Kategorie: Technology

  • SimCity Offline Mode being explored

    SimCity Offline Mode being explored

    Reading Time: 5 minutes

    Maxis is finally „exploring“ an offline mode for SimCity, nearly seven months after the online-only simulation game launched to widespread server congestion and connectivity problems.

    However, according to the company, larger cities won’t be coming to the game at any point.

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    Here’s the lengthy post at Maxis‘ official blog:

    It’s been seven months since we released SimCity and I wanted to take stock of where we are, respond to some questions and talk about the future.

    We’re Listening

    First, I want you to know that we are listening to your feedback. We dig deep into the forums, Facebook posts, and Twitter feeds every day to see what players are talking about. There is a lot of feedback and there is a clear passion for SimCity. That’s great to see. And while we appreciate positive feedback, we take very seriously the players who have criticisms. Players have high expectations of what goes into our games and we have an obligation to deliver.

    We continuously review this feedback alongside in-game telemetry to help us decide where to focus our game tuning and development efforts. We’ve formed dedicated teams to explore specific features. Some player requests, such as a tool to raise and lower roads, were straightforward challenges. Some of the larger asks, such as bigger city maps and an offline mode, have required more thought and exploratory work.

    Seven Months, Seven Major Updates

    We’ve released seven major updates in the last seven months, which have evolved the gameplay experience and the core of our simulation. GlassBox powered our first agent based simulation and this system created depth and complexity like we’ve never had before. This opened up a whole new world of tuning and we’ve spent our time making sure that all players, whatever track they take their cities through, are getting a challenging experience. I encourage you to watch Dan’s great talk from GDC 2013 to give you an idea of just how complex SimCity’s system really is.

    Traffic was always meant to be a challenge; in fact, many of our team considered traffic to be a strategy game all on its own. But, in reality, traffic was behaving irrationally. We got the player feedback and fixed it. Cars are smarter, buses are more intelligent in their routing, and the new raise/lower tool brought new ways to route traffic throughout the city. Tuning is the life blood of the simulation and we continue to monitor and make enhancements to the way GlassBox responds to our players. Stability and performance increases are also a constant area of focus for us; servers are stable and performance continues to improve on lower spec machines.

    We’ve also heard feedback on our strategy and pricing for DLC. My commitment on DLC for SimCity is that we do not force players to purchase game elements that are essentially helping to tune the simulation or fix specific issues. And for that optional content, we always want players to feel like it’s valuable. Along with paid DLC, we’ve also been providing free content. The first two million players received the Launch Park, we recently released new hotels and houses of worship, and we’re planning to release additional free content soon – more region maps, more free buildings and more.

    User Generated Content (UGC) Discussions Underway

    Maxis has a long tradition of supporting User Generated Content (UGC) and the UGC community. We have begun a discussion with our players with the ultimate goal of giving you space to mod while assuring all our players that the multiplayer gameplay experience is safe and has integrity. It’s difficult to determine what makes a “good” or safe mod and what mods cross the line. Clarifying guidelines for UGC will help players understand where that line is. We want to have an open discussion with our community about what you want out of SimCity and hear your thoughts about UGC guidelines. To join the discussion go here.

    Exploration for Offline Mode is Happening

    Right now we have a team specifically focused on exploring the possibility of an offline mode. I can’t make any promises on when we will have more information, but we know this is something that many of our players have been asking for. While the server connectivity issues are behind us, we would like to give our players the ability to play even if they choose not to connect. An offline mode would have the additional benefit of providing room to the modding community to experiment without interfering or breaking the multiplayer experience.

    Bigger Cities

    City sizes have been a constant point of conversation among our players since we released the game. The game’s original design focused on the density of an intimate urban environment. It was about intercity connectivity and the challenge of managing a region of cities instead of one metropolis in isolation. However, we recognize that many players have expressed the desire to build up one big city rather than manage the interrelationship of multiple smaller cities.

    We’ve put months of investigation into making larger city sizes, reworking the terrain maps, changing the routing algorithms of our agent-based system and altering the way that GlassBox processes the data in a larger space.

    After months of testing, I confirm that we will not be providing bigger city sizes. The system performance challenges we encountered would mean that the vast majority of our players wouldn’t be able to load, much less play with bigger cities. We’ve tried a number of different approaches to bring performance into an acceptable range, but we just couldn’t achieve it within the confines of the engine. We’ve chosen to cease work on bigger city sizes and put that effort into continuing to evolve the core game and explore an offline mode. Some of the experiments we conducted to improve performance on bigger cities will be rolled into future updates to improve overall game performance.

    Cities of Tomorrow

    Two weeks ago we announced SimCity Cities of Tomorrow expansion pack. You can read more about that here, but what I want to make clear is that we have a separate team working on Cities of Tomorrow. It does not divert attention away from enhancing the core game and finding a way to bring our game offline.

    Thank You

    Our launch wasn’t what anyone on the team hoped for. We think about this every single day, but we’re proud of how far we’ve come over the past few months.

    Like you, I’m a SimCity fan and a passionate gamer. That passion for the original SimCity was one of the influences that led me to study Government in college and to work on Capitol Hill. But my love of gaming drove me from Washington DC to California to join Will Wright’s studio 17 years ago. SimCity is in my blood and if there’s one thing I know about Maxis is that it attracts a certain kind of game maker, those who love simulations and take personal joy in bringing these worlds to life. We’re all passionate about SimCity and we want to make it better.

    So that’s the state of SimCity right now and we feel that it’s improving every day. Agree or disagree, tweet me at @EAGamer and let’s get the conversation going.

    Official Source: http://www.simcity.com/en_US/blog/article/state-of-simcity

    http://www.theverge.com/2013/10/4/4802548/simcity-may-finally-add-offline-mode-says-maxis

  • Valve reveals prototype ‚Steam Machines‘ specs

    Valve reveals prototype ‚Steam Machines‘ specs

    Reading Time: 4 minutes

    Well, today the company has announced the hardware specs to be included within these „boxes“, running the Linux-based SteamOS:

    • GPU: some units with Nvidia Titan, some GTX780, some GTX760 and some GTX660
    • CPU: some boxes with Intel Core i7-4770, some Core i5-4570 and some Core i3
    • RAM: 16 GB DDR3-1600 (CPU), 3 GB DDR5 (GPU)
    • Storage: 1 TB / 8 GB hybrid SSHD
    • Power supply: internal 450 W 80 Plus Gold
    • Dimensions: approx. 12 inches x 12.4 inches x 2.9 inches high

    * For some context on those dimensions: the Xbox Slim is 10.6 x 10.39 x 2.95 inches. The PS3 Slim is 11.4 x 11.4 x 2.55 inches. This Steam Machine is, within a few inches, comparable to both of those consoles.

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    No word yet on pricing, but they’ll probably be expensive. However, there will be a variety of options:

    Fun with pricing: To get some idea of how much these babies will cost, we’ve put together some sample PCs using PCPartPicker. These are just rough estimates, of course, and they don’t account for costs of the controller and whatever other mark-ups are in place here. We don’t know what kind of motherboards the Steam Machines will use, so we picked appropriate options for each processor. We used 1TB 5400RPM drives here, though it’s possible that some (or all) of the highest-end Steam Machines will use 7200RPM drives. These are also mid-sized (cheap) cases—the Steam Machines will be smaller and prettier.

    The highest end possibility here, with a Titan and an i7 CPU, clocks in at around $1,850.

    One mid-range option, with a GTX-780 and an i5 CPU, would run you close to $1,350.

    The lowest-end (of these high-end machines), using a GTX660 and an i3 CPU, could go for something like $880.

    These beta prototypes will be free, of course.

    Valve wants to be clear, here: this is going to be pricey. Not everyone will be able to afford one of the highest-end Steam Machines. Not to worry—there will be other options.

    Steam Machines – Prototype Details

    Hello from the Steam hardware bunker.

    Thanks for joining the Steam Universe community group. As we get closer to shipping the prototype Steam Machines and controllers we talked about last week, we’re going to be posting info here about what we’re up to, and give you some insight into the work we’ve done to get to this point.

    As we talked about last week, the Steam Machines available for sale next year will be made by a variety of companies. Some of those companies will be capable of meeting the demands of lots of Steam users very quickly, some will be more specialized and lower volume. The hardware specs of each of those machines will differ, in many cases substantially, from our prototype.

    Valve didn’t set out to create our own prototype hardware just for the sake of going it alone – we wanted to accomplish some specific design goals that in the past others weren’t yet tackling. One of them was to combine high-end power with a living-room-friendly form factor. Another was to help us test living-room scenarios on a box that’s as open as possible.

    So for our own first prototype Steam Machine ( the one we’re shipping to 300 Steam users ), we’ve chosen to build something special. The prototype machine is a high-end, high-performance box, built out of off-the-shelf PC parts. It is also fully upgradable, allowing any user to swap out the GPU, hard drive, CPU, even the motherboard if you really want to. Apart from the custom enclosure, anyone can go and build exactly the same machine by shopping for components and assembling it themselves. And we expect that at least a few people will do just that. (We’ll also share the source CAD files for our enclosure, in case people want to replicate it as well.)

    And to be clear, this design is not meant to serve the needs of all of the tens of millions of Steam users. It may, however, be the kind of machine that a significant percentage of Steam users would actually want to purchase – those who want plenty of performance in a high-end living room package. Many others would opt for machines that have been more carefully designed to cost less, or to be tiny, or super quiet, and there will be Steam Machines that fit those descriptions.

    Here are the specifications for Valve’s 300 prototypes.

    (SEE ABOVE)

    As a hardware platform, the Steam ecosystem will change over time, so any upgrades will be at each user’s discretion. In the future we’ll talk about how Steam will help customers understand the differences between machines, hardware strengths and weaknesses, and upgrade decisions.

    We aren’t quite ready to post a picture of our prototype – just because they’re not finished enough. Before they ship we’ll let you know what the prototype looks like. And we expect people to redesign the machine, too. Both from a technical perspective, deciding on different components, and from an industrial design perspective, changing the enclosure in interesting ways.

    So high-powered SteamOS living room machines are nice, and fun to play with, and will make many Steam customers happy. But there are a lot of other Steam customers who already have perfectly great gaming hardware at home in the form of a powerful PC. The prototype we’re talking about here is not meant to replace that. Many of those users would like to have a way to bridge the gap into the living room without giving up their existing hardware and without spending lots of money. We think that’s a great goal, and we’re working on ways to use our in-home streaming technology to accomplish it – we’ll talk more about that in the future.

    Stay tuned for some closer looks at the Steam Controller.

     

    Official Source: http://www.polygon.com/2013/10/4/4803446/valve-steam-machine-prototype-hardware-specs

    http://kotaku.com/valves-first-steam-machine-prototype-is-crazy-powerful-1441267520?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

     

  • Boston Dynamics Unveils Speedy WildCat, a Robotic Mule That Can Run at 16MPH

    Boston Dynamics Unveils Speedy WildCat, a Robotic Mule That Can Run at 16MPH

    Reading Time: < 1 minute

    Boston Dynamics unveils its latest creation, and it’s definitely no slouch. Called the WildCat, this robotic mule WildCat can probably be considered the cheetah of its pack, and it’s capable of untethered speeds of up to 16 MPH thus far. Previously, the company’s Cheetah robot hit a record 29.3 MPH while tethered.

    boston-dynamics-wildcat

    Remember that WildCat is doing all this without any tethers or supports. WildCat might not actually top out at 16 MPH either: that’s just the fastest it’s gotten up to thus far.

    It’s hard not to think of the WildCat as a living thing once it gets going. When galloping, it really does resemble some sort of horse.

    Official Source: http://geekologie.com/2013/10/game-over-man-wildcat-darpas-16-mph-unte.php

    http://www.dvice.com/2013-10-4/wildcat-speedy-new-galloping-robot-boston-dynamics

    http://www.youtube.com/watch?v=wE3fmFTtP9g&feature=player_embedded#t=0

  • ASSASSIN’S CREED® HERITAGE COLLECTION FÜR EUROPA ANGEKÜNDIGT

    ASSASSIN’S CREED® HERITAGE COLLECTION FÜR EUROPA ANGEKÜNDIGT

    Reading Time: 2 minutes

    Ubisoft® kündigte die Assassin’s Creed® Heritage Collection exklusiv für Europa an. Die hochwertige Edition beinhaltet die fünf vorangegangenen Assassin’s Creed®-Spiele und ist ab dem 7. November zu einem empfohlenen Verkaufspreis von 49,95€ im Handel erhältlich.

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    Die Assassin’s Creed® Heritage Collection erscheint für Xbox 360®, PlayStation®3, sowie Windows PC und beinhaltet:

     

    Assassin’s Creed®: Der Spieler zückt die Klingen als der syrische Assasine Altaïr Ibn-La’Ahad während des Dritten Kreuzzugs.

    Assassin’s Creed® II (Game Of The Year Edition): Der Spieler führt seine Bruderschaft als Ezio Audtiore während der italienischen Renaissance an. In der Edition eingeschlossen ist ebenfalls die Schlacht um Forli und das Fegefeuer der Eitelkeiten als Download-Zusatzinhalte.

    Assassin’s Creed® Brotherhood: Der Spieler gründet seine eigene Bruderschaft in Rom, die dabei hilft, die Borgia-Familie zu stürzen.

    Assassin’s Creed® Revelations: Der Spieler folgt den Spuren des legendären Altaïr in Konstantinopel.

    Assassin’s Creed® III: Der Spieler fordert die Vorherrschaft der Templer während der Amerikanischen Revolution als Connor heraus.

  • Apollon, the Futuristic Tablet That Transforms Into a Desktop PC

    Apollon, the Futuristic Tablet That Transforms Into a Desktop PC

    Reading Time: < 1 minute

    We have seen the future of tablets, and it’s the Apollon. Soon, tablets may replace the desktop PC by being able to expand at the push of a button. During normal use, it’s no larger than your standard tablet, and in desktop form, you get a 15-inch, 16:9 ratio, display. The device can switch between both Windows OS and Android.

     

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  • Nnooo announces Blast ‚Em Bunnies

    Nnooo announces Blast ‚Em Bunnies

    Reading Time: 3 minutes

    Defend your burrow from a horde of evil bunnies before they take you down!

    Pick them off using your carrot rifle, pelt their furry hides with your watermelon pip machine gun or wreak havoc with your runner bean rail gun. Want to destroy as many of their colony as possible? Your turnip mortar will do maximum splash damage.

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    These crafty cottontails come in all shapes and sizes. Some of them can even fly, so you’ll need every weapon in your armoury to deal with this barbarous band of bitter bunnies. How they became evil, where they came from and who taught them to fly remains a mystery. But there’s no time to ponder these rabbit riddles, just grab your favourite weapon and…Blast ‚Em Bunnies!

    Finding it difficult to picture the mayhem? Then check out this video.

    „Blast ‚Em Bunnies is a pick-up-and-play endless shooter…with bunnies,“ said Nic Watt, Creative Director of Nnooo. „You have to keep your bunny alive as long as you can. The longer you play, the more difficult survival becomes. But it’s not just your own bunny’s mortality you’re concerned with. You also need to deal with the throat slitter who is holding your baby bunnies hostage. He’ll pop up every now and again with one of your little ‚uns. Kill him quickly and the baby bunny escapes. If you’re not quick enough…well, I really don’t want to talk about it.“

    Collect in-game coins to upgrade your weapons and purchase special ammo types such as heat seeking chilli seeds, sticky exploding raspberries and bouncing pumpkin bombs. Shoot crates to activate power-ups and ammo types. Take out the elusive golden bunny to collect a warren-load of cash.

    „This game has a very different art style from any other game we’ve made,“ said Watt. „We wanted to give it a cartoon feel that would make great use of the power of PlayStation 4. We’re bringing Blast ‚Em Bunnies out initially on PS4, PS Vita and Nintendo 3DS,“ said Watt.

    „We’ll consider other platforms depending on how much evil bunny blood is spilled.“

    That’s not all! Nnooo are also pleased to announce that Blast ‘Em Bunnies will be unveiled at this weekend’s EB Expo at Sydney’s Olympic Park, where fans will have the opportunity to get hands on with their latest game for the very first time. Blast ‘Em Bunnies will be playable on PS4 at the PlayStation booth and at Nnooo’s own booth in the Homegrown Gaming area.

    Also available to play at Nnooo’s booth will be the 3 Sprockets developed Cubemen 2 for Wii U and ORBITOR by Evil Aliens, two upcoming titles Nnooo will be publishing.

    More details on Blast ‚Em Bunnies, including the trailer and screenshots, are available on the Blast ‚Em Bunnies website.

    Blast ‚Em Bunnies is expected to be released as a downloadable title on PlayStation 4, PlayStation Vita and Nintendo 3DS in the US, Europe, Australia and New Zealand in 2014. Price to be announced.

    Nnooo acknowledges the support of Screen NSW in the development of Blast ‚Em Bunnies.

     

    Official Source: http://www.youtube.com/watch?feature=player_embedded&v=PIMBXp80ppQ

  • Samsung Galaxy Note 3 and Galaxy Gear first TV ad released

    Samsung Galaxy Note 3 and Galaxy Gear first TV ad released

    Reading Time: < 1 minute

    ‚In my restless dreams, i see that town, Silent Hill‘. This is one of the most famous quotes from Konami’s survival horror, you just change the words ‚Silent Hill‘ for Galaxy Gear or Galaxy Note 3 and you’ll get the perfect definition of the new TV ad the Korean company has released.

    A young girl finds inspiration in her daily life and uses the Samsung GALAXY Note 3 and Gear to revitalize a lost art form.

    Using My Magazine, Action Memo and Smart Relay, she creates a spectacle in the front of a once sleepy toy shop.

    By adding a new twist to a loved classic, she takes Annie Lennox’s „Sweet Dreams“ and re-envisions it with a modern take.

    Samsung’s vision was realized with the help of Paul Hunter who has directed videos for some of the world’s top artists like Snoop Dogg, Christina Aguilera, and Michael Jackson to name a few.

     

    Official Source: http://www.youtube.com/watch?feature=player_embedded&v=m4sTLfTKOGo

    http://www.samsung.com/global/microsite/galaxynote3-gear/

  • Battlefield 4 beta bug list released

    Battlefield 4 beta bug list released

    Reading Time: 3 minutes

    Yesterday the open beta for Battlefield 4 was released and, as expected, the game has some bugs. DICE has used the official forum to make a list of known issues so they can fix them all before the game gets released.

    The full list below:

    PC

    – We have received reports of Freezes and Crashes affecting the BF4 Beta client. Our team is currently investigating this matter and we will update you here as soon as we know more.
    – If you are affected by a Freeze or a Crash upon joining a game, and the error message “BF4 Beta has stopped working” appears, please make sure your Windows is fully updated and your Graphic card is running on its latest driver. Alternatively, some players using GeForce drivers were able to fix this by downgrading their driver to an earlier version.
    – We received report of unusually low performances, and are currently looking into that as well.
    – Please note that the Battlefield 4 Beta does not support Win32 and 32 Bit operating systems.
    – Video settings may not be saved after rebooting the game.
    – The tooltip “E” to enter the Venom is visible at a 400 meter distance.

    Xbox 360

    – Player stats in Battledash may not match the stats displayed on Battlelog.
    – You may experience an 8 seconds non-interactive pause, when leaving a Multiplayer session or after pressing Start when booting the game.
    – You may be floating if you jump on the bollards.
    – Cruise Missiles may not destroy any vehicle dropped by Vehicle Drop.
    – The requirements for unlock criteria may not be displayed.
    – Two flag icons may appear overlapping on each other at each flag point.
    – The first attachment of any weapon that is not unlocked, will be the only attachment shown for the first unlocked weapon.

    PlayStation 3

    – When you choose to quit during the EOR, you may be able to see “underworld” for 1 second.
    – The camera transition before the EOR screen is under water.
    – If you destroy an enemy tank near the Flag A, it may trigger the map’s Mini-Levolution event.
    – If you quit from the XMB™ menu after the “Press Start” screen, you may experience a forced shutdown.
    – The background screen for the losing team during EOR, is placed “under the game world” for Domination and Obliteration game modes.
    – The Hit Indicator is not present when shooting at enemies.
    – The EOD Bot can’t arm or disarm MCOMs on Rush mode.
    – If you disconnect and reconnect your Ethernet cable while playing, the Game may remain in an endless loading loop.
    – You may not be able to perform a knife takedown on an enemy using the TAW Launcher.
    – If you sign out from PSN while loading into a MultiPlayer server, you may experience an infinite loading screen.
    – In the Soldier Progression menu, you may be able to see upcoming vehicle unlocks that will not be available in the Beta.
    – You may be able to see several Medals, Ribbons, and Dog Tags in the “My Soldier” menu.

    PlayStation 3 and Xbox 360

    – If you’re disconnected from the EA Servers, the Main Menu tiles remains fixed in the front end.

    Official Source: http://www.eurogamer.net/articles/2013-10-02-dice-releases-battlefield-4-beta-bug-list

  • Innovative Smartphone Has a Keypad Like You’ve Never Seen Before

    Innovative Smartphone Has a Keypad Like You’ve Never Seen Before

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    Unlike other smartphones, the Plumage has a keypad unlike any that you’ve seen before…it’s a fold-down variety.

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    When not in use, the keypad folds back up and doubles as a smart cover for protecting the device’s screen. One caveat: it reduces the screen size.

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    Official Source: http://www.yankodesign.com/2013/09/16/breaking-the-iphone-addiction/

  • Cube 3D Printer Lets You Make Complex Objects at Home, Wirelessly

    Cube 3D Printer Lets You Make Complex Objects at Home, Wirelessly

    Reading Time: < 1 minute

    Priced at $1936, the Cube 3D Printer can make plastic items up to 5.5-inches square such as toys, doorknobs, party cutlery, kitchen utensils or chess pieces. It’s not limited to just simple plastic objects, as it can print car wheels and even a replacement windscreen washer nozzle for your car.

    Here’s how it works: „when a design for an object is programmed into it from a memory stick or a wifi link to the internet, The Cube recreates it by building up fine layers of hot melted PLA plastic, which is flexible, or ABS, which is rigid.“ The cartridges come in 16 colors and most importantly, the plastics are recyclable and compostable.

    Official Source: http://www.dailymail.co.uk/sciencetech/article-2440632/The-3D-Cube-printer-gives-production-line-home.html

  • First early footage of Mighty No 9

    First early footage of Mighty No 9

    Reading Time: 3 minutes

    GRAPHICS ENGINE!

    The team has settled on the engine that will power Mighty No. 9, and it isunreal…no, we mean literally, it’s the Unreal Engine from Epic! 

    For those of you who might not know, this is the engine that built its reputation pushing the cutting-edge graphics in AAA blockbusters like Mass Effect, Bioshock Infinite, Infinity Blade and of course Gears of War — no slouches in the looks department, any of them, right?

    Of course, just choosing an engine doesn’t mean our game will look like any of those — and in fact, it won’t, because we will have our own, unique graphical style we are going for with Mighty No. 9 — but it does mean our developers will have access to tools that can push the fidelity, lighting, and overall look of Mighty No. 9 to among the best gaming has to offer!

    It also means our team can spend less time worrying about technical mumbo-jumbo, and more time focused on things that really matter to a game like this — like the feel of the controls, the style of a character’s animation, the atmosphere of a level, the balance of Beck’s transformations — the important stuff!

    In fact, check out this super-short, super-rough engine test Inti Creates made in just seven days to see if Unreal would be viable for Mighty No. 9. Let’s be 100% clear (caps lock on!): THE GAME WILL NOT NECESSARILY LOOK LIKE THIS VIDEO, MOVE LIKE THIS VIDEO, OR ACT LIKE THIS VIDEO — THIS IS A COMPLETELY ROUGH TEST ONLY, MADE IN LITERALLY ONE WEEK, USING ALL PLACEHOLDER ASSETS AND ANIMATION just to test how parts of the engine work. With no shaders, filters, or even models and key art in place yet, normally we would never show anything like this since it’s not representative of the final game at all, but in the spirit of this Kickstarter in showing how the game is made, even from the very earliest steps, we thought it would still be pretty cool to see a glimpse of Beck moving around in the engine (even if it is a placeholder Beck, moving through a placeholder level with placeholder enemies and animations!).

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    From: http://MightyNo9.com ! A super-short, super-rough engine test Inti Creates made in just seven days to see if Unreal would be viable for Mighty No. 9. To be 100% clear (caps lock on!): THE GAME WILL NOT NECESSARILY LOOK LIKE THIS VIDEO, MOVE LIKE THIS VIDEO, OR ACT LIKE THIS VIDEO — THIS IS A COMPLETELY ROUGH TEST ONLY, MADE IN LITERALLY ONE WEEK, USING ALL PLACEHOLDER ASSETS AND ANIMATION just to test how parts of the engine work. With no shaders, filters, or even models and key art in place yet, normally we would never show anything like this since it’s not representative of the final game at all, but in the spirit of this Kickstarter in showing how the game is made, even from the very earliest steps, we thought it would still be pretty cool to see a glimpse of Beck moving around in the engine (even if it is a placeholder Beck, moving through a placeholder level with placeholder enemies and animations!).

     

    Official Source: http://www.youtube.com/watch?v=5UXDiQrgI6M&feature=player_embedded#t=0

     

  • Battlefield 4 beta now available to download

    Battlefield 4 beta now available to download

    Reading Time: < 1 minute

    Starts today!

    Attention soldiers! If you are a Premium member of Battlefield 3, have pre-ordered Deluxe Edition of Battlefield 4 or got the Deluxe Edition of Medal of Honor Warfighter, you can NOW download the Exclusive beta for Battlefield 4 just in advance of its start tomorrow.

    beta-hero-sept

     

    Origin @OriginInsider

    Pre-load is now available for everyone in the Exclusive #bf4beta.

    Download now to be among the first to fight on Oct 1.

    As for the rest of you, the open beta will begin on October 4th.

     

    Official Source: https://twitter.com/intent/user?original_referer=http%3A%2F%2Fwww.vg247.com%2F2013%2F09%2F30%2Fbattlefield-4-beta-available-to-pre-load-now-starts-october-1%2F&screen_name=OriginInsider&tw_i=384535591167070208&tw_p=tweetembed

    http://www.battlefield.com/battlefield-4/faq/beta

  • You Won’t Believe How These High-Tech Underwater Headphones Transmit Sound

    You Won’t Believe How These High-Tech Underwater Headphones Transmit Sound

    Reading Time: < 1 minute

    Swimmers rejoice! Now when you’re training or just exercising, you can put on a pair of Neptunes headphones and enjoy your favorite tunes. This innovative new technology allows swimmers to listen to music while underwater, by conducting sound through the bones in the human skull.

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    The Neptune headphones send sound waves to the inner ears through swimmer’s cheekbones, resulting in them being able to hear music in their heads.

    The device mimics the way dolphins and whales communicate in the water by transmitting sound vibrations.

    A waterproof mp3 player streams the music which resonates through the bones and into the highly sensitive cochlea part of the ear.

    Official Source: http://www.dailymail.co.uk/sciencetech/article-2437574/Incredible-underwater-headphones-transmit-music-swimmers-ears-vibrating-sound-cheekbones.html

  • GAME-CITY 2013 – Es ist leider vorbei!

    GAME-CITY 2013 – Es ist leider vorbei!

    Reading Time: 2 minutes

    Am Wocheende wurde das Wiener Rathaus wiedermal Schauplatz für viele Gamer, Cosplayer und Technologie verliebte 🙂

    Hier ein kleines gesamt Review der Highlights der Messe, das Gesamt Review kommt noch diese Woche FR, an unserem offiziellen Review Day ^^

     

    Sony Playstation:

    -Destiny – Defeat Earth’s enemies

    Discover all that we have lost. Become legend.


    In Destiny you are a Guardian of the last city on Earth, able to wield incredible power. Explore the ancient ruins of our solar system, from the red dunes of Mars to the lush jungles of Venus. Defeat Earth’s enemies. Discover all that we have lost. Become legend.

    -Beyond TWO SOULS Truck

    Sony fährt dieses Jahr mit einem tollen Feuerwerk an Spielen auf, und es ist für alle was dabei. So auch das neue Game von den Machern von ‘Heavy Rain’ – BEYOND:Two Souls

    Hier sind ein paar Bilder was euch erwartet, auf alle fälle rein schaun und selber anzocken lohnt sich:

     

    XBOX ONE:

    -Xbox / EA FIFA 14 Cup powered by Libro

    Das Publikum bekam spannende Matches zu sehen und die Finalisten, die es geschafft haben sich bis zur Spitze des Felds durchzuringen, freuten sich über tolle Preise: Der Erstplatzierte erhält zum Launch eine Xbox One inklusive FIFA 14, eine 12-monatigee Xbox Live Goldmitgliedschaft und ein exklusives FIFA 14 Goodie-Paket. Platz 2-4 wurden mit EA Fanpaketen und FIFA 14 für Xbox 360 prämiert.

    Siegerehrung der Finalisten mit Frenkie Schinkels

    Der stolze Gewinner Jan bekommt zum Launch eine Xbox One

     

    ‚RYSE‘ Son of Rome – Xbox ONE Gameplay HandsON Game-City 2013

    UBISOFT:

    -GAME-CITY 2013 – Assassin’s Creed IV Black Flag – Gameplay Playstation 4 – Ubisoft Official

    http://www.blogdot.tv/2013/09/29/game-city-2013-assassins-creed-iv-black-flag-gameplay-playstation-4-ubisoft-official/

    CAPCOM:

    Dead Rising 3 – Rollerhawg Trailer – XBOX One

    http://www.blogdot.tv/2013/09/29/game-city-2013-dead-rising-3-rollerhawg-trailer-xbox-one/

  • 20 minutes gameplay video of The Evil Within released

    20 minutes gameplay video of The Evil Within released

    Reading Time: < 1 minute

    The Evil Within is a new survival horror title whose main character is a detective called Sebastian who attends the scene of a mass murder only to find a powerful, mysterious force lying in wait. After being attacked and got knocked out he wakes up in a world inhabited by monsters.

     

    Bethesda’s upcoming survival horror title, The Evil Within, gets the dev sessions treatment.

    The EGX developer sessions recreate the behind-closed-doors intimacy of a private industry presentation for hundreds of gamers to experience in person.

     

    Is expected to release at some point in 2014 for PS3, Xbox 360, PS4, Xbox One and PC.

    Official Source: http://www.youtube.com/watch?feature=player_embedded&v=rhbL72O219s

  • Valve’s Controller Has Been Tested. Here Are Some Impressions.

    Valve’s Controller Has Been Tested. Here Are Some Impressions.

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    Game creators who have tried Valve’s unusual new game controller tell Kotaku that the device holds a lot of promise. But make no mistake, they also say it feels pretty different from what we’re used to.P

    „We’ve been at Valve this week and only used it briefly, however, you immediately notice its increased responsiveness.,“ Sega’s v.p. of PC digital distribution in the U.S. and Europe John Clark told me in an e-mail late Friday. P

    Clark is just one of a group of game creators from studios big and small who went to the house of Half-LifeDOTA 2 and Steam and tried the third piece in Valve’s three-part announcement ofSteamOSSteam Machine and Steam Controller. All three components will combine to present Valve’s push into living room gaming where they and the library of PC-based Steam games will presumably bump into the likes of Sony, Microsoft and Nintendo.

      ku-bigpic

    The controller is key, of course. And while Valve says it is hackable, it will likely be defined by certain core features that set it apart from both mouse-and-keyboard and traditional controllers like that of the Xbox 360. It eschews twin control sticks for circular trackpads that are equipped to deliver some haptic (force) feedback. It moves the traditional AXBY face buttons to the center of the controller, all four surrounding a small touchscreen. Beta controllers, including the one pictured at the top of this post in a photo supplied by Clark, don’t include the touch screen and have temporary face buttons in the screen’s place.P

    ku-xlarge

    Clark and his colleague, Jurgen Post, COO and president of Sega Europe had recently visited Valve to try the controller and stuck around for a couple of days with teams of Sega developers from real-time-strategy studios Relic (Company of Heroes) and Creative Assembly (Total War).

    ku-xlarge

    Indie developer Ichiro Lambe of Dejobaan Games also tried the controller and gamely tried to explain to me (and you) what the device’s trackpads feel like.

    „It’s tough to grok the touch feedback until you try it out,“ he said in an e-mail. „You pick it up, and, for the first few minutes, you’re mostly just moving your thumbs over the trackpads and marveling at what you’re feeling.“

    Lambe had played a first-person shooter with Valve’s new device. It seems that the haptic feedback of the trackpads made a big impression. The idea of that feedback is that it’s supposed to create the feeling that the trackpad has edges on it, perhaps the outlines of buttons, if that’s how it is programmed for a specific game. Those trackpads are sensitive to movement and pressure.

    „This sounds weird, but it’s almost like rolling two weighted trackballs that are too large to actually fit into the controller,“ Lambe said as he tried to explain what it’s like to have one’s thumbs on those two trackpads. „For camera controls, slide one thumb to the right, and you’ll feel this ticking, like you’re turning a physical control. Flick your thumb quickly, and this imaginary physical thing reacts like something with weight to it—the ‚trackball‘ continues to roll for a bit, eventually coming to a rest. And since it’s all controlled through the software, the same trackpad then becomes more like a mouse or a laptop trackpad when you’re navigating through menus. Dynamic!“

    I received similar positive impressions of the controller’s haptic feedback from Klei’s Jamie Cheng who had not gone hands-on with the controller but whose colleague had. „He told us that the controller haptic feedback was uncanny,“ Cheng said, „and that using the trackpad really did feel like pressing buttons.“

    I had asked Lambe how the Steam controller felt compared to traditional game controllers. He replied: „It’s familiar enough to be accessible (I believe they tried less conventional designs before they went with a form factor similar to existing gamepads), but much more precise for (say) anything WASD+mouselook.“

    Valve’s Steam controller, Lambe added, „makes FPS gaming more comfortable in a gamepad form factor, and translates other genres (anything where you’d need precise mouse control for gameplay or user interface) to the living room.“P

    If Lambe was a good tester for first-person games, Team Meat’s Tommy Refenes was an ideal candidate for seeing how responsive the Valve controller was to classic 2D action games. Refenes tried his and Edmund McMillen’s own Super Meat Boy along with Mossmouth’sSpelunky with the new controller. Refenes blogged about his experiences, summarizing them thusly: „TL;DR; Great Start, needs some improvements, but I could play any game I wanted with it just fine.“ He had said as much to me over e-mail: „I went into it as ‚I’m going to play this like an Xbox and see how it does.‘ In that way it did pretty well.

    Refenes‘ whole post about trying the new gamepad is a must-read. It doesn’t just describe the feel of the controller but conveys the vibe at Valve regarding the controller. The company’s engineers seem prepared to make changes on the fly—fitting as the controller’s entering into a beta. Regarding how the games he played controlled, Refenes writes:

    I was able to play Meat Boy the way Meat Boy can be played on an advanced level (and I’m rusty at it). The right circle button was the jump button and we had both Triggers mapped to the Run button just like a regular Xbox 360 controller. We also had the Run button mapped to the back trigger buttons I mentioned before that can be pressed with your fingers on the back of the pad. This worked great but did lead to a bit of hand cramping. I think this is due more to the way you use the run button in Meat Boy and not the design of the controller or the buttons.

    Spelunky requires Whip, Jump, Bomb, and Rope buttons. We configured the controller to play like an Xbox controller. So the left circle pad was once again used for the directional buttons, and the right circle pad was used as A, B, X, Y buttons in the orientation that you find on an Xbox Controller….I played through Spelunky and the controller worked great. As I was playing I was describing to the engineers the twitch movements that go into Spelunky… The Steam controller handled this just fine.

    Refenes said he found himself yearning for a little more physical feedback from the trackpads and discussed an idea with Valve’s engineers involving adding physical nubs to the pads „that would be noticeable enough where your thumbs would find them, but not so abrasive that the circle pads couldn’t comfortably used in mouse / trackpad mode came.“ He seemed to think that the idea, already considered by Valve, might be tested with newer iterations of the controller.

    Refenes said he still prefers the Xbox 360 controller for now, somewhat due to familiarity, but said he could be happy gaming just on the Steam controller. He won’t be the only person, though, who will consider the controller in comparison to the traditional twinstick 360 or even PS3 gamepad. Dejobaan’s Lambe expressed some warmth for the familiar as well.“There’s something satisfying about moving a physical stick or depressing a button with some resistance and throw,“ he said. „The immediate feedback that an analog stick gives you when you reach the extreme of a direction is useful. But how much of that is just a matter of what we’re used to?“

    A Valve rep indicated to me that other developers have also tried the controller, including indie PC strategy game publisher Paradox Interactive and Hitman studio IO Interactive. The diversity of developers indicates that Valve expects its unusual new controller to be versatile. Consider, after all, that the Sega guys who checked out the controller specialize in mouse-and-keyboard strategy games.

    „We’d really like to see how the developers experiment with PC RTS titles [with the new controller] and will value their feedback throughout the beta,“ Sega’s Post told me over e-mail. „Games such as Company of Heroes 2 and Rome II are core for Sega and of course, you would define them as mouse & keyboard games. I’m personally intrigued to see how these games could work with the controller.“

    Valve’s hardware beta for its controller and its Steam Machine gaming devices will begin soon, with an expected release to consumers next year. The controller will raise plenty more questions in the months to come. As it is used and as it evolves, we’ll bring you answers.

    Photos and Source by: http://kotaku.com/valves-controller-has-been-tested-here-are-some-impre-1415579308?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow

  • Software Engineer Loses Leg in Accident, Gets Fitted with World’s First Thought-Controlled Bionic Leg

    Software Engineer Loses Leg in Accident, Gets Fitted with World’s First Thought-Controlled Bionic Leg

    Reading Time: < 1 minute

    Zac Vawter lost his right leg in a motorcycle accident during 2009. Fast forward to today, you won’t even be able to tell one of his legs isn’t real when you see Zac in pants. Yes, he’s been fitted with the world’s first bionic leg controlled by thought.

    bionic-leg

    This innovative, breakthrough bionic leg was developed at the Rehabilitation Institute of Chicago and was made by possible by rewiring two nerves from what remained of Vawter’s right leg to hamstring muscles. You see, at the top of the bionic leg is a computer with sensors that interact with those nerves, and so when Vawter thinks the actions he wants the leg to perform, the nerves communicate that through the sensors to the computer controlling it, and it performs the desired movement.

    Official Source: http://www.geek.com/science/software-engineer-rewired-to-use-bionic-leg-controlled-by-thought-1571975/

    http://www.youtube.com/watch?v=efN8QPbVHdU&feature=player_embedded#t=0

  • Boeing Transforms Full-Sized F16 Jet Into Drone, Doesn’t Require a Pilot

    Boeing Transforms Full-Sized F16 Jet Into Drone, Doesn’t Require a Pilot

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    Boeing has managed to transform several Lockheed Martin F-16 fighter jets into pilotless drones. During the unmanned test flight, one of the jets cruised at 40,000 ft and hit speeds of Mach 1.47 while performing a series of maneuvers, including barrel rolls and a „split S“.

    f16-drone

     

    The F16 took off from a base in Florida and flew to the Gulf of Mexico while being trailed at all times by two chase planes monitoring its course. According to the project’s chief engineer, Paul Cejas: „It flew great, everything worked great, [it] made a beautiful landing – probably one of the best landings I’ve ever seen.“

    Official Source: http://www.gizmag.com/boeing-f16-jet-unmanned-drone/29203/

    http://www.youtube.com/watch?v=7wDXTo1dSMg&feature=player_embedded#t=0

  • Cyberith auf der GAME-CITY 2013

    Cyberith auf der GAME-CITY 2013

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    Hier sind ein paar Fotos vom Cyberith Team in Action , wir freuen uns sehr die jungs kennengelernt zu haben. Tolles Team 🙂

     

    IMG_5362 IMG_5361 IMG_5360 IMG_5359 IMG_5358

     

    http://www.youtube.com/watch?v=xNj2raXBeV0&feature=player_embedded#t=0

  • LG Ultra Thin *CURVED* LED HD TV spotted at GAME-CITY 2013

    LG Ultra Thin *CURVED* LED HD TV spotted at GAME-CITY 2013

    Reading Time: < 1 minute

    So amazing here in Vienna guys, the GAME-CITY is making their move in town, and all Gamers, Cosplayers geeks and nerds come together to unit for this weekend for one of the greatest Gaming Shows that we got in this town!

    So enough talking here the Facts 😉

    LG was there like the year before to, with new mintors a 80′ Monster! and a brand new LED Curved Ultra Thin TV, and if we mean ULTRA Thin we mean *ULTRA THIN*

    Have a look at your own, and scrool down for more links and more pictures over the GAME-CITY 2013 in Vienna/AUSTRIA!

     

    Here is more on the GAME-CITY , Follow the links -> http://www.blogdot.tv/2013/09/27/game-city-2013-tag-1-die-highlights-des-ersten-tages/

    http://www.blogdot.tv/2013/09/27/erste-bilder-von-der-game-city-2013-xbox-one-feiert-osterreich%E2%80%8B-premiere/

    http://www.blogdot.tv/2013/09/26/playstation-4-controller-setup-leaked-play-asobi-game-city-2013/

  • 24 Science and Technology Predictions That Didn’t Go as Planned

    24 Science and Technology Predictions That Didn’t Go as Planned

    Reading Time: < 1 minute

    Technically speaking, in computer architecture, 32-bit integers, memory addresses, or other data units are those that are at most 32 bits (4 octets) wide. Bill Gates at one point in time said that „we will never make a 32-bit operating system“, and that didn’t quite go as planned, but for the better.

    U4pNf90