Jun 11

This model was created by Andrew Comb. It took six years to model in Lightwave 3D, and has a total of nine million polygons.

Once upon a time, a handful of pixels madeth the space invader. Graphics were iconic, not representative: a picture on the box or manual showed you what it was meant to look like, and your mind filled in the necessary gaps. Nobody could have predicted that in just 20 years, we’d be immersing ourselves in realistic living cities, flying over gorgeous tropical islands and going head-to-head with astoundingly rendered characters – and not even being particularly impressed. But in years to come, modern games like Grand Theft Auto IV and Crysis will look just as dated as the classics we remember from the days of yore. In fact, they’ll probably look more so: while the simplicity of a retro game’s look has a certain charm to it, old 3D titles tend to flat-out look old. Try almost any hit game of the mid-to-late ’90s for proof of that.

3D is about more than just pretty graphics. Done right, it makes gameworlds come alive. A 2D sprite can only do what it’s been drawn to do, while a 3D character has a complete endoskeleton and can respond naturally (at least in theory) to anything that happens – the classic example being ‘ragdolls’, where a fallen enemy doesn’t simply slump to the ground in a canned animation, but tumbles off the railing and lands with one arm draped over a step.

You can create worlds rather than merely levels, unlocking the player’s ability to truly explore and experience the world as the character would. You can build simulations ready to be poked and prodded, abused and enjoyed.

It’s phenomenally powerful, to the point that many nominally 2D games are now really 3D ones viewed from a locked perspective, so that they can better use the possibilities of animation, physics and art assets. Why render hundreds of frames of animation you may not be happy with when you can make a model and keep tweaking it until it’s perfect? You may lose some of the old-school charm, but you gain far more.

Dawn of a dimension

The first big 3D success was Battlezone, a tank game released in 1980 that used vector graphics to create its work, much like Asteroids. While a simple game by modern standards, it was fiendishly complex for such an early example, offering the ability to go anywhere in an (admittedly featureless) world, hide from attacks and fight enemies.

Battlezone was thought to be so realistic that the US Army used it to train tank gunners.

Not impressive enough? In 1987, the first Freescape game, Driller, hit the shelves. It offered a full 3D world on platforms as basic as the Spectrum, and was an actual game rather than just a tech demo. Next to that, it didn’t matter that it was ugly, the frame-rate was abysmal and the game itself wasn’t actually much fun – it got lots of attention.

The Freescape engine in its various forms was used in several famous releases, including Castle Master and its sequel, and the all-out 3D Construction Kit. Legend has it that someone somewhere once made something other than a surreal, unplayable mess in this, but we never saw it. Freescape also made it onto TV, in the form of the absolutely atrocious Craig Charles vehicle Cyberzone, one of the most toe-curling attempts at creating a games-related TV show ever. Thankfully, all that remains of it is a single YouTube clip – and that’s painful enough. Most of the early 3D games stuck to simpler technologies. These days, we think of 3D as free-roaming, real-time engines, but back in the day, simply getting a game to look 3D was impressive. As early as 1981, games were achieving this feat – 3D Monster Maze was terrifying a generation with its slowly updating screens and roaming T-Rex, and the first Ultima game was offering a very advanced hybrid of block-by-block movement 3D graphics for its dark dungeons alongside a top-
down 2D overworld for exploration.

Interestingly, while most developers kept pushing further towards 3D, Ultima ended up pulling back, switching entirely to a top-down sprite-based system for the series’ glory days. The 3D element later developed into its own spin-off – the Ultima Underworld games – before returning for the series’ sadly disappointing final outing – the buggy, system-murdering Ultima IX: Ascension.

Faking it

The problem has always been the same: the potential of 3D fights with the limitations of current systems, whether it’s simply displaying the graphics in the first place or making them look as good as other art styles. Going back to an early ’90s 3D game now is almost painful. Flat faces, non-moving lips during conversations, stick-figure character models, smeary textures and appalling animation… the list of problems goes on. Some games got past this, sometimes bizarrely – most obviously Core Design’s legendary heroine Lara Croft, who managed to become an international sex symbol despite looking like a pointy-chested Pinocchio. Most survived simply because playing a 3D game felt futuristic, even if the lack of polygons our PCs could push out meant that 2D games were usually much more detailed.

For much of 3D’s history, the trick has been getting the effect of the third dimension without having to do it for real. The early Wing Commander games gave the illusion that you were flying through 3D space, but really they were just scaling sprites up and down. In first-person shooters, it quickly became clear that walls were easy thanks to their incredibly simple geometry, but snarling hellbeasts dripping blood from their fangs were asking a bit too much. So developers compromised. The worlds themselves were made in 3D, initially just as mazes. Then, as texturing became more advanced, more realistic-looking areas were created, like those in Catacomb 3D.

Interestingly, the state of the art varied dramatically across genres. Shooters had to be fast and fluid, so they were kept simple. In the case of early games like Core Design’s Corporation, things were stripped down so much that the engine didn’t even bother with textures. Id’s first breakout hit – Wolfenstein 3D in 1992 – had textures to depict the inside of its supposed Nazi castle stronghold, but all the maps were completely flat and the interaction was limited to just opening doors and shooting enemies. Ultima Underworld, which came out in the same year, had sloped surfaces, advanced lighting effects, dialogue, puzzles, magic systems, physics, 3D objects, a real plot, the ability to look up and down instead of having your view locked straight ahead and much more.

Ultima Underworld could afford to push these limits because as a role-playing game, it was inherently slower than a shooter, and the audience was more willing to accept the necessary limitations, like the small viewing window. It didn’t hurt that while publisher Origin’s official motto was ‘We Create Worlds’, its unofficial credo was ‘Your PC Will Cry’. It never did worry about system requirements…

Two and a half dimensions

For performance and sales reasons, most games were stuck in what was dubbed 2.5D until the launch of Quake in 1996. Quake wasn’t the first genuinely full-3D shooter in the modern style, but it was the one that made 2.5D officially obsolete. These faux 3D or 2.5D games were flat maps, where areas could be raised and lowered (and in later games like Duke Nukem 3D, sloped), but you couldn’t have one room on top of another. Some games pretended otherwise, but it was generally a trick – the player would be silently teleported as they crossed the room’s threshold. Descent provided a full 3D world made up of polygons in 1995, but only a basic one – it was a series of sprawling mineshafts. The Star Wars game Dark Forces offered rooms above rooms, but otherwise stuck to the standard technologies on display in any other shooter of its era, including sprites.

First-person shooter bosses like this were unheard of before Quake was released in 1996. Now, they’re standard issue.

Sprites were a growing problem. By the mid ’90s, level design was getting more and more impressive. By modern standards, the opening cinema level in Duke Nukem Forever is empty and unconvincing, but to an audience used to bland military base corridors and castles, the realism was incredible.

Almost all these games were able to do this because they saved their 3D for the world. Actual characters were pre-drawn 2D images, pasted in to the game. Not only did they increasingly look weak, not part of the scenery and incredibly blocky up-close, but they also didn’t fit. Games could scale sprites to deal with the player getting closer to and further away from them, but when they started offering the ability to look up and down (first made popular with Heretic, a 1994 fantasy game) the effect showed its limits, with sprites shearing and increasingly looking like the cardboard cutouts they were.

A little voodoo magic

Games had to get more advanced, but the performance wasn’t there. Quake brought full-3D worlds and enemies to the field in 1996, but at the cost of visuals. Technically, they were better, and the improvement in animation was stunning – an early sequence where a snarling Fiend leaps out of a door to attack the player directly is one of many gamers’ fondest memories, to say nothing of the first episode’s room-
sized, lava-throwing monster Cthon. But the world was still drab, ugly and simplistic, with enemies that looked like they’d been knocked into shape with a sledgehammer and textures that would have lowered the tone in a morgue. Like all graphics technology, this quickly improved over the next few years, but it was increasingly obvious that simply throwing more CPU power at games wasn’t going to cut it.

Not alone, anyway

Most people didn’t really see the need for dedicated video cards at first because, to put it bluntly, there wasn’t much of one. Games increasingly offered a high-end mode that offered a higher resolution and additional effects without a specific need for extra hardware – bar a hefty processor. This high-end mode slowly became the standard experience, yet it was a long time before video cards became mandatory for playing PC games. Even technical showpieces like the original Unreal would run in so-called ‘software mode’. There wasn’t one big game that marked the transition, more a slow giving into inevitability.

Dedicated 3D cards came into their own around 1997, with several competing, mutually incompatible brands fighting it out for dominance. By far the most successful was 3DFX with its Voodoo cards. Even now, with built-in low-end 3D a standard on motherboards, a separate 3D card is mandatory for most games. On the plus side, the dominance of DirectX means that you don’t need to worry too much about which card to buy.

Individually, the abilities offered by 3D cards don’t sound too exciting. In the late ’90s, the core functions were transformation, clipping and lighting – in short, getting the card to work out where items in the world were and how they should be lit. The next big advance was the addition of shaders. Shaders are additional calculations thrown into the rendering pipeline that work on individual pixels, vertices and pieces of geometry to add effects and change the final image. Examples include working out appropriate shadows, making a flag flutter or adding bump mapping (a texture that gives the illusion of raised and lowered areas on an object without the need to add polygons). More advanced shaders include motion blur and bloom effects, soft shadows, depth of field and volumetric lighting.

The new bottlenecks

With the technology burden eased (or at least partly passed onto the card manufacturers), developers could focus on making the most of what they had. Valve largely pioneered skeletal-based characters rather than keyframe-by-keyframe animated enemies in Half-Life, and Ritual went out of its way to create interactive elements such as hackable computers in the real-
world environments of Half-Life’s closest rival of the time, Sin. Ragdolls spread to every new game until the games that didn’t offer them felt stodgy and ancient in comparison. Most importantly, the new realism of these games finally let developers sink their teeth into genres that they’d never have been able to do as traditional corridor shooters. Grand Theft Auto III gave us a living city. A million games brought the horrors of World War II to life in glorious cinematic style.

Realistic character and facial animation is a surprisingly recent addition to gaming.

Problem solved? No, just replaced. Now the issue became one of creating all this in the first place. A simple maze-based 3D shooter could be churned out in under a year by a competent team, but building cities, battlefields and other real-world elements requires an immense number of assets. Games are much shorter than they used to be, not because they’re more complicated – in most cases, the features are more advanced but the thinking is more conservative – because of the amount of content required, and the cost of making it. There are shortcuts for some things, like the Speedtree libraries for procedurally generating a forest in a hurry (used in, among many others, Grand Theft Auto IV, Elder Scrolls: Oblivion and Fallout 3), but in general, if a developer wants something, that developer has to make it himself.

Crysis 2 is the current state of the art: explore New York in the wake of an alien invasion.

Technology itself has also reached a plateau, not because there’s nothing more to do – nobody thinks that – but because right now, the big money is on Xbox 360 and PlayStation 3. Both are relatively old machines, but that doesn’t matter. PC ports often allow for higher resolutions and sometimes let you switch on better graphics (Metro 2033 looks much better for instance, as will Crysis 2 when it lands) but it’s usually a token gesture. To put the graphical difference into context, many PlayStation 3 games don’t even use anti-aliasing to smooth out the edges of their polygons, and games on both platforms typically render at a lower resolution than the high-def numbers you’d expect from the systems’ marketing.

Jun 01

Any operating system that contains the letters B, S and D usually conjures images of geeky elitism, arcane interfaces and the undead world of UNIX. Despite its similarity, this is an image Linux has largely been able to shake off, thanks to its friendly graphical installers and configuration tools. But BSDs can offer a unique insight into what has made Linux popular, as well as an opportunity to hone your command-line and trouble shooting skills in a world that might be getting too easy. And while you do need a little technical confidence to get any BSD system up and running, it’s not half as difficult as it first appears.

FreeBSD is not as demonic as its logo might suggest. Honest.

FreeBSD is a the most popular implementation of version 4.4 of the Berkeley Software Distribution. This was the original BSD, a version of UNIX that was developed between the late-70s and the mid-90s and used a famously liberal licence. This licence has meant that anyone can use, copy and redistribute and re-implement its code and APIs. Which is exactly what FreeBSD attempts to do, alongside other projects like OpenBSD and NetBSD. In turn, there are many projects like Apple’s OS X that build upon the foundations in FreeBSD, all thanks to the liberal licences of the original.

Step 1: Prologue

There are several important differences between FreeBSD and Linux, but the most fundamental is the kernel. The term ‘Linux’ is most often used to refer to the entire operating system, from the boot code and drivers to the desktop and the applications. We’d call Ubuntu, Fedora and OpenSUSE different versions of Linux, for instance. But this definition isn’t accurate. ‘Linux’ should only really refer to the kernel – the chunk of code at the heart of the system that deals with hardware, networking, drivers, storage, CPU and process management, and the BSD kernel is entirely different.

The Linux kernel that was originally developed by Linus Torvalds, and it’s still the only part of the whole operating system he has control over. The remainder of what makes a complete operating system, the windowing environment, the desktops and the applications, are pulled from open source project that are mostly using one of the the GNU Public Licences. Hence, the official name for the entire Linux operating system is really GNU/Linux to show that there are two parts of the whole project. Which is why replacing the kernel isn’t a trivial operation.

Don’t be scared of text mode. It’s part of Linux’s legacy, and serves a very useful purpose.

Any new kernel needs to be broadly compatible with Linux so that the remainder of the software stack can be ported without too much difficulty. Fortunately, both FreeBSD and Linux are UNIX-alike, which means there are many similarities, and the result is that with a standard installation, you’ll find many of the tools you’re already familiar with, albeit in a different configuration.

Many system administrators feel FreeBSD is has been a more stable choice for servers over the years, and that it can out-perform its cousin on certain tasks. It’s also a great choice if you want to run a server on limited hardware, as the requirements for a BSD-based system are often less than for the Linux equivalent. FreeBSD, for example, lists its minimum requirements as a 486 CPU with 24MB RAM, which is quite staggering in today’s world of terabytes and quad core processors. FreeBSD is also a i386-based platform. There are ports to other processors, but the project’s focus has always been compatibility with Intel’s standard architecture, and as a result, could be better suited to the majority of machines that parts of the Linux kernel.

Step 2: Installation

While there are Live CD versions of FreeBSD, the traditional install disc is still the most common medium for getting hold of the latest version. But you’ll need to steel yourself against its antiquated installation mechanism.

When you boot your machine with the disc in the drive, the first thing you’ll see is the black and white ASCII art of the install menu. You won’t see any other graphical embellishment until you’re able to boot successfully into a working desktop. For most installs, you’ll need to choose option 1 from the menu, but if you’re using an older machine, you may want to try 2 (with ACPI disabled) to avoid any potential problems.

Unlike trial Linux installation packages like Wubi, installing BSD has a tendency to be destructive. Make sure you’re not going to obliterate anything important before continuing.

You’ll then have to wait a few moments while various kernel messages scroll by before you’ll see the text-based installation and configuration screen. If you’ve used Debian, this kind of text installer will feel familiar. There’s no linearity to the install process. You can move backwards and forwards through the various options, and continue to make adjustments to the installation until you quit the installer and restart the system.

For a basic, working environment, you will need to do at least the following. Select the second option in the menu to initiate a ‘Standard Install’ and read the information on the screen that follows. The next page displays ‘fdisk’, the disk partitioning and formatting tool. Press F1 for documentation, but if you’re using your entire hard drive for this installation, press ‘a’ to select everything, followed by ‘q’ to apply the changes. This will delete everything currently on the drive, so be careful.

The next page will ask if you want to install a boot loader, which is the menu that lets you choose between whatever operating systems you have installed. Choose the second option (BootMGR), and on the following page, you need to create the various partitions used by FreeBSD using the same fdisk-like interface we’ve just seen.

Once again, if you’re using an entire drive for the installation, you can just press ‘a’ to let the installer create the most appropriate array of partitions followed by ‘q’ to make the changes permanent.

The next page will ask you to choose a distribution. Unlike a Linux distribution, FreeBSD uses the term to refer to the default selection of packages that are to be installed. Select ‘Custom’ and add ‘base’ and ‘kernels > GENERIC’ to your installation.

This will give you enough package to get a working system, and we’ll need to add the desktop environment at a later stage. Return to the ‘Exit’ option at the top of the list and press space to jump into the package installation routine.

Step 3: Post-Install

After all the preliminary configuration has completed, you’ll be asked whether you want to configure any Ethernet or SLIP/PPP devices. Select ‘Yes’ if you are connecting to the internet through your machine’s ethernet port, and you should see your adaptor listed in the top of thew connections list. Choose the adaptor, say no to IPV6, say yes to DHCP and skip through the configuration page to the OK button. Say ‘no’ to your machine being a network gateway,’no’ to enabling any inetd services or running SSH, FTP and NFS server and clients, and don’t edit the console settings. You can safely setup a timezone for your machine and enable the PS2 mouse emulation if you’re using one.

Don’t worry too much about your initial selection of packages. You can easily add more later.

Say ‘Yes’ to the next question, and you’ll now be looking at the package manager. This is where you choose what applications you want to be installed on top of the default option we chose earlier, and there are thousands of packages to choose between. For a simple setup, jump into the ‘x11’ menu and select the ‘kde4-4.3.1′ package. It’s exact name will depend on the version of FreeBSD you’re playing with. If you’re not a fan of Gnome, you could also choose ‘gnome2-2’ from the same list of packages. Selecting either will also mark their dependencies for installation. You also need to select xorg-7, and any other packages you know you’re going to need.

When you’re ready to go, jump back to the top package list, select ‘Install’ and press space. You’ll need to wait a while for all the packages to install. The next step is to create a user account. You can do this by saying ‘Yes’ to the option, then selecting ‘Add User’, and entering a user name in the page that follows. Select OK to make the change permanent and exit from the users and groups menu. You’ll then be asked for the system manager’s password, and you’ll need to type this twice.

After that, you can say ‘No’ to the post-install configuration request and wait for your machine to reboot. You’re now at the point where you should have a basic, working installation, and you can quit from the installation menu and restart your system.

Step 4: Configuration

When your machine re-appears, you’ll be greeted by the sombre monochrome of the command line. Login as ‘root’ with your system manager’s password. For both Gnome and KDE, you need to add the following two lines to the ‘/etc/rc.conf’ configuration file:

dbus_enable="YES"
hald_enable="YES"

Unfortunately, you’re going to need to use the ‘vi’ text editor. Type ‘vi /etc/rc.conf’ to load the file. Press ‘i’ to enter insert mode, move to a new line and type the following. Press escape to exit insert mode, followed by ‘:wq’ (without quotes) to save the changes and quit the editor. Next type ‘reboot’ to restart your system.

FreeBSD doesn’t come with a desktop activated by default, but it’s simple enough to change.

When you get back to the login screen, enter your user account details this time, and when you get dropped back to the command line, type ‘vi .xinitrc’ and add the following line to the file:

exec /usr/local/kde4/bin/startkde4

This is telling your system that when the X.org graphical system starts, you want KDE to be used as your desktop environment. Save and exit vi.

Step 5: Launch Desktop

Usually, at this point, you need to create an ‘xorg.conf’ file to define the display properties for your machine. But recent releases of the X server are able to create a working configuration without any further editing. Which means typing ‘startx’ is all you need to do to launch a graphical environment running KDE. If this doesn’t work, then you will need to create create a working /etc/X11/xorg.conf file.

But with FreeBSD 8, it’s more likely that you are now looking at KDE running through its Akanadi porting routines as it builds up a configuration for your desktop. After a couple of minutes, this will leave you with a KDE desktop running on-top of FreeBSD, and you’ve just earned another trophy for your awards cabinet.

At long last: a GUI! And one of the more stable interfaces you’ll find. Here’s hoping BSD serves you well.

This is exactly the same KDE you’ll find on Linux, and you’ll be hard pressed to find any difference between the way it works on FreeBSD and the way it works with Kubuntu. It’s only when it comes to system configuration that you’ll notice because FreeBSD doesn’t have any graphical configuration tools, which means if you need to change anything, you’ve got to be prepared to go back to the command line. But that’s another story.

See also: PC-BSD 8.0

If you’ve followed the main text to install a shiny new version of FreeBSD, you might have noticed that the install mechanism really wasn’t all that shiny or new. It reality, it feels ancient. But this doesn’t mean that the operating system has been languishing unloved and undeveloped, it just means that making the installer easier to use is low on the priority list.

Fortunately, this being open source, demand for a better way of doing things has led to several alternatives, the best of which is PC-BSD, which you’ll find at www.pcbsd.org. It does several impressive things. Firstly, it replaces the tepid monochrome installer of FreeBSD with a graphical application much-more in-line with its Linux counterparts. It will also automatically install and configure a recent version of the KDE desktop, which should mean you can get productive with a FreeBSD system as quickly as possible, without touching the command line, and there’s a wonderful wiki full of helpful documentation.

This means you can install PC-BSD by placing the disc in the drive, rebooting your machine, answer the questions that appear and wait for the operating system to install. You won’t even need to worry about manually partitioning your drive unless you want to create a custom configuration.

Another important difference is that it PC-BSD doesn’t use the same package management as FreeBSD, although you can still get to it if you need to. Instead, package are available as single files with the ‘.pbi’ file extension, which can then me installed with a simple click. It’s more like how packages are handled on OS X, and is far better than the weird world of dependencies you find on Linux.

May 26

In today’s competitive environment, global outsourcing data entry business organizations to maintain uptime and enables to compete effectively. Industry professionals for persons of their choice in all retailers in the market at cheaper prices for Back office outsourcing their work load. This is not a difficult process, but it is very time consuming and the main obstacle that the company hired about outsourcing data entry specialist service.Benefits people need

Outsourcing gives you the benefit of economic and strategic. You save time and cost benefits of outsourcing that allows you to increase your business productivity. Many people with high level accuracy and low cost one likes to outsource their work. Providing excellent services with Professional Offshore important suggestions countries trained. There are quite a few advantages of outsourcing to enter a few key benefits:

1. Advantage of low-cost services
2. Fast delivery
3. Access Specialist Services
4. Business in your heart centered energy and labor
5. Save labor and training costs
6. Increase customer satisfaction

Services from simple text input data entry alpha numeric data on work involved requires complex calculations. Many companies compete with high workflow using advanced word processing software and qualified professionals in the operation of the board rent quickly.

Business process outsourcing units to provide this service provides fast, well organized and competitive market for outsourcing on the way to maintain your place looks. Many agencies believe a high degree of accuracy in the offer. These companies also provide service to a high precision in an effort to use the services of editors.

Whether you’re working in an organization around the world or just freelance radio data to achieve its organizational excellence and strategic partner to enjoy commercial success can be entry outsourcing.

Offshore companies such document management, data processing, data conversion, document conversion, scanning and indexing, data cleaning services and financial services as data entry can use the latest software. In many organizations, internal research team continually searching for new ways to increase productivity and efficiency.

The most important companies outsourcing services provided by a few are described below:
Read more: http://www.articlesnatch.com/Article/Reduce-Your-Work-Load-By-Outsourcing-Data-Entry-Services/985347#ixzz0p1BgMRtm
Under Creative Commons License: Attribution No Derivatives