Intelligence" as part of a proposal for a Dartmouth conference on the subject. The event, held in 1956, is regarded as a watershed moment for the subject. Early the following decade, McCarthy pioneered LISP, a highly popular programming language amongst the AI development community. In 1971, he won a Turing Award from the Association for Computing Machinery and 20 years later was awarded National Medal of Science. A more complete obituary for McCarthy can be found in the source link below. [Thanks, Jason]

  • Fabrice Bellard builds PC emulator in JavaScript to run Linux in a browser

    by 
    Donald Melanson
    Donald Melanson
    05.20.2011

    Tired of playing around with Android apps in your web browser courtesy of Amazon's virtual machine? Well, thanks to super hero programmer Fabrice Bellard, you can now try your hand at something a little more challenging. "For fun," he built a complete PC emulator in JavaScript, and then used it to run a fully functioning version of Linux in a web browser. How did it turn out? You can hit up the source link below to try it out for yourself. [Thanks, el burro]

  • Development courseware updated for Xcode 4

    by 
    Chris Ward
    Chris Ward
    03.15.2011

    Shiny Development has updated all of its training courses following Apple's release last week of the latest version of its development tools, Xcode 4. "We have been working with Xcode 4 for a while now and I am very pleased to announce that all of our training courses are now fully updated with materials that are written specifically to target the new version of Xcode," says Dave Verwer, owner of Shiny Development and developer of several successful iPhone and iPad apps. "All of the slides, lab notes and sample code have been updated to be compatible with all of the new tools included in Xcode 4."

  • Crytek seeking iOS developers, leaves us guessing at the reason

    by 
    Vlad Savov
    Vlad Savov
    01.15.2011

    Are you interested in and capable of developing "complex, integrated iPhone/iPad applications"? Crytek will want to hear from you, then, as the author of the CryEngine has this week advertised its intention to leap into the Apple orchard known as iOS via a job posting. Sadly, there's no direct mention of a mobile version of Crysis, though given the limited range of Crytek's activities, the company is clearly looking to develop either an iOS game or a game companion app. Aside from the job requirements, the "preferences" section is also illuminating as it lists Android and Windows Mobile development expertise -- potentially suggesting that whatever developer leads the iOS charge might then transition to bringing Crytek's goods to the other major mobile platforms. Hey, if the Unreal Engine can be crammed inside an iPhone, why not the CryEngine?

  • Rumor: Japanese game programmers report low salaries

    by 
    JC Fletcher
    JC Fletcher
    03.02.2010

    [Chris Gladis] It would be, like, totally glamorous and exciting to be a programmer for a game company in Japan, right? Maybe not so much. According to anonymous responders on Japanese super-forum 2ch (as translated by CNNGo), salaries for game programmers are far below what you'd expect for a tech job in one of the most expensive countries in the world to live in. "¥130,000 [$1,457] for 256 hours of work a month," one poster reports. "¥160,000 [$1,793] and I am ready to die," another laments. "I can't even afford the 'recruit suit' I'll need for interviewing for another job." How do you live in Tokyo on that kind of scratch? "¥180,000 [$2,017] a month, no bonus, and only thanks to the company dorm can I afford to live in Tokyo," one responder explains. It seems that game development is considerably less prestigious than other fields. "I'm 27, live in Tokyo, working for a major company, and make ¥680,000 [$7,622] a month, with a separate yearly bonus," one anonymous poster boasts. "But it isn't in the game industry. Ha!" The moral of this story is this: Don't work for a game company in Japan. [Via Kotaku]

  • iPad devsugar: Three lessons from the iPhone

    by 
    Erica Sadun
    Erica Sadun
    02.03.2010

    In pixel-terms, the iPad offers a much larger workspace to develop on than the iPhone but in terms of the human experience, it's not that very far away from iPhone programming. The two share an underlying operating system and a large overlap in human interaction realities. Here are just three of those overlapping iPhone development realities. Consider taking these ideas into account as you're building your new and updated applications for the iPad. Human fingers are big. Although the iPhone has a much smaller screen than the iPad, the size and shape of the typical human finger does not change between the two devices. Do not design interaction elements for the iPad smaller than, say 40-by-40 pixels in size. When in doubt, design larger rather than smaller. The iPad with its larger screen is more likely to be held further away during use than the iPhone, which is often raised fairly close in during use. Build your on-screen objects accordingly. With its 1024x768-pixel screen, the iPad has the room for clean, large interaction elements. Use that space to better compliment the human finger. Attention spans are short. Like the iPhone, expect your users to approach the iPad in a sporadic netbook-style fashion. Design your applications around short interaction periods and prepare for your application to be cut off as a user stands up to grab his next Orange-Cranberry Frapaccino. Always save your application state between sessions, as much as you possibly can. A well designed app should relaunch quickly and, upon relaunching, approximate the same task your user was performing the last time the program was run. This can demand diligence on the part of the programmer, but is worth the time investment due to the payoff in user satisfaction. One more tip after the break! Thanks Scott Lawrence, |Agent

  • Meet the Sparkplay Media team: Part Two, pg. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.24.2009

    Massively: Is there any MMO that has influenced your work on Earth Eternal, and if so how did it influence you? Ryne Anderson, programmer: Absolutely! One of the most enjoyable aspects in working with games is digging into the titles that you really enjoy and seeing if you can't make them a bit better by throwing your own unique spin on them. Of note, World of Warcraft has been my shining beacon throughout the project. The simplicity of getting a player into the action opened the floodgates to people who might have previously been intimidated by the stigma that MMO's were for 'hardcore' players. Earth Eternal aims to not only meet, but exceed the accessibility of the current 3D MMOs, by not requiring a monthly subscription or up-front payment to play– all within a very polished game world that you can play in a browser. What Earth Eternal race represents you the best and why? Ryne: Being a technical guy myself, it is without a doubt the Clockwork. First and foremost, his look is amazingly different from all of the other races in Earth Eternal. Secondly, let's face it: robots are awesome! (Unfortunately though, I can't be a robot ninja in Earth Eternal...yet.) If you could pick out your favorite part of Earth Eternal, what would it be and why? Ryne: As hinted above, I'm really into accessibility for any type of player. To me, if we can get a player, from seeing our webpage, to in the game killing monsters in five minutes or less, that's a huge win for both us and the player. I believe we have succeeded in this, as our intro area not only looks beautiful, but gets players into the action right away. What has been the most difficult obstacle for you to overcome in your work on Earth Eternal? Ryne: Making any sort of game is always a learning process, and sometimes simple issues turn out to be much larger when you try to lay out all the details. For me, the most difficult part of making an MMO is keeping the client and server in sync at all times. It's a trade-off between being responsive to the commands issued by the player and validating that they are actually allowed to do those commands on the server. What are some of the limitations/problems you encounter when coding for both a client and a browser-based game? How have you guys overcome that? Ryne: Honestly, getting the game running in the browser isn't a monumental task. It requires a bit of touch-up every time a new browser version comes out, but the plugin we have is fairly solid. The difference between the browser and client version are pretty minimal. Having said that, since we are running in a browser we want the game to be able to run on as many computers as possible, and optimizing for all sorts of different configurations is always quite a challenge.Thank you so much to the Sparkplay Team for lending the time to answer our questions! If you're interested in Earth Eternal or would like to put your name into the hat for the closed beta, stop by their website!

  • Programmer Jason Weimann discusses his work on Vanguard

    by 
    William Dobson
    William Dobson
    01.29.2009

    Further to their chat with Lead Designer Salim "Silius" Grant last week, Allakhazam has posted an interview with another Vanguard staffer. This time it's Jason "Ikik" Weimann, a programmer that joined the team in April of 2007, long after what we'll tactfully refer to as a very unfortunate launch period. Fans of Vanguard will happily tell you how much better things are nowadays, and Weimann has had a part to play in these improvements, both in things that the players can see, and in behind-the-scenes refinements that have helped other members of the development team in performing their roles.One of Weimann's most noticeable contributions to the game is the current iteration of the riftway teleportation system, which he had found to be unsatisfactory before he flew in and tidied things up. Some of the things he's working on right now were in fact mentioned by Salim Grant in his interview, such as the alternate advancement and item enhancement systems that will go live in the coming months. His dream project for Vanguard would be a little different though; he'd love to design and code a brand new class for the game. May we put in a request for some kind of pirate/ninja/zombie combination? No? Why not?

  • Hellgate staff abandoning sinking ship

    by 
    Chris Chester
    Chris Chester
    06.11.2008

    We never like to see a developer start to go on the down and out. Even in the rare event where we find few redeemable things about a game, we understand that the developers behind the project are generally good people and we hope that they continue to be fruitful in their endeavors. That's precisely why we were sad to read an old blog post from Hellgate: London programmer Guy Somberg describing how much of the Flagship staff, including their founders, is abandoning ship for less choppy waters.Although developers usually present a united front of optimism when their games are struggling, and indeed there is still some hope to be had with Hellgate's release into the Chinese market, you know that the individuals behind the game have to suffer when they're subject to so much heat from online vultures. After all, we've seen people on the developer side crack even when their game is a success. It's a very high pressure environment. We hope Somberg hangs in there and that Flagship manages to turn a corner.[Via GI.biz]

  • A look at Champions Online's newest programmer

    by 
    Kyle Horner
    Kyle Horner
    06.05.2008

    Meet Ben Foxworthy, the newest programmer working on Champions Online. He's apparently responsible for all sorts of gameplay elements including missions, contacts, NPC spawning and world interaction. With so much content to program, Ben must be an incredibly busy guy -- or so you'd think. All joking aside, we have a deep appreciation for programmers here at Massively, since many of us are math-inept when it comes to anything beyond basic addition and subtraction required for our table-top gaming jaunts.It seems like Ben landed at Cryptic rather early on in his career, having only graduated from the University of California last year. We'd say he's a lucky man, but then we found out he bought a thousand glowsticks on eBay once. Everyone knows that's almost five times more bad luck than breaking a mirror across the back of a black cat that's crossing your path. At the very least Ben's wearing a pretty awesome Champions Online shirt that we claim in the event of his untimely glowstick-related demise.

  • Talking to Champions Online's lead programmer

    by 
    Kyle Horner
    Kyle Horner
    03.21.2008

    The position of lead programmer is typically reserved for those who love two things, numbers and -- football? Apparently so, in the case of the Champions Online team's Charlie Grisafi, who likens the job to that of being a football coach. We're inclined to agree once he lays out everything he's responsible for getting to people -- programmers to program, design documents and other various bits of software. So yeah in a sense it's like commanding a team of skilled people with different 'plays' which given to the right people will get the job done successfully.All right, enough of the analogies. The truth is it's a rough job -- but somebody has got to, uh, program it. That is we mean somebody has got to program Champions Online and if it weren't for Charlie and his programmers, we wouldn't have anything to play. So what about this mathematical man's credentials? Well they're nothing to scoff at, that's for sure. Citing an 25 year history as a software engineer -- 18 of which have been as a gaming programmer -- tends to cause us to nod in silence and respect. We certainly couldn't do something involving so much math for more than 25 minutes, let alone years. Our hats off to you sir, thy math is strong.

  • if(date == "09/13/2007") Engadget.Write("Happy Programmer's Day");

    by 
    Chris Ziegler
    Chris Ziegler
    09.13.2007

    Quick: what's two to the eighth power? 256, of course, and if you knew the answer before you even had a chance to read it, we can say with some confidence that you're a nerd mathematician liar programmer. Programmer's Day is celebrated annually on the 256th day of the year, which happens to be today -- so reach over and give that special computer scientist in your life a big bear hug, flowers, chocolates, or a simple "thanks" for making Engadget (and pretty much everything else we care about) possible. If you're a programmer, grab another Red Bull and get back to work, playboy; we've got a list of bugs about a mile long and they're not fixing themselves.

  • Telltale Games looking to the Wii

    by 
    Jason Wishnov
    Jason Wishnov
    01.29.2007

    Telltale Games, the studio currently in charge of the Sam n' Max titles, has recently put out a calling for a Wii programmer. Among the very long list of necessary technical experience, the final line includes a requisite love of adventure games. Seriously.So, is SnM coming to the Wii? Rather contrary to their namesake, the company remains tight-lipped. An official forum post by the developer reads: "We haven't made any announcements about why we're hiring a Wii developer and we really really haven't said that we're working on a Sam & Max game for the Wii. If we do such a thing, you guys will be the first to hear about it, surrounded by 800 gigantic trumpets and probably some cherubs or something. But as of right now, you're talking crazy talk."Crazy-talk is the only kind we deal with, people. Our guess? Sardonic canines and whack-job lagomorphs are coming to a Wii near you.

  • Three more developers looking to get in on the Wii

    by 
    David Hinkle
    David Hinkle
    08.22.2006

    Terminal Reality (Bloodrayne II and Aeon Flux), Coresoft (Bass Pro Fishing and Deer Hunter), and Papaya Studio (Top Gear and Whirl Tour) are all listing job openings for programmers. According to these job listings, the studios are looking for programmers to take part in projects involving current and next-gen systems, including the Xbox 360, PS3, Wii, etc. Now, none of these three studios have committed to information on any current projects (although it should be noted that Terminal Reality implied they are working on some next-gen project, which would make sense since Demonik fell through), but are looking to get involved with the system and that's enough for us.

  • Sony fights back: their battle against homebrew

    by 
    Andrew Yoon
    Andrew Yoon
    08.04.2006

    The battle between the homebrew community and Sony has been a long, bloody fight. With Sony finally playing the legal card against homebrewers, PSP 3D takes a retrospective look at the history of Sony's struggle. They claim that Sony has been getting more desperate, and a bit angrier, as seen by this quote from a Sony programmer: "Overall it's [homebrew] frowned on. Our tech guys have gotten madder and madder lately, and it does void your warranty."The complete article has tons of interesting tidbits. Of particular interest is the infamous GTA exploit which allowed for homebrew to be run even with the most recent firmware release during that time: "The GTA hack operated in a way which utilized the game's in-game SYSCALLs (system calls) in order to run arbitrary code. This is why kernal (full PSP hardware/software IO access) mode via the hack was impossible; you are only allowed to code as much as the SYSCALLs availability, therefore, advanced SYSCALLs, like those for VSH (update mode) or kernal mode were unavailable for use, simply because GTA: LCS didn't utilize them. This fact brought upon the problem of concern for Sony's engineers. They'd have to release a firmware update which jumbles up the method of loading SYSCALLs in order to prevent homebrew from being loaded. Not easy stuff, really, especially when you need to maintain the working status of all the retail UMD games already released and sold."[Via PlayStation.com boards]