High-speed video of falling droplets releasing petrichor, a key ingredient of the distinctive post-rainfall scent. Read the rest
Read the rest
I just shovel salt into my mouth like some kind of alien monster, so this is good news to me.
Matt Weinberger thinks that the design is surprisingly sleek for a low end machine "that's far more than I could have asked for" given the price.
CNET's Sarah Mitroff warns that the keys feel mushy, but says it's a promising pick for people who just want the cheapest decent laptop going.
One downside is that there's only one place you can get it.
Video games often feature expansive worlds to explore. But a combination of rigid structure and bland surface randomness leaves them wanting for depth and meaning. A company named Improbable wants to fix this.
Virtual worlds will no longer feel as if they’re built of “cardboard,” says Improbable’s CEO and cofounder, Herman Narula. Moreover, using Improbable’s technology, objects and entities will be able to remain in the virtual world persistently, even when there are no human players around (currently, most virtual worlds essentially freeze when unoccupied). And actions taken in one corner of a game could have implications later or in another place.+
Virtual worlds are already often expansive. The procedurally generated game No Man’s Sky, for example, presents a virtual galaxy that is too large for any human to fully explore within his or her lifetime (see “No Man’s Sky: A Vast Game Created by Algorithms”). But even if we are awed by the sprawl of their geography, the complexity of such worlds is limited by hardware and software limitations.
Worlds Adrift is the flagship game in development using the system.
I'm eager to see this in action. The price of increased complexity and realism is often a counterproductive uncanniness, a finer level of detail that firmly reminds the observer of how far it remains from reality.
Making simple worlds more convincing? I enjoy it when generative techniques are reserved for nature, "man-made" stuff such as cities or buildings are designed by hand, and when much of the world remains inaccessible, an imagination-triggering mystery.
It's a big, incomplete mess, but so is Minecraft, and Elite 4 just happens to be an incredibly good game, writes Lee Hutchison.
To find Elite: Dangerous a good game, you have to like what it is: the greatest "I feel like I’m flying a spaceship" game that’s ever been made up to this point in the history of computer gaming. Meticulously planning out your trade routes and then hauling cargo for hours at a stretch has to be its own reward. Flying thousands of light years out into the black to see what no human has ever seen has to be its own reward. Blowing up dozens and dozens of criminals to snag their bounties has to be its own reward.
The journey has to be worth it for you, because otherwise, Elite: Dangerous is a monotonous grind-fest with no destination.
Which is exactly what Elite, Frontiers: Elite 2, and Frontier: First Encounters were. Nailed it.
Yep, pretty sure this is all of it.