That game has piles of stretch goals already. Maybe they'll just say "We're doing Linux because it's easy and will help us make money" instead of trying to juice more preorders out of it.
Then again, whether it helps moves sales would depend on whether the Steam Machines get any sort of adoption and on RSI releasing the game before Linux has a lot of notable titles supporting it. Who knows?
Great news for Steam OS and Linux in general. It's not as popular as UDK or Unity (especially at small studios), but this definitely opens the doors to getting games on Linux that wouldn't have been otherwise.
Off the top of my head, Star Citizen is using the next gen CryEngine. Along with the next Crysis game and who knows what else.
I haven't seen ANY Unity devs commit to making native linux ports rather than just using Unity. Until SteamOS can make it as simple as Unity, it's going to be a tough sell to anyone who is already using Unity.
Why would I rewrite my game from scratch if I was using Unity? I just compile it to a native Linux binary, tada! Native Linux support.
I think you might be misunderstanding what Unity is. Unity doesn't take some game and wrap it like Wine. Unity is a full game engine like UDK or Crysis. It compiles to Native Windows, Mac, Linux, Android, iOS, Windows Phone, XBOX, Playstation, Wii, and many more I can't think of right now.
Nothing is a wrapper or emulated/simulated/whatever-ulated. It's all compiled natively for each platform.
I'm not sure what you're getting at with Unity devs not committing to Linux ports except using Unity. They're Unity devs, of course that's how they do their Linux versions. It's also how they do their Windows, Mac, iOS, Android, and console versions.
If you mean devs in general, then sure. People writing their own engines aren't necessarily supporting Linux. But games in Unreal Engine, Unity, and CryEngine are a huge chunk of the market, and all three now play nice with Linux.
Slight variation (which may have been done before) where you tap instead of holding. Your upward bounce has a predetermined strength that makes minor course corrections impossible. It's definitely an added challenge.
Re: Asset store reskin, I have no idea. But FWIW I hadn't heard that accusation before.
Oh, I've had this one too (on an iPhone 4.) As far as I can tell, it's caused by switching cell towers on 3G/4G; you suddenly get apparently-great signal strength, but no service whatsoever.
I've found that entering and leaving Airplane mode fixes things, presumably because it causes the phone to notice which cell it's actually connected to now.
In order for this to be effective in the app you have open, though, you have to stay in Airplane mode long enough to time out whatever TCP connections the app is attempting. Tower-switching is a purely physical/routing-layer effect, so you still have the same IP, and TCP connections stay established. If you trigger the carrier renegotiation without staying in Airplane mode for long enough to drop your DHCP lease (usually about three seconds, I think?), the phone will go on waiting for a reply to a TCP SYN that never actually hit the tower, so you'll find, like you said, that you may have to kill-and-restart the running app to get it to work.
Oh that reminds me of a couple more. Tons of lag and crashes in the iTunes Store app, and tons of lag in Podcasts, along with chunks of the episodes lists showing up white when I knew there were episodes that should be there.
I also had an issue where around half of my music got corrupted during a sync. It acted like everything was fine, then as soon as I tried to play a broken song it would just skip it. Which was particularly irritating because it made "previous song" via 3-clicks on the inline play/pause button stop working. I'd have dead spots in the middle of playlists that I couldn't rewind past because it would hit them and immediately jump to the next song.
Resyncing seemed to fix the audio, but ran out of space because it left behind 4 gigs of cruft in "Other" that the storage page in settings couldn't account for anywhere. I had to do a restore to get everything working again.
So all in all, my experience with iOS 7 haven't been great.
EDIT: One more complaint in the design department, even though I don't mind the iOS 7 style as a whole. The new Music app is very clearly designed for the iPhone 5 and up with taller screens. The scrubber has gotten a lot harder to use, and if you're not precise enough you'll end up setting the song's rating instead.
For what it's worth, I've had horrible performance in the iTunes App Store since my first day with my first iPhone. And the switch to the new store 'style', heavy on pop-ups instead of directing to distinct pages, has been worse than before.
I don't think I've ever had an acceptably performant session in the App Store, at any time of day, on any device, from any network. Even direct links to app pages from other web pages have always been slow.
So I'm not one who'd be able to notice new 'lag'. But I haven't had any crashes.
The "Other" space tends to be MMS messages. If you're not manually clearing conversations, those pictures, videos and sound files are just getting filed away forever. They really need a fix for that. If nothing else, offering a setting to automatically trim conversations to only the most recent X weeks.
The app store is so painfully slow even over wifi. It used to be much better before the switch to the screenshot-heavy layout. I like the screenshots in theory, but it is so slow that it makes browsing apps feel like a huge chore.
Not sure that's a good idea, as it lets people create their own giftcards by mining coins. If a company make a cryptocurrency that isn't accepted anywhere else, they essentially end up giving away free stuff.
Getting paid for a good or service with USD is useful because you can spend it to cover your expenses. If Overstock made OverstockCoins instead of accepting bitcoins, how do they pay their suppliers?
I guess that's more or less what Ars is doing, but I don't see how it makes any sense.
It used to be that taking a screenshot briefly stopped the touch event, so it could notify the sender when you took a screenshot.
iOS 7 fixed that bug, but added an official way for apps to detect screenshots. I would guess snapchat has just hung on to their old interface out of tradition, since it still works. It just doesn't have anything to do with screenshots anymore.
Crassin's "Interactive Indirect Illumination Using Voxel Cone Tracing"  might be of interest. A snippet from the second page:
> We handle fully dynamic scenes, thanks to a new real-time mesh voxelization and octree building and filtering algorithm that efficiently exploits the GPU rasterization pipeline. This octree representation is built once for the static part of the scene, and is then updated interactively with moving objects or dynamic modifications on the environment (like breaking a wall or opening a door).
It takes a somewhat beefy computer to run, but the results are impressive. I don't have a link handy, but there was a UE4 editor demo showing some of it a few months ago. IIRC it's been axed as a feature because it wouldn't have run well enough across all of the platforms they were targeting.
I'm a big fan of the paper you cite and Crassin's work in general. However that algorithm is only viable in my opinion on current high-end PC GPUs and it remains to be seen how useful it can be on the latest console that also want to support large dynamic worlds.
The original article describes the careful technical tradeoffs and mixing/matching of techniques that is required to pull off a game like Bioshock Infinite on ancient hardware (at least as relative to current PCs and high-end GPUs).
Interestingly when Unreal Engine 3 was first being demonstrated to potential licensees and in the media, it was using a very high quality and elegant one-pass per light rendering algorithm. The demo scenes were basically a room or hallway with several colored lights, and the resulting multicolored shadows cast by an animated character. In 2004/5 this blew people away and a lot of game executives signed expensive licensing deals with Epic. No games to my knowledge actually shipped with that type of lighting, at least on a console. Then Epic and engineers like the author of the article spend the next several years (an entire console generation really) retrofitting UE3 with actually practical rendering technology that involved a lot of sacrifices, careful balancing, and artist headaches.
This generation Epic is showing a mind blowing UE4 demo with Voxel Cone Tracing and the cycle starts again.
One thing is very clear to me, Irrational threw out a ton of invaluable institutional knowledge when they laid off that team. I suspect competing studios, especially those using Unreal, are scrambling and having a bidding war trying to hire them.
So, Voxel Cone Tracing doesn't actually treat static and dynamic geometry as the same. It makes two hierarchical voxel trees, one static, and pre-built. and the other dynamic, and generated per frame. This is really the only way it can stay performant.
Not quite. They're all the same to the lighting/shadowing calculations, but it doesn't re-voxelize geometry that didn't change between frames.
From section 4.2:
> Both semi-static and fully dynamic objects are stored in the same octree structure for an easy traversal and a unified filtering. A time-stamp mechanism is used to differentiate both types, in order to prevent semi-static parts of the scene to be destructed in each frame. Our structure construction algorithm performs in two steps: octree building and MIP-mapping of the values.
Supposing that's possible, he still has no guarantee of getting that parking spot. I have a similar parking situation: when I'm lucky I get the stop in front of my apartment, other times it's taken and I end up parked 50 feet down the road.
What's the solution to this? Maybe municipal EV charging networks or people charging their cars while they're at work during the day? And if you have a charger at work, trying not to drive too far over the weekend until charging stations become more widespread?
Also Podcasts, Beats Radio, iHeartRadio, Spotify, and Stitcher.
I'm curious if Apple will be controlling what apps are allowed to work with CarPlay to keep people from putting millions of Flappy Bird clones on a screen that drivers shouldn't be looking at. My guess would be yes, but all it says for now is "Stay tuned for even more supported apps coming soon."