Kategorie: PC

  • Daily Deal – Risk of Rain, 80% Off

    Daily Deal – Risk of Rain, 80% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 80% on Risk of Rain!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Sunday at 10AM Pacific Time
    Website: LINK

  • Anatomy of a product quality issue: PoE HAT

    Anatomy of a product quality issue: PoE HAT

    Reading Time: 5 minutes

    One of the neat new features of the Raspberry Pi 3 Model B+ is its support for IEEE 802.3af Power-over-Ethernet (PoE). This standard allows up to 13W of power to be delivered over the twisted pairs in an Ethernet cable without interfering with the transmission of data. The Raspberry Pi board itself provides a PoE-capable Ethernet jack and circuit protection components; the power regulation electronics, which would be too costly and bulky to include on the main board, live on a separate HAT.

    Raspberry Pi PoE HAT Power over ethernet

    The Raspberry Pi 3B+ wearing a PoE HAT

    When we announced the 3B+, we revealed that an official Raspberry Pi PoE HAT was in the works and, after a few unforeseen production delays, we we released this HAT at the end of August. Feedback was, and remains, generally very positive; but fairly quickly, we started to see some reports from users who were experiencing issues.

    The problem

    The problem they reported was this: when powering certain Raspberry Pi units via the PoE HAT, it was not possible to draw the full rated current from the USB ports.

    Our 5V USB output, denoted VBUS, is fed by the main 5V rail via a current-limiting switch. This switch is designed to protect the system by detecting short-circuit, over-current, or reverse-voltage events, and disconnecting the USB ports in response. Our current-limiting switch is set to a limit of just over 1A.

    Despite the PoE HAT’s ability to supply up to 2.5A, the experiments we ran in response to the reports suggested that, when it was used to supply some boards, the USB supply would trip out at a much lower current. Mice and keyboards worked fine, but higher-current devices such as wireless dongles and hard disks would fail.

    Our initial theory was that the PoE HAT was injecting noise into the Pi via the 5V rail, and that this was somehow upsetting the switch. However, we were able to rule this out, since we found no evidence of high-frequency noise at the input to the switch. Another theory was that the flyback transformer’s close physical proximity to the switch was somehow coupling noise in. But we were able to rule this out as well: we showed that the behaviour persisted when the HAT was connected using a right-angle header, which moves the power electronics away from the Raspberry Pi.

    What was happening?

    The PoE HAT works by converting the incoming 48V from the Ethernet lines to 5V using a flyback transformer. In simple terms, the primary side of the transformer is switched across the 48V, and energy is stored in the transformer in the form of a magnetic field. The primary is then disconnected and the magnetic field collapses. This changing magnetic field induces a voltage (scaled based on the transformer turns ratio) in the secondary, which is rectified by a schottky diode and output capacitance. This output capacitance is formed from the output capacitors on the PoE HAT itself, the capacitors on the Raspberry Pi 5V rail, and, when the switch is on, the VBUS reservoir capacitors.

    The switching frequency of the flyback transformer is relatively low (~100 kHz). This means that when the system is under load, each switching cycle must transfer a relatively large amount of energy. During each cycle, the 5V rail is discharged according to the load on the system, and charged up again by the flyback’s secondary, dumping more energy into the caps. In each cycle, a spike of high current is pushed through the output diode into the capacitors.

    To cut a long story short, putting a current probe on the input to switch showed large current spikes, as energy from the flyback made its way into the VBUS reservoir capacitors. This was expected. However, it turned out that the switch was erroneously registering these spikes as true over-current events. The switch is supposed to have a filter that allows it to ignore brief spikes, but we discovered that only one of the two approved versions of the switch did this correctly.

    Current into switch (yellow) and VBUS voltage (blue)

    If it’s not been tested, it’s broken

    It’s a truism that if you don’t test an aspect of a design, it will certainly be broken. Those of us with a Broadcom background sometimes refer to this as Alan Morgan’s rule, after its most enthusiastic proponent.

    Extensive testing over all configurations, operating parameters, and use cases is the only way to minimise the likelihood of releasing a product with a hardware issue. Even relatively simple hardware can end up catching you out by throwing up some unexpected bug or issue. And even the big guys with huge development teams and test labs occasionally mess things up — anyone remember the Pentium FDIV bug?

    We made several mistakes with the first version of the PoE HAT:

    • USB load testing was performed using boards that had the working switch
    • Our field testing programme was abbreviated because the product was late
    • We didn’t inquire as to whether our field testers were using high-current peripherals (they weren’t)

    It’s embarrassing to have released a product with a bug like this, but it’s a lesson well-learned, and we will be improving our internal processes to prevent a recurrence.

    The solution

    Fortunately, this bug turned out to be easy to fix. We designed an L-C filter to apply further smoothing to the output current from the HAT. The filter consists of a little extra input and output capacitance and a 4.7µH inductor (chosen to have a suitable current rating and DC resistance), as well as 330mR resistor in parallel to provide damping. We were even able to wrap the mod up in a little mezzanine PCB that fits neatly underneath the board.

    The original, un-modded board

    Hand-modded board with L-C filter

    Final board with mezzanine

    Once we had confirmed that there was a problem with the PoE HAT, we took the product off sale, and recalled and reworked the outstanding units. We are now happy to announce that most Approved Resellers should now have the revised boards in stock. We believe that most people who have been affected by this issue have already returned their PoE HATs for a refund; if you’re experiencing issues and haven’t yet returned your product, you can get in touch with your reseller to arrange a replacement.

    I’d like to thank the members of the Raspberry Pi engineering team, our contract manufacturing partners Taijie, our licensee partners and Approved Resellers, and also the community members who kindly tested prototypes of the fixed board design. This hasn’t been the easiest product launch in our history, but hopefully the lessons learned have set us up well for the future.

    Website: LINK

  • HTC Vive launches full suite of premium VR offerings for businesses of all sizes

    HTC Vive launches full suite of premium VR offerings for businesses of all sizes

    Reading Time: 5 minutes

    Today at a press event in San Francisco, HTC Vive announced a premium virtual reality experience for the enterprise market, including a new platform, new hardware, and new software available specifically for commercial use. This launch reinforces Vive’s increased commitment to bringing best-in-class design and software expertise—paired with the world’s best VR hardware—to businesses of all sizes. With this complete solution powered by Qualcomm® Snapdragon™ 835 Mobile VR Platform the enterprise market can now create, collaborate, and engage in new and effective ways with employees and customers alike. Companies across the globe such as SimForHealth, and the Volkswagen Group are already implementing Vive for training, simulation, and product design purposes.

    Today, Vive is launching a portfolio of premium products in Western markets, including VIVE FOCUS™, a new standalone HMD for enterprise; VIVE WAVE™ VR SDK, the quintessential open VR platform for developers to create content for standalone devices; and VIVE Sync, a new enterprise collaboration tool.

    Vive Focus: The Most Powerful Standalone VR Experience

    Through Vive Focus, Vive offers the most complete and powerful standalone VR experience available for businesses on the market today. With this launch, Vive Focus will be available in 37 markets worldwide. Vive Focus is powered by the Vive Wave platform and content from VIVEPORT™, this innovative standalone headset is ideal for businesses that want a truly mobile VR experience. It offers a stunning combination of power and portability and the highest resolution graphics available on a standalone headset, with absolutely no PC needed.

    With Vive Focus, no external base stations or sensors are needed—enterprises can utilize instant standalone VR with dual 3K AMOLED screens, interactive tracking, and Snapdragon 835 Mobile VR Platform. With high-resolution 2880 x 1600 graphics on par with tethered, professional-grade VR system like the Vive Pro, Vive Focus features innovative world-scale tracking and a 110° field of view. Users will enjoy a freeing, intuitive experience with no wires to pull them back to reality, built-in speakers, and up to three hours of active use on a single charge.

    The Vive Focus can be paired with the Vive Enterprise Advantage professional services program, which offers two tiers (Advantage or Advantage+) of commercial licensing, dedicated support, and service utilities for Vive enterprise hardware. Each program offers purchase protection with tailored hardware warranties, limited downtime, dedicated support and advanced device management utilities such as a Kiosk mode and a batch configuration feature.

    VIVE WAVE: The Most Innovative Platform for Superior Standalone VR

    The new Vive Wave VR SDK offers an open interface, enabling interoperability between numerous mobile VR headsets and accessories, with Viveport as the universal distribution and storefront for all Vive Wave devices. This allows VR content developers to more efficiently develop, port and publish content while offering a much broader reach of potential customers across multiple VR headsets. Meanwhile, hardware partners are able to focus on true device innovation versus fundamental VR optimization, with access to much needed quality VR content through the Viveport platform.

    Vive Wave is a clear step forward in bringing together the highly fragmented mobile VR market and enables developers to create content for a common platform and storefront across multiple hardware vendors. Today, there are over 150 applications available, with more in development, and the platform is currently deployed on five stand-alone devices worldwide. Since launch, 15 total hardware partners have announced their support for Vive Wave and are planning the integration of Wave into their products.

    Shadow Creator joins the Vive Wave Platform

    Today, the Vive Wave platform is also welcoming Shadow Creator as the newest hardware partner to adopt the platform. Shadow Creator builds Shadow VR, an all-in-one VR HMD that supports 6DoF controllers, has innovative functionality and capabilities, and exceptional performance. The device will launch on November 11 worldwide.

    “Partnering with Vive and Wave benefits us two-fold,” said Jinxin Hu, COO of Shadow Creator. “It allows us to achieve more profit models through the open platform and also helps us connect with more global users, thus enhancing our company’s international reputation and brand influence.”

    Shadow VR all-in-one HMD is equipped with a Snapdragon 835 Mobile VR Platform and Fresnel ultra-thin optical lens, using a self-developed holographic 3D UI Blue Cat and 6 degrees of freedom (DoF) capabilities. A 2K (2560×1440) HD display brings users a clearer and more realistic picture experience and the stereo dual-speaker sound effect makes the experience more immersive. Shadow VR is equipped with self-developed 6DoF controllers, which uses a nine-axis high-precision gyroscope, ray tracing, and a button layout compatible with most VR controllers today.

    Vive Helps Enterprise Partners Work More Efficiently

    Today, Vive also introduced VIVE Sync, a new virtual reality collaboration and meeting application specifically for enterprise that is part of the Vive Enterprise suite of services. Vive Sync is an intuitive collaboration tool where internal teams can meet in a virtual shared space, improving communication and productivity amongst organizations.

    Additionally, at a media event in San Francisco today, Vive showcased Vive Sync, as well as a number of partners utilizing Vive Focus to demonstrate enterprise efforts:

    • Immersive Factory is a French start-up specializing in the design of virtual reality training who provide companies with a different way of addressing safety, health, and environmental issues with their teams.
    • Innoactive is a Munich-based start-up that develops virtual, augmented, and mixed reality enterprise software. The company serves clients in the automotive, retail, aerospace, pharmaceutical, and financial sectors. Innoactive’s software solutions streamline the content production and roll-out of VR collaborative planning, simulation, and training applications.
    • Modal is inspired by co-founder Nolan Bushnell’s success with Atari and Chuck E. Cheese’s, bringing social, fun, and active free-roam location-based VR entertainment to a mass audience.
    • Primitive is an Immersive Development Environment, a three-dimensional programming world where software developers can explore, interact, and debug their code in unlimited virtual space.
    • Qualcomm Technologies: A demonstrative experience for medical practitioners as a way to reinvent health care education and training, the Think F.A.S.T. demo immerses users in a medical VR environment where they can receive hands-on instructional content that simulates a real-world comprehensive stroke examination designed to assist in diagnosing strokes faster and in turn, reducing the long-term impact of the disease.
    • SimForHealth offers an immersive, interactive and collaborative approach to the training of health professionals, in line with the principle.

    For more on Vive for enterprise, please visit: https://enterprise.vive.com.

    Website: LINK

  • Creating virtual art with MasterpieceVR

    Creating virtual art with MasterpieceVR

    Reading Time: 8 minutes

    VR is revolutionizing the 3D production process, and MasterpieceVR is on the forefront. We talked to the company’s Marketing Officer, Brendan de Montigny, about their most recent updates and how MasterpieceVR can help both traditional and 3D artists to thrive.

    MasterpieceVR is available now on Viveport.

    [youtube https://www.youtube.com/watch?v=ZKieI3TnVHY]

    Hello! Tell us a bit about MasterpieceVR (the company) and MasterpieceVR (the app).

    Brendan de Montigny: MasterpieceVR is a technology company that is developing the most intuitive and powerful social 3D content creation platform using virtual reality. MasterpieceVR is also a cross-platform and comprehensive 3D sculpting and painting tool that is an extension of traditional workflows and opens up new ways for rapid ideation, creation and collaboration in virtual space. Creative professionals and teams can quickly learn to create high-quality 3D content and collaborate with others from all over the world.

    Who do you feel MasterpieceVR is aimed at? Amateurs, professionals, both?

    Both! One of the most interesting aspects of MasterpieceVR is how intuitive it is to use. It is excellent for creating collaborative workflow solutions that help professionals. It’s also a perfect opportunity for amateurs to experience VR artwork creation.

    For professional level users – where do you feel MasterpieceVR fits in the usual workflow, and what (if anything) does it replace or augment?

    MasterpieceVR is designed for 2D and 3D concept artists and animators primarily but is so intuitive that it’s useful for all sorts of applications. You can create fully finalized characters, objects, and asset visuals in very short order. It cuts out those early hours of project ideation. No longer do you need to use a 2D screen in a 3D program. In addition, you can simply import any MasterpieceVR files into existing programs like Marmoset and Unity allowing professionals a workflow that is flexible and enhances their existing toolkits.

    MasterpieceVR

    What features do you feel are unique to MasterpieceVR?

    We are fully collaborative. You can work with a team on one piece in real time. We just launched MIXER and REMIX Updates that push the boundaries of VR Creation. They include:

    Rasterization: You can convert any imported 3D models into an editable format. With the ability to access libraries of 3D models on Sketchfab and Google Poly.

    Clay Oven: You can now select and convert any part of your MasterpieceVR creation into mesh objects that can be layered and built into complex characters and scenes in seconds. Quicker, scalable, flexible.

    View Mode: Make your model polished with shadows, ambient occlusion, bloom, and 3-point lighting.

    File Browser and Project Saving Functionality: The sleek new file browser makes MasterpieceVR file management super easy.

    New Controller Models: We have created a new model design for in-game controllers, with icons and responsive animations.

    [youtube https://www.youtube.com/watch?v=IefJOQxigGg]

    What have you seen MasterpieceVR used for since launch? Has anything surprised you?

    One of the most interesting ways MasterpieceVR has been embraced is by educators and 2D animators. The fact it is collaborative really helps instructors quickly show how to create in 3D. MasterpieceVR lends itself to 2D animators who want to create engaging elements quickly, and VR creation is proving to be exactly that – the fastest way to create results. The most surprising example of this adoption is by Denmark based 2D Illustrator Martin Nebelong. His work in MasterpieceVR is outstanding (see it here on ArtStation or watch the video embedded below)!

    [youtube https://www.youtube.com/watch?v=sq3K4zLU428]

    One theme that seems to be present in MasterpieceVR is extending and honoring traditional artistic workflows.

    No matter what artistic industry you are part of, there is always an aspect where artists can feel intimidated. As artists I think it is important to think in terms of investment of time and energy. Technology in 3D content creation has been moving fast, and the hours to learn a new program is about an investment of time. By honoring traditional artistic workflows we understand you’ve spent a long time building a creative practice and toolkit. What we do is look at these tools and improve them: make them faster or more adaptable for a unique and wide variety of projects.

    MasterpieceVR

    You’ve said previously “MasterpieceVR values the interplay between traditional and new ways of creating.” Where do you think this is obvious in MasterpieceVR?

    Kitbashing perfectly explains this idea of using traditional approaches with new methods. Kitbashing  in MasterpieceVR allows you to take preexisting objects as stamps that have imbued meanings in traditional art making and rework  them to fit your creative perspective. We are about to launch a contest that will really answer this question… so, stay tuned!

    [youtube https://www.youtube.com/watch?v=FUZqZZL2cgI]

    Explain ‘kitbashing’ for those who don’t know the term.

    The history of modelling has roots in a pastime that is at the heart 3D creation and Virtual Reality. Popularized in the 1960s, artists used model airplanes, trains, automobiles, and other vehicles to create VFX for films like Stanley Kubrick’s 2001: A Space Odyssey, George Lucas’ Star Wars, and Ridley Scott’s Blade Runner. This was the an early form of kitbashing and we have taken this into VR. Artists can now ‘kitbash’ using the accessible archive from Google Poly and SketchFab.

    What are ‘Stamps’? How are they used in MasterpieceVR?

    Stamps are files of pre-made 3D objects that you can bring into MasterpieceVR and manipulate to create new art from. Using standardized 3D files types you can build complex finished pieces in  little time, and seamlessly integrate your creation within traditional 3D programs.

    With our latest update REMIX, creators can now revisit their older work, other artists work, and combine them into new pieces quickly using the new rasterization Google Poly + SketchFab integration and the clay oven.

    MasterpieceVR

    In commercial artforms there have been points in time where technology has changed workflows, often quite radically – for example the transition between 2D, hand-drawn animation and 3D animation. Do you think VR is another one of these ‘tipping points’?

    I absolutely think that VR is a tipping point. Personally, I say often that I wish VR was around when I started in art school. I studied traditional painting, drawing, and print instead of animation and gaming because I felt there was something lacking in sitting at a 2D screen. There was a haptic lack in pushing around a mouse all day. With VR your hands are in the action. Your eyes are moving in a genuine way. The fact that there is now an opportunity to blend industries and pedagogical approaches this way is ground breaking.

    MasterpieceVR is one of the few VR creation apps to allow collaboration in a virtual space. Was that an objective from the start of development?

    Yes. Our world is increasingly networked. Artists who work as freelancers, or with small to large companies are constantly needing to share ideas quickly . One antiquated way of thinking about an artist is that they are alone in a studio. Here they are contemplative. They create, draw, paint, sculpt. With MasterpieceVR’s collaborative approach artists can now instantly share ideas and receive feedback in an organic way through a VR Studio.

    How do you think MasterpieceVR‘s collaboration features change traditional workflow? What can you accomplish there that you might not be able to normally?

    The collaboration features allow creative teams to quickly review and iterate on concepts of a large project and to see the concepts in relation to each other. Some upcoming features will allow for even easier sharing of files, annotations and viewing from multiple devices.

    [youtube https://www.youtube.com/watch?v=Zja5yDgJ5kQ]

    With the new Rasterization feature you can convert imported 3D models into an editable format – and you previously added the ability to access libraries of 3D models. How does this work?

    The process of rasterization turns a 3D model into an MasterpieceVR-specific editable format. Once the model is edited it can be converted back into a standard 3D model format. The artist can also use our powerful selection tools to subdivide the model into multiple mesh parts, which they can use to make stamps for future use, or to help structure the model into sections to easily iterate on.

    Can you tell us how the ‘Clay Oven’ feature works? Why would someone need to convert part of a MasterpieceVR model into a mesh object – performance, workflow or something else?

    Sculpting in MasterpieceVR is extremely intuitive and fast, and one drawback to creating quickly in this manner is that the models exported to standard 3D formats are very complex meshes that are not optimized for games and animation. The Clay Oven helps increase performance without losing quality.

    Your new View Mode allows users to ‘polish up’ a model with shadows, ambient occlusion, bloom and 3-point lighting. Is this a replacement for the usual process of exporting models, or is there a unique advantage to have this available in VR?

    View Mode allows artists to add realistic lighting to their model before sharing, and by playing around with moveable lights, the artist can get an idea of where to add details that will give the model a little bit extra.

    With your ‘3G’ update you added in a number of tools to allow people to be more precise in their work. Can you explain a bit more about them, and what they add to MasterpieceVR? Does that change your positioning and who could benefit from using MasterpieceVR?

    We have had a lot of interest from architecture schools and industrial designers who are experimenting with these new tools and are excited by the ways these precision tools speed up the concept stage of architectural design. These tools have been really useful for relative sizing, spacing, and for creating unique hard surface shapes that are the foundations of buildings and vehicles, something which had not been easy or possible in VR before.

    The snapping grid in conjunction with stamps has been really powerful for VR artists, allowing them to quickly design complex hard surface models. You can see this in this video.

    [youtube https://www.youtube.com/watch?v=ZKieI3TnVHY]

    Finally, with the recent updates it seems like MasterpieceVR has a pretty wide-ranging set of features – but is there anything else you want to add? Anything you haven’t accomplished yet?

    We have some features coming in the near future that will expand the natural workflow of 3D artists so stay tuned!

    There are lots of areas to improve on and we are listening to our community very carefully to ensure we give them the right set of features that will remove creative boundaries and let them take their art to a new level.

    For someone who might be new to MasterpieceVR and/or 3D work, where would you suggest they start in trying to learn?

    We suggest they dive right in and start creating immediately. The program is so intuitive that they will be making art in no time, and they will find that they improve every day as they discover how powerful the tools are and how fun it is to create in VR.

    We will be releasing a set of basic and advanced tutorials soon that will help artists discover some new and advanced workflows with our set of features.

    Where can people see some great examples of MasterpieceVR in action, and what it’s capable of?

    A great place to see what is being made in MasterpieceVR is our VR Creatives community on Facebook – and of course we have some great videos on our YouTube channel.

    Thank you for talking with us, Brendan!


    MasterpieceVR is available now on Viveport.

    Website: LINK

  • Now Available on Steam – Warframe – Fortuna

    Now Available on Steam – Warframe – Fortuna

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    Warframe – Fortuna is Now Available on Steam!

    Welcome to Fortuna – Warframe’s biggest update ever. Explore the frigid landscape of Venus populated with new Corpus threats, subterranean mysteries and an ecosystem on the brink of destruction.
    #LiftTogether

    Website: LINK

  • Wireframe issue 1 is out now!

    Wireframe issue 1 is out now!

    Reading Time: 2 minutes

    Wireframe is our new twice-monthly magazine that lifts the lid on video games. In Wireframe, we look at how games are made, who makes them, and how you can make games of your own. And today, we’re releasing our very first issue!

    Wireframe: the new magazine that lifts the lid on video games

    Uploaded by Raspberry Pi on 2018-11-07.

    The inaugural issue

    In issue 1, Far Cry 4 director Alex Hutchinson talks to us about going indie. We look back at the British games industry’s turbulent early years; we explore how curves and probabilities shape the games we play; and we get hands-on with Nomada Studio’s forthcoming ethereal platformer, Gris.

    Wireframe magazine

    Plus:

    • Jessica Price on the state of game criticism
    • Portal squeezed onto the Commodore 64
    • Treasure — the iconic game studio at 25
    • Gone Home’s Kate Craig on indie game design workarounds
    • And much, much more…

    About Wireframe magazine

    Cutting through the hype, Wireframe takes a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we bring you in-depth features that uncover the stories behind your favourite games.

    Wireframe magazine

    And on top of all that, we also help you create your own games! Our dedicated Toolbox section is packed with detailed tutorials and tips to guide you in your own game development projects.

    wireframe issue 1 cover

    Raspberry Pi is all about making computing accessible to everyone, and in Wireframe, we show you how programming, art, music, and design come together to make the video games you love to play — and how you can use these elements to build games yourself.

    Free digital edition

    We want everyone to enjoy Wireframe and learn more about creating video games, so from today, you’ll also be able to download a digital copy of issue 1 of Wireframe for free. Get all the features, guides, and lively opinion pieces of our paper-and-ink edition as a handy PDF from our website.

    Wireframe in the wild

    You can find the print edition of Wireframe issue 1 in select UK newsagents and supermarkets from today, priced at just £3. Subscribers also save money on the cover price, with an introductory offer of twelve issues for just £12.

    For more information, and to find out how to order Wireframe from outside the UK, visit wfmag.cc.

    Website: LINK

  • Daily Deal – Blendo Games Complete Collection, 73% Off

    Daily Deal – Blendo Games Complete Collection, 73% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 73% on Blendo Games Complete Collection!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Saturday at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam Early Access – Kynseed

    Now Available on Steam Early Access – Kynseed

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    Kynseed is Now Available on Steam Early Access!

    You’ve been given the Kynseed, a mystical acorn that grows into a family tree where your choices manifest in its branches. Raise a family, farm the land, run shops, and explore a world where everyone ages. When you die, step into the shoes of your children and continue your legacy.
    Website: LINK

  • Free Week – ARK: Survival Evolved

    Free Week – ARK: Survival Evolved

    Reading Time: < 1 minute

    Play ARK: Survival Evolved for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup ARK: Survival Evolved at 60% off the regular price!*

    If you already have Steam installed, click here to install or play ARK: Survival Evolved. If you don’t have Steam, you can download it here.

    *Offer ends Monday at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – Steel Rats™, 15% off!

    Now Available on Steam – Steel Rats™, 15% off!

    Reading Time: < 1 minute

    Steel Rats™ is Now Available on Steam and is 15% off!*

    Wreck and ride in a visceral and ground-breaking evolution of the 2.5D action arcade genre, fusing destructive, octane-fuelled, motorbike combat and death-defying stunt gameplay, set in a visually stylised retro future world. Switch between four unique characters as you wreak havoc!

    *Offer ends November 14 at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – ARK: Extinction – Expansion Pack

    Now Available on Steam – ARK: Extinction – Expansion Pack

    Reading Time: < 1 minute

    ARK: Extinction – Expansion Pack is Now Available on Steam!

    Finish your journey through the worlds of ARK in ‘Extinction’, where the story began and ends: on Earth itself! An Element-infested, ravaged planet filled with fantastical creatures both organic & technological, Earth holds both the secrets of the past and the keys to its salvation. As a veteran Survivor who has conquered all previous obstacles, your ultimate challenge awaits: can you defeat the gigantic roaming Titans which dominate the planet, and complete the ARK cycle to save Earth’s future?

    Website: LINK

  • Daily Deal – The Legend of Heroes: Trails of Cold Steel II, 30% Off

    Daily Deal – The Legend of Heroes: Trails of Cold Steel II, 30% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 30% on The Legend of Heroes: Trails of Cold Steel II!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends November 12 at 10AM Pacific Time
    Website: LINK

  • A world-class computing education

    A world-class computing education

    Reading Time: 4 minutes

    I am delighted to share some big news today. The Raspberry Pi Foundation is part of a consortium that has secured over £78 million in government funding to make sure every child in every school in England has access to a world-leading computing education.

    National Centre for Computing Education

    Working with our partners, STEM Learning and the British Computer Society, we will establish a new National Centre for Computing Education, and deliver a comprehensive programme of support for computing teachers in primary and secondary schools. This will include resources, training, research, certification, and more.

    A teacher works at a computer, smiling delightedly. Another adult, standing in the background, observes. national centre for computing education

    All of the online resources and courses will be completely free for anyone to use. Face-to-face training will be available at no cost to teachers in priority schools, and at very low cost to teachers in other schools. We will also provide bursaries to ensure that schools can release teachers to take part in professional development.

    Several children, some smiling broadly and some concentrating intently, work with Raspberry PI computers and electronic components in a classroom

    An unprecedented level of investment

    This level of investment in computing education is unprecedented anywhere in the world. It is a once-in-a-generation opportunity to transform the way we teach computing and computer science.

    The announcement follows the Royal Society’s report from last November, which drew attention to the scale of the challenge. The report was quickly followed by a commitment from the Chancellor in last year’s budget statement that the government would invest £100 million in computing education across the UK. Earlier this year, the Department for Education launched a procurement process focused on England, and today’s announcement is the outcome of that process.

    national centre for computing education

    The consortium has been tasked with delivering three pieces of work:

    • A National Centre for Computing Education, which will establish a network of Computing Hubs to provide continuing professional development (CPD) and resources for computing teachers in primary and secondary schools and colleges. The Centre will also facilitate strong links with industry.
    • A teacher training programme to upskill existing teachers to teach GCSE Computer Science.
    • A programme to support AS- and A-level Computer Science students and teachers with high-quality resources and CPD.

    national centre for computing education

    A powerful coalition

    One of the things I am most excited about is the amazing coalition of partners that has come together around the plans. The consortium brings together subject expertise and knowledge, significant experience of creating brilliant learning experiences and resources, and a track record of delivering high-quality professional development for educators. But we can’t do it on our own.

    For example, we’re working with the University of Cambridge team that created Isaac Physics to adapt and extend that platform and programme to support teachers and students of Computer Science A Level.

    Our friends at Google have provided practical support and a grant of £1 million to help us create free online courses that will help teachers develop the knowledge and skills to teach computing and computer science.

    national centre for computing education

    We’re working with the Behavioural Insights Team to make it as easy as possible for teachers to get involved with the programme, and with FutureLearn to provide high-quality online courses.

    We’ll also be working in partnership with industry, universities, and non-profits, pooling our expertise and resources to provide the support that educators and schools desperately want. That’s not just a vague promise. As part of the bid process, we secured specific commitments from over 60 organisations who pledged to work with us to make our vision a reality.

    A woman and a man sit at a desk, evidently collaborating on work on a laptop. The woman is smiling and the man is grinning and making an "A-OK" hand gesture.

    Get involved

    Over the coming weeks we’ll be sharing more about our plans. In the meantime, here’s how you can get involved:

    1. Check out the launch website for the National Centre for Computing Education and register your email for updates.
    2. Spread the word to teachers, school leaders, industry, non-profits, and anyone else you think might be interested. Send them a link to this blog, or share it on social media.
    3. Help us find amazing, talented people who can join the team to bring this all to life.

    national centre for computing education

    A message to readers outside England

    Improving computing education should be a priority for every education system and every government in the world. This announcement is focused on computing in schools in England because it’s about funding that has come from the government for that purpose.

    I am proud that the Raspberry Pi Foundation will be playing its part in transforming computing education in England. But our mission is global, and our commitment is that the resources and online courses we create will be freely available to anyone, anywhere in the world.

    If you are a policy maker outside of England and want to talk about how we could collaborate to advance computing education in your country, please get in touch. We’d love to help.

    Website: LINK

  • Daily Deal – Aspyr Publisher Sale, 33 – 92% Off

    Daily Deal – Aspyr Publisher Sale, 33 – 92% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 33 to 92% off on Aspyr Titles!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Friday at 10AM Pacific Time
    Website: LINK

  • Midweek Madness – Armistice Sale

    Midweek Madness – Armistice Sale

    Reading Time: 2 minutes


    The Armistice Steam Sale fundraiser is back, promoting peaceful gameplay in support of children still affected by war today. This year marks 100 years since the armistice that ended the First World War, so War Child has pulled together a bunch of the best-selling games to mark the occasion that are either non-violent or have been modified as part of this year’s Armistice campaign (Dick Wilde & Prison Architect).

    Each game that is part of the sale is donating a % of developer proceeds to War Child UK & its US partner Children in Conflict to raise vital funds for children whose lives have been torn apart by war.

    • ABZÛ (505 Games) – Donating 50% of developer proceeds / Discounted by 50%
    • Broken Sword 5 (Revolution Games) – Donating 50% of developer proceeds / Discounted by 25%
    • Democracy 3 (Positech) – Donating 100% of developer proceeds / Discounted by 25%
    • Dick Wilde (PlayStack) – Donating 50% of developer proceeds / Discounted by 50%
    • Machinarium (Amanita Design) – Donating 60% of developer proceeds / Discounted by 60%
    • Mini Metro (Dinosaur Polo Club) – Donating 50% of developer proceeds / Discounted by 50%
    • Prison Architect (Introversion Software) – Donating 50% of developer proceeds / Discounted by 75%
    • Scanner Sombre (Introversion Software) – Donating 50% of developer proceeds / Discounted by 75%
    • RiME (Six Foot) – Donating 50% of developer proceeds / Discounted by 50%
    • The Talos Principle (Devolver Digital) – Donating 50% of developer proceeds / Discounted by 75%
    • The Room (Fireproof Games) – Donating 100% of developer proceeds / Discounted by 75% Website: LINK

  • Now Available on Steam – OVERKILL’s The Walking Dead

    Now Available on Steam – OVERKILL’s The Walking Dead

    Reading Time: < 1 minute

    OVERKILL’s The Walking Dead is Now Available on Steam!

    OVERKILL’s The Walking Dead is a four player co-op action FPS, where you fight the dead as well as the living. Set in The Walking Dead Universe, you and your group try to survive in a post-apocalyptic Washington D.C.
    Website: LINK

  • Now Available on Steam – Swords and Soldiers 2 Shawarmageddon, 10% off!

    Now Available on Steam – Swords and Soldiers 2 Shawarmageddon, 10% off!

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    Swords and Soldiers 2 Shawarmageddon is Now Available on Steam and is 10% off!*

    Take command of mighty Vikings, sly Persians or brutish Demons! Destroy your opponent’s base while defending your own in this action-packed side-scrolling RTS!

    *Offer ends November 13 at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – GRIP: Combat Racing

    Now Available on Steam – GRIP: Combat Racing

    Reading Time: < 1 minute

    GRIP: Combat Racing is Now Available on Steam!

    GRIP is a high octane, hardcore combat racer, packing ferocious speed and armed to the teeth with heavy weapons.
    Website: LINK

  • Ready Player One upgraded! Elite Gunter Edition available now

    Ready Player One upgraded! Elite Gunter Edition available now

    Reading Time: 3 minutes

    Earlier this year we took you to the OASIS with Ready Player One: OASIS beta, the official VR experience for the blockbuster movie Ready Player One directed by Steven Spielberg, and based on the book by Ernest Cline. Now we’re ready to go back with an expanded and upgraded Ready Player One experience – get ready to become an Elite Gunter!

    Ready Player One: OASIS - Elite Gunter Edition

    If you’re a Viveport Subscription member, we have a new version of Ready Player One: OASIS for you to download – the Elite Gunter Edition. This expands the experience with new additions to many of the games included:

    Gauntlet

    The VR version of the 80s coin-op classic, Gauntlet throws you into a seemingly endless dungeon with only your bow to fend off the undead hordes. In the Elite Gunter update, developer Directive Games has added a new winter environment, new level layouts, new room designs and of course, three new power-ups, including Exploding Arrows, Freeze Trap and Decoy Trap.

    Ready Player One: OASIS

    Battle for the OASIS

    Steel Wool Studios’ wave shooter throws you up against IOI Sixers on the appropriately named Planet Doom. In the Elite Gunter update eight new levels are available, taking place in two new environments, where you’ll unlock even more weapons. You’ll need every upgrade available to take on heavy gunners, spider-mech hordes and two new bosses – including the ruthless mercenary i-R0k!

    Ready Player One: OASIS - Battle for the OASISSmash

    This VR homage to the classic Pong is getting much bigger with the Elite Gunter upgrade, adding nine new levels and three new boss battles to give you even more of a virtual workout.

    Ready Player One: OASIS - SmashFracture

    If Smash is the RPO homage to Pong, then Fracture is a love letter to Breakout – a VR brick-smasher which has been updated with 24 new levels and three new boss battles in the Elite Gunter update.

    Ready Player One: OASIS - Fracture

    If you haven’t signed up for Viveport Subscription yet – and with a 14-day trial, why not – then you can still experience the Elite Gunter content as standalone DLC. It’s available now for $19.99.


    Now there are two different versions of Ready Player One: OASIS on Viveport you might be confused as to which one you need. Here’s a quick and easy guide.

    Already downloaded Ready Player One: OASIS beta, and are a Viveport Subscription member?

    Already downloaded Ready Player One: OASIS beta, but want the DLC?

    Never played Ready Player One: OASIS beta?


    WBIE LOGO, READY PLAYER ONE and all related characters and elements © & ™ Warner Bros. Entertainment Inc.

    Website: LINK

  • Can’t Drive This, the 4D arcade machine

    Can’t Drive This, the 4D arcade machine

    Reading Time: 4 minutes

    A Raspberry Pi–powered arcade display with hidden interactive controls won over the crowds at Gamescom. Rosie Hattersley and Rob Zwetsloot got the inside scoop.

    Pixel Maniacs is a Nuremberg-based games maker that started out making mobile apps. These days it specialises in games for PC, Xbox One, PlayStation, and Nintendo Switch. You Can’t Drive is its first foray into gaming with a Raspberry Pi.

    If you’re going to add a little something extra to wow the crowd at the Gamescom video games trade fair, a Raspberry Pi is a surefire way of getting you noticed. And that’s the way Pixel Maniacs went about it.

    The Nuremberg-based games developer retrofitted an arcade machine with a Raspberry Pi to showcase its intentionally silly Can’t Drive This precarious driving game at Gamescom.

    This two-player co-operative game involves one player building the track while the other drives along it.

    Complete with wrecking balls, explosions, an inconvenient number of walls, and the jeopardy of having to construct your road as you negotiate your way, at speed, across an ocean to the relative safety of the next lump of land, Can’t Drive This is a fast‑paced racing game.

    Splash action

    Pixel Maniacs then took things up a notch by providing interactive elements, building a mock 4D arcade game (so-named because they feature interactive elements such as motion cabinets). The fourth dimension, in this case, saw the inclusion of a water spray, fan, and console lights. For its Gamescom debut, Pixel Maniacs presented Can’t Drive This in a retro arcade cabinet, where hordes of gaming fans gathered round its four-way split screen to enjoy the action.

    Getting to the heart of the matter and replacing the original 1980s kit with modern-day processors and Pi-powered additions

    Adding Raspberry Pi gaming to the mix was about aiding the game development process as much as anything. Andy Holtz, Pixel Maniacs’ software engineer, told The MagPi that the team wanted an LED matrix with 256 RGB LEDs to render sprite-sheet animations. “We knew we needed a powerful machine with enough RAM, and a huge community, to get the scripts running.”

    Pixel Maniacs’ offices have several Raspberry Pi–controlled monitors and a soundboard, so the team knew the Pi’s potential.

    The schematic for the 4D arcade machine, showing the importance of the Raspberry Pi as a controller.

    The arcade version of the game runs off a gaming laptop cunningly hidden within the walls of the cabinet, while the Raspberry Pi delivers the game’s surprise elements such as an unexpected blast from a water spray. A fan can be triggered to simulate stormy weather, and lights start flashing crazily when the cars crash. Holtz explains that the laptop “constantly sends information about the game’s state to the Raspberry Pi, via a USB UART controller. The Pi reads these state messages, converts them, and sends according commands to the fans, water nozzle, camera, and the LED light matrix. So when players drive through water, the PC sends the info to the Pi, and [the latter] turns on the nozzle, spraying them.”

    Having played your heart out, you get a photo-booth-style shot of you in full-on gaming action.

    The arcade idea came about when Pixel Maniacs visited the offices of German gaming magazine M! Games and spied an abandoned, out-of-order 1980s arcade machine lurking unloved in a corner. Pixel Maniacs set about rejuvenating it, Da Doo Ron Ron soundtrack and all.

    Sustained action

    Ideas are one thing; standing up to the rigours of a full weekend’s uninterrupted gameplay at the world’s biggest games meet is something else. Holtz tells us, “The Raspberry Pi performed like a beast throughout the entire time. Gamescom was open from 9am till 8pm, so it had to run for eleven hours straight, without overheating or crashing. Fortunately, it did. None of the peripherals connected to the Pi had any problems, and we did not have a single crash.”

    A Raspberry Pi 3B+ was used to trigger the water spray, lights, and fans, bringing an extra element to the gameplay, as well as rendering the arcade machine’s graphics.

    Fans were enthusiastic too, with uniformly positive feedback, and one Gamescom attendee attempting to buy the arcade version there and then. As Andy Holtz says, though, you don’t sell your baby. Instead, Pixel Maniacs is demoing it at games conventions in Germany this autumn, before launching Can’t Drive This across gaming platforms at the end of the year.

    This article was printed in The MagPi issue 75. Get your copy of The MagPi in stores now, or download it as a free PDF here.

    Website: LINK

  • Daily Deal – Infinifactory, 75% Off

    Daily Deal – Infinifactory, 75% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 75% on Infinifactory!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Wednesday at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – Cheap Golf, 20% off!

    Now Available on Steam – Cheap Golf, 20% off!

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    Cheap Golf is Now Available on Steam and is 20% off!*

    A retromoderrn and surreal minigolf comedy hosted by the infamous AI bot SUSAN. …//– Fling up and go FULL BOOP –\\…

    *Offer ends November 12 at 10AM Pacific Time
    Website: LINK