Emulation (Games)

Emulator Now Runs x86 Apps On All Raspberry Pi Models 75

Posted by Soulskill
from the onward-and-upward dept.
DeviceGuru writes: Russia-based Eltechs announced its ExaGear Desktop virtual machine last August, enabling Linux/ARMv7 SBCs and mini-PCs to run x86 software. That meant that users of the quad-core, Cortex-A7-based Raspberry Pi 2 Model B, could use it as well, although the software was not yet optimized for it. Now Eltechs has extended extended ExaGear to support earlier ARMv6 versions of the Raspberry Pi. The company also optimized the emulator for the Pi 2 allowing, for example, Pi 2 users to use automatically forwarding startup scripts.
Bug

DARPA Wants You To Verify Software Flaws By Playing Games 26

Posted by samzenpus
from the play-the-bugs-away dept.
coondoggie writes: Researchers at the Defense Advanced Research Projects Agency (DARPA) think online gamers can perform the tedious software verification work typically done by professional coding experts. They were so impressed with their first crowdsourced flaw-detecting games, they announced an new round of five games this week designed for improved playability as well as increased software verification effectiveness. “These games translated players’ actions into program annotations and assisted formal verification experts in generating mathematical proofs to verify the absence of important classes of flaws in software written in the C and Java programming languages. An initial analysis indicates that non-experts playing CSFV games generated hundreds of thousands of annotations,” DARPA stated.
Businesses

Large Amount of Star Citizen Art Assets Leaked 107

Posted by samzenpus
from the pre-pre-release dept.
jones_supa writes: A huge batch of work-in-progress assets for Star Citizen have leaked to the public. An unknown person, likely connected with Cloud Imperium Games in some way, provided a link to the 48 gigabytes of content. The link has now been taken down, but as we know, it's hard to remove material from Internet after once put there. Being a CryEngine game, it has been suggested that it might be possible to view some of the assets using CryEngine development tools. Leaks are always quite the conundrum with the opportunities they present to curious fans and competitor companies, but can also be very depressing for the developers and publisher of the game.
PC Games (Games)

How Cities: Skylines Beat SimCity At Its Own Game 86

Posted by Soulskill
from the treat-your-modders-well-and-they-will-treat-you-well dept.
An anonymous reader writes: Maxis, the studio behind SimCity, was shuttered earlier this year. Fortunately, another studio has taken up its mantle. The small team at Colossal Order has already won acclaim for city-builder game Cities: Skylines (and sold millions), earning a great reputation with the modding community by avoiding all the mistakes the last SimCity release made, such as enforced online/multiplayer. A new behind the scenes feature looks at how the game came about — it was not a response to SimCity, surprisingly — as well as what's next from the studio.

"We are planning to start another game project sometime soon," says Colossal CEO Mariina Hallikainen. "We definitely want to focus on old-school simulator games and definitely PC. PC, Mac and Linux, those are our 'thing.' But I think we're maybe going to do something a little bit different."
Programming

Video Games: Gateway To a Programming Career? 170

Posted by Soulskill
from the also-gateway-to-doritos dept.
Nerval's Lobster writes: Want more people to program? Encourage them to play more video games, at least according to Facebook CEO Mark Zuckerberg. In an online Q&A, Zuckerberg suggested that a lifetime spent playing video games could prep kids and young adults for careers as programmers. "I actually think giving people the opportunity to play around with different stuff is one of the best things you can do," he told the audience. "I definitely would not have gotten into programming if I hadn't played games as a kid." A handful of games, most notably Minecraft, already have a reputation for encouraging kids to not only think analytically, but also modify the gaming environment — the first steps toward actually wrestling with code. Those of you who have done programming work in your career: did video games influence your path?
Businesses

Take Two Sues BBC Over Drama About GTA Development 81

Posted by timothy
from the too-soon-too-soon dept.
An anonymous reader writes: Take Two Interactive, the parent company of Rockstar Games, is suing the BBC for trademark infringement over its planned "making of GTA" drama, Game Changers. The 90-minute movie was created without the involvement of the studio, which rarely comments on the GTA series' development outside of organised press events. (It is expected that it will draw upon the public conflict between Sam Houser and notorious anti-gaming crank Jack Thompson, via the expose "Jacked" by David Kushner.) After direct negotiations with the BBC failed, Take Two brought suit to "ensure that [their] trademarks are not misused." The details of the suit, Rockstar's objections, and the penalties sought, are not yet known.
Businesses

Grand Theft Auto V Keeps Raking In Money 95

Posted by samzenpus
from the hits-keep-coming dept.
jones_supa writes: At end of 2013, Grand Theft Auto V made $800 million during initial 24 hours of sales. The title keeps churning profit as the publisher Take-Two closes the book on fiscal year 2015, which ended March 31. The company reported better-than-expected profits of $54.3 million atop revenue of $427.7 million in its fourth quarter, a significant improvement over the $21.5 million profit it reaped from $233.2 million in revenue during the same period last year. This time around Take-Two once again credited GTA V as its premier revenue driver for the final quarter of the year. With PS4/XBOne/PC versions out as well, the game has been an excellent investment. Strong runner-ups were 2K titles NBA 2K15 and Evolve.
Games

Blizzard Bans 100,000 Cheaters In Massive "World of Warcraft" Ban Spree 204

Posted by samzenpus
from the lowering-the-boom dept.
MojoKid writes: Like many MMORPGs, World of Warcraft can be a grind. To sidestep the time commitment required to continually level up a character, gather resources, improve skills, or whatever else is desired, some gamers turn to bots, software that automates the process. The only problem is, Activision Blizzard isn't so keen on this behavior and has dropped the ban hammer hard on gamers who've been using them. Activision Blizzard didn't specify exactly how many people it booted, saying only that it was a "large number of World of Warcraft accounts." However, a screenshot of a conversation between a player, Game Master, and Activision Blizzard employee suggests that over 100,000 World of Warcraft accounts were identified and booted.
Classic Games (Games)

MAME Changing License To Fully Libre One 56

Posted by Soulskill
from the emulating-success dept.
jones_supa writes: The source code of MAME (Multiple Arcade Machine Emulator) has long been freely available, but it's never been completely libre. Instead, it's been available under a modified BSD license that prohibits, among other things, commercial use of the code. MAME engineer Miodrag Milanovic explains that such a license was put in place to deter "misuse of MAME in illegal ways," but it also kept legitimate commercial entities doing business with the software. Examples of such could be museums that charge entry fees from using MAME in their exhibits, or copyright holders rereleasing vintage games encapsulated inside MAME. Now the project wants to go fully open. Milanovic continues: "Our aim is to help legal license owners in distributing their games based on MAME platform, and to make MAME become a learning tool for developers working on development boards." As of yet, there are no specific details about the new license.
Stats

How MMO Design Has Improved Bar Trivia 22

Posted by timothy
from the want-to-double-down-on-greasy-bar-food? dept.
Polygon.com features a look at how (very) different computer game worlds can meet, in the form of game designer Ralph Koster's Kitchen Disasters-style rescue effort to revive a game quite unlike the ones he's famous for designing, like Ultima Online. Bar-trivia provider Buzztime has been putting electronic trivia games into bars for three decades -- and in that time, the number of options available to potential players has jumped. Bar trivia has crept into the domain of things like vinyl-based juke-boxes: not without appeal, but not exactly modern. Koster has tried to apply modern game design paradigms and objectives, and revamped the game: Koster's Jackpot Trivia is now being introduced in a few hundred locations. Buzztime operates in around 4,000 bars and restaurants, but already the new addition has increased game usage by 15 percent. Much of the improvements came from Koster's experiences of making and playing MMOs, and on the MMO's influence on all games. "These days, a lot of the qualities of MMOs are popping up on everything from social media to systems that sit outside and on top of games, like everything around Xbox Live and Steam," he says. The re-vamp means, for Buzztime, better matching of opponents, as part of an overall redesign of incentives and risks: players have also gotten finer-grained control over their plays, by being able to assign weight to their answers: that means they can guess with less penalty when answers are tough, or take advantage of confidence in knowledge about a category in which they're strong.
Graphics

A Look At GTA V PC Performance and Image Quality At 4K 72

Posted by timothy
from the so-you're-saying-more-is-better dept.
MojoKid writes: Rockstar's Grand Theft Auto series has been wildly successful for many years now, offering some of the edgiest story lines, game play tactics and objectives the gaming industry has ever seen. With psychopathic main characters, you are left in the depraved communities of Los Santos and Blaine County, to walk a path few would dare choose in real life. And it's rather entertaining of course, that you're tasked with leaving a virtual world worse off than you found it, consequences be damned. But what does it take to run GTA V at 4K (3840X2160) resolution? This article takes a look at that, as well as how it scales over multiple NVIDIA GeForce GTX 980 GPUs, along with some screen shots that look at image quality at Ultra HD resolution. It's safe to say one strong, high-end GPU will get the job done, but two in SLI or CrossFire are better of course, if you want to max out all IQ settings.
Graphics

Oculus Rift Hardware Requirements Revealed, Linux and OS X Development Halted 227

Posted by Soulskill
from the sad-penguin dept.
An anonymous reader writes: Oculus has selected the baseline hardware requirements for running their Rift virtual reality headset. To no one's surprise, they're fairly steep: NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, and 8GB+ RAM. It will also require at least two USB 3.0 ports and "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture."

Oculus chief architect Atman Binstock explains: "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering." He also points out that PC graphics can afford a fluctuating frame rate — it doesn't matter too much if it bounces between 30-60fps. The Rift has no such luxury, however.

The last requirement is more onerous: WIndows 7 SP1 or newer. Binstock says their development for OS X and Linux has been "paused" so they can focus on delivering content for Windows. They have no timeline for going back to the less popular platforms.
Classic Games (Games)

(Hack) and Slash: Doing the LORD's Work 63

Posted by timothy
from the working-in-mysterious-ways dept.
Emmett Plant (former Slashdot editor as well as video interviewee) writes: Legend of the Red Dragon was written by Seth Robinson in 1989, and it remains one of the most popular games of the DOS BBS era. Chris England has been doing his part to keep the game alive for the past twelve years, adapting an installation that runs on Linux. I was only able to play for two days before I was overcome with curiosity -- I wrote to Chris, politely inquiring as to how it all came together. Read on below for a look into Chris's motivations, the state of the project, and just how deeply nested it can all get, when bringing games from early BBS days into the modern era.
Graphics

The Decline of Pixel Art 175

Posted by Soulskill
from the one-palette-at-a-time dept.
An anonymous reader writes: Blake Reynolds, lead artist for a pair of popular mobile games, has put up a post about the decline of pixel art in games. He decries the current state of "HD fetishism" in the industry, saying that games with great pixel art get needlessly marked down in reviews for their pixelation, while games that have awful — but high-res — art get glowing praise. He walks through a number of examples showing how pixel art can be well done or poorly done, and how it can be extremely complex despite the lower resolution. But now pixel artists are running into not only the expectation of high-definition content, but technological obstacles as well. "Some devices blur Auro [their game]. Some devices stretch it. Some devices letterbox it. No matter how hard I worked to make the art in Auro as good as I could, there's no way a given person should be expected to see past all those roadblocks. Making Auro with higher-resolution art would have made it more resistant to constantly-changing sizes and aspect ratios of various devices." Reynolds says his studio is giving up on pixel art and embracing the new medium, and recommends other artists do the same. "Don't let the medium come between you and your audience. Speak in a language people can understand so that they can actually see what makes your work great without a tax."
Open Source

Open Source C++ ClanLib SDK Refreshed For 2015 47

Posted by timothy
from the heavy-infrastructure dept.
New submitter rombust writes: Will ClanLib turn around the tides and finally challenge SDL? The latest 4.0 release already offers what Unity and the Unreal Engine charges 30% for, but now after 16 years of development, using only hobbyist developers, it will take on the giant of open source game SDKs! Dedication that's rarely found in the Open Source community without commercial backing.