Collection of multimedia related APIs on Microsoft platforms
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TCW Podcast Episode 233 - Baldur's Gate When three doctors, a prolific dungeon master, a database programmer, and a writer come together to make video games, you get Baldur's Gate! Often credited with saving the Western RPG, Baldur's Gate became a phenomenal hit, taking full advantage of Microsoft's new DirectX API and Windows 95. With this technology, the team created massive, beautiful maps for players to explore. They began shopping their new Infinity Engine around—drawing attention from top figures at Virgin Interactive—but ultimately secured a deal with Interplay, after an initial rejection. This partnership allowed them to shift from an original pantheon-based RPG to using the Dungeons & Dragons license that Interplay had acquired from TSR. They focused on the Sword Coast and the city of Baldur's Gate—an underdeveloped region of the Forgotten Realms that stayed true to the classic swords-and-sorcery motif. The result was a game that captured the spirit of D&D while delivering the fast-paced action that gamers of the late '90s craved! VGA Standard Explained: https://www.youtube.com/watch?v=5exFKr-JJtg SSI Gold Box: https://www.youtube.com/watch?v=nBodtk1JnxQ Dungeon Master (Atari ST): https://www.youtube.com/watch?v=g3UdUWU4j1Y Shattered Steel: https://www.youtube.com/watch?v=Zvyi0l4s-wI&list=PLFTDBbYrcivppTQ8bupD3DQ7U23qTv5cK What is DirectX and Why is it important?: https://www.youtube.com/watch?v=xfSk6kwWBuE Why Windows 95 was a big deal: https://www.youtube.com/watch?v=9DCNt0cqTQY Volo's Guide to the Sword Coast: https://archive.org/details/tsr09460addfrvolosguidetotheswordcoast Baldur's Gate Playthrough: https://www.youtube.com/watch?v=ooqFu_enV30&list=PLNU3jYa35cy3gahj5NBKymMB6grIGykOr New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RoleMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Join The Full Nerd gang as they talk about the latest PC hardware topics. In this episode the gang covers Microsoft's DirectX update that includes ray tracing enhancements, the imminent release of SteamOS to gaming PCs (handheld and otherwise), the latest news at PCWorld, and much more. And of course we answer your questions live! *This episode is sponsored by Nvidia GeForce RTX Remix, the ultimate modding platform: https://www.nvidia.com/en-us/geforce/rtx-remix/ Links: DX RT 1.2: https://www.pcworld.com/article/2645529/microsofts-directx-update-could-double-ray-tracing-performance-in-pc-games.html SteamOS: https://www.pcworld.com/article/2641011/steamos-update-prepares-for-third-party-handhelds-beyond-steam-deck.html Join the PC related discussions and ask us questions on Discord: https://discord.gg/SGPRSy7 Follow the crew on X: @AdamPMurray @BradChacos @MorphingBall @WillSmith ============= Follow PCWorld! Website: http://www.pcworld.com X: https://www.x.com/pcworld =============
Timestamps: 0:00 i didn't think this one through 0:12 Xbox UI with Steam spotted 1:47 Enshittification: Plex, Discord, Instagram 3:20 Apple sued for false advertising 4:28 QUICK BITS INTRO 5:12 QUICK BITS INTRO 5:20 DirectX raytracing 1.2 6:09 Bigscreen Beyond 2 6:44 Paralyzed man uses BCI to feed dog 7:30 Nearly every Cybertruck recalled 8:16 MSI Lucky RTX 50 promo NEWS SOURCES: https://lmg.gg/Hf5Xs Learn more about your ad choices. Visit megaphone.fm/adchoices
Welcome to Dev Game Club, where this week we continue our series on 1997's Interstate '76. We talk about physics again, mission design, input, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly six missions (B), technical difficulties (T) Issues covered: end of mission two sitting duck and acting, many controller bindings, driving an automatic, mapping onto the character's body instead of the car, the hardware abstraction layer and Direct X, enumerating devices and buttons, IBM PC light grey numpads, mechanical keyboards, the nostalgia of two hands on the keyboard, extra peripherals, simulating the character vs the car, the car as the crosshairs, getting stuff off the battlefield, upgrades, managing weight, racing missions, the potential of weight impacting the simulation, a game that's not well-preserved, weird configuration and axes, mission design, following the guy you're racing, broken physics world, compounded errors, blowing up the diner, 90s references, failing the mission multiple times, guiding the player back, being unable to save Skeeter, level of detail issues, sim mission design, cheating the sim, car condition, wanting to try the flight stick, the band, good looking cars, mayhem on the field, now available on YouTube. Games, people, and influences mentioned or discussed: Falcon, XvT, MechWarrior, Steel Battalion, Guitar Hero, Microsoft, Forza, TIE Fighter, Tipper Gore, Escape from New York, Third Eye Blind, fbrccn, MuzBoz, Twisted Metal Black, Kirk Hamilton, Aaron Evers, Mark Garcia. Notes: The more common and cheap keyboard type that Brett didn't know the name of is a "membrane" keyboard. Next time: More I '76 Twitch: timlongojr Discord DevGameClub@gmail.com
EP 233.5 Key Cryptocurrency Threats & ScamsIn 2025, crypto remains a hotspot for scams like Ponzi schemes, fake ICOs, pump-and-dumps, phishing attacks, and malicious wallets or exchanges designed to steal funds. Social media is often used for deceptive giveaways, impersonations, and investment scams. Other risks include fake mining operations, rug pulls, fraudulent apps, SIM swapping, and impostor tech support.AI Skills Demand in the Tech Job MarketAI expertise is increasingly sought after, with about one in four U.S. tech job postings requiring AI-related skills. This trend cuts across industries like healthcare, finance, and professional services. Although overall tech job postings have dipped, AI job listings have surged since ChatGPT's launch, offering premium pay and higher job security.What Is Free95?Free95 is an open-source operating system on GitHub aiming for Windows compatibility without the bloat. It currently supports basic Win32 programs, with future plans for DirectX and gaming. Its creators prioritize security, simplicity, and independence from major corporate control, positioning it as a leaner alternative to systems like ReactOS.DOJ Push for Google to Sell ChromeThe U.S. Department of Justice still wants Google to divest Chrome, citing an illegal monopoly in search. The DOJ argues that selling Chrome would create room for genuine competition. While it continues to push for restrictions on Google's paid search placement deals, it has dropped calls for Google to shed AI start-up investments.Edge Computing on the ISSAxiom Space and Red Hat's AxDCU-1 data center on the ISS tests cloud, AI, and cybersecurity in orbit. Red Hat's Device Edge software enables real-time data processing in space, crucial due to limited satellite links with Earth. This development could boost AI training, imaging, cybersecurity, and overall autonomy in space operations.Undocumented ‘Backdoor' in a Chinese Bluetooth ChipResearchers found hidden commands in the ESP32 microcontroller, used in over a billion devices. Attackers could exploit these commands to impersonate devices, steal data, or infiltrate networks. The chip's widespread adoption in smartphones, locks, and medical equipment heightens the security risk, as attackers might gain long-term control.Security & Privacy Concerns of ‘Agentic AI'Signal President Meredith Whittaker warns that agentic AI requires broad system access, potentially gathering financial, scheduling, and messaging data with near-root permissions. This could break down privacy barriers between apps and introduce significant security risks, especially if sensitive data is processed in the cloud.Expanded Social Media Screening for Non-CitizensThe U.S. is considering extending social media checks beyond new arrivals to all non-citizens applying for benefits like permanent residency or citizenship. This raises privacy concerns, as individuals who entered before such screenings were routine may now face additional digital scrutiny when adjusting their immigration status.
Today, we're taking a look back at Microsoft's game-changing entry into the console market with the original Xbox, launched on November 15, 2001. We start by exploring how Microsoft, traditionally a software giant, was driven to create a gaming console in response to Sony's PlayStation 2, and how a team of engineers used Microsoft's DirectX technology to build a console that could compete. Then, we'll look at the Xbox's groundbreaking features, from its built-in hard drive to the introduction of online gaming with Xbox Live. Finally, we'll reflect on the Xbox's legacy, its impact on console design, and its influence on the gaming industry. So, grab your Duke controller and join us as we power up the green machine on today's trip down Memory Card Lane. Find out more at https://a-trip-down-memory-card-lane.pinecast.co
This week we muse on upcoming Raspberry Pi products, prompted by confirmation from Ubuntu that the CM5 is imminent. Then Torvalds has thought on Rust in Linux, Wind River has thoughts on Red Hat, and AWS gives OpenSearch away. Don't miss the non-update on Wireguard, the DirectX surprise, and the long-awaited merge of the Real Time Linux patches! For tips we have Mapscii, a Github hack for self-hosted runners, glances, and udisksctl. Catch the show notes at https://bit.ly/4esXYSC and enjoy! Host: Jonathan Bennett Co-Hosts: Rob Campbell, Ken McDonald, and David Ruggles Want access to the video version and exclusive features? Become a member of Club TWiT today! https://twit.tv/clubtwit Club TWiT members can discuss this episode and leave feedback in the Club TWiT Discord.
В этом выпуске мы делимся еженедельными открытиями, обсуждаем VPN в России, сравниваем Swift и Rust, говорим о DirectX 9, Windows10, DuckDB 1.1.0 и ретрогейминге. [00:03:22] Чемы мы научились на этой неделе The first professional hosting of cloud VPS/VDS servers — VDSina Open Data Protocol — Wikipedia Сварочный инвертор за 5$ своими руками! https://www.amazon.co.uk/dp/B0C9WWCQ82/ref=emc_bcc_2_i?th=1 [00:03:39] VPN который… Читать далее →
Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of Luma Touch are back to discuss two new features to LumaFusion: Speed Ramping and Enhance Keyframing. They explain why speed ramping was their most requested feature, and how they have improved the process of keyframing. The discussion also touches on grids, an adjustable user interface, integrated access to training, and their pricing model. This edition of MacVoices is supported by MacVoices After Dark. What happens before and after the shows is uncensored, on-topic, off-topic, and always off the wall. Sign up as a MacVoices Patron and get access! http://patreon.com/macvoices Show Notes: Chapters: 00:00 Introduction to LumaFusion 01:34 New Features Overview 04:56 Speed Ramping and Keyframing 07:41 Refactoring for Future-Proofing 17:12 Hardware Compatibility and Requirements 19:07 Editing on iPhone 24:40 LumaFusion in Education 27:38 Android and Chromebook Experience 34:32 Pricing Model and Features 40:50 Customer Support and Resources Links: Luma Touch - Speed Ramping & Enhanced Keyframing Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of Luma Touch are back to discuss two new features to LumaFusion: Speed Ramping and Enhance Keyframing. They explain why speed ramping was their most requested feature, and how they have improved the process of keyframing. The discussion also touches on grids, an adjustable user interface, integrated access to training, and their pricing model. This edition of MacVoices is supported by MacVoices After Dark. What happens before and after the shows is uncensored, on-topic, off-topic, and always off the wall. Sign up as a MacVoices Patron and get access! http://patreon.com/macvoices Show Notes: Chapters: 00:00 Introduction to LumaFusion 01:34 New Features Overview 04:56 Speed Ramping and Keyframing 07:41 Refactoring for Future-Proofing 17:12 Hardware Compatibility and Requirements 19:07 Editing on iPhone 24:40 LumaFusion in Education 27:38 Android and Chromebook Experience 34:32 Pricing Model and Features 40:50 Customer Support and Resources Links: Luma Touch - Speed Ramping & Enhanced Keyframing Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
В этом выпуске: топовые GPU с водяным охлаждением, серьезные роутеры за серьезные деньги, новый 3D-принтер от FlyingBear, а также самописный игровой движок на DirectX, темы наших слушателей и низкополигональный ролплей. Шоуноты: [00:02:27] Чему мы научились на этой неделе Gamers Nexus — YouTube optimum — YouTube EIGA — YouTube MokerLink 5-Port 2.5G Web Managed Ethernet Switch… Читать далее →
Another big DF Direct Weekly sees John, Rich and Alex discussing PS5 Pro release date uncertainties, the unprecedented support from Hello Games on No Man's Sky and the alarming stories surrounding stability issues on Intel's 13th and 14th Generation Core processors. Alex has much to share in terms of Unreal Engine and GPUOpen presentations, while John gets to play some Death Game Hotel with none other than Swery. 0:00:00 Introduction 0:01:24 News 01: Will PS5 Pro release in 2024? 0:11:59 News 02: No Man's Sky updated with new visual features 0:20:12 News 03: Intel CPU stability issues may run deep 0:34:54 News 04: GPUOpen tech presentations with Alex! 0:48:58 News 05: John's next project: PlayStation vs. Saturn 0:57:48 News 06: Can #StutterStruggle be overcome in Unreal Engine? 1:09:56 News 07: Gears of War Ultimate Edition suffers poor performance on PC 1:17:58 News 08: Playing Death Game Hotel with SWERY! 1:25:05 Supporter Q1: What would you like to see in a hypothetical DirectX 13? 1:30:20 Supporter Q2: Could a new Nvidia Shield device enhance game streaming with local processing? 1:36:58 Supporter Q3: Are large decreases in frame-rates still impactful when targeting high FPS? 1:45:54 Supporter Q4: What should we expect from the mooted handheld Xbox? 1:53:15 Supporter Q5: Is releasing a game as an early access title a good idea? 1:58:01 Supporter Q6: Will Switch 2 devs make use of the console's hardware decompression functionality? 2:01:47 Supporter Q7: Have any pivotal decisions altered your gaming destinies? Learn more about your ad choices. Visit megaphone.fm/adchoices
Jong is back! Michael recaps on what all Jong missed at Comicpalooza 2024 and what all he's been watching including Kingdom of the Planet of the Apes, Furiosa, IF, and Godzilla Minus One. Plus, the guys dive into a rumor about Jordan Peele meeting with Marvel, react to the Venom: The Last Dance trailer, and the big releases in June. Introductions - (00:37)Comicpalooza 2024 Recap - (03:21)What We've Been Watching - (12:38)This VFX Trending Topic Needs to Stop - (19:17)Should Jordan Peele direct X-Men? - (23:59)Venom: The Last Dance Trailer Reaction - (34:22)June's packed with releases - (49:43)Goodbyes - (52:32)Huge thanks once again to the Comicpalooza Partnership Program for allowing Comicast to be part of this year's festivities. It's been an honor and privlege to be part of Comicpalooza for a fifth year. We're already excited to get back next year! Thank you to everyone who attended and cheered on the panel. Thank you to you the listeners without you all we wouldn't be where we are. See you all at Comicpalooza 2025! Below here are the links to socials of the podcasts, hosts, and vendors that were at Comicpalooza, mentioned in this issue: @heychalice@bradgilmore@bryfypodcast@meow_wolf@crewsinpodcast@thisisgettinggraphic@cult45podcast@wbm_podcast@skywalkingpod@ragingnerdspod@metalgeeks@derfdesigns@notcoolco@jeffcsmith@seantaj@nerdtropolisFollow the entire Comicast crew on social media: @onepunch___, @ProducerMike975, @thatjenchang, & @gachodominguezSubmit a question or topic to the Comicast Sack by emailing us at comicastpod@gmail.com
X-Men97 is one of the most popular shows Marvel has done in quite a while. The continuation to the popular series from the 90's has been a must watch every week. Did episode 9 deliver? What comes next? Staying with the X-Men Black Panther director Ryan Coogler has been rumored to have not only signed on to direct Black Panther 3 but he has apparently been offered to bring the X-Men reboot to the MCU? We talk about that Superman suit and if James Wan is the right guy to direct Spiderman 4? This and more on todays Big Thing Capes and Cowls with Kristian, Winston and Coy.
At NAB Show in Las Vegas, we caught up with Terri Morgan and Chris Demiris of Luma Touch to discuss the latest new features, some new ones coming shortly, as well as their thoughts on AI in a video production workflow. Show Notes: Chapters: 00:46 Exciting 5.0 Release Features02:06 Upcoming Features: Adjustment Layers and More Tracks03:05 Importance of AI Ethics and User Privacy03:55 Impact of Apple's M Series Chips on LumaFusion07:42 LumaTouch Training Initiatives09:57 Unique Pricing Model Discussion11:59 Where to Find LumaTouch at NAB Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
At NAB Show in Las Vegas, we caught up with Terri Morgan and Chris Demiris of Luma Touch to discuss the latest new features of LumaFusion, some new ones coming shortly, as well as their thoughts on AI in a video production workflow. Show Notes: Chapters: 00:46 Exciting 5.0 Release Features 02:06 Upcoming Features: Adjustment Layers and More Tracks 03:05 Importance of AI Ethics and User Privacy 03:55 Impact of Apple's M Series Chips on LumaFusion 07:42 LumaTouch Training Initiatives 09:57 Unique Pricing Model Discussion 11:59 Where to Find LumaTouch at NAB Guests: Terri Morgan is Co-Founder and Principle Designer at Luma Touch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Alex St. John brought the Silicon Valley startup mindset to the small town of Cambridge, New Zealand. Listen in as host Paul Spain walks through Alex's fascinating backstory, his achievements facilitating a multibillion dollar change in Microsoft's gaming trajectory with Direct X, through his New Zealand story with Nyriad (sadly, now being liquidated) - and onto the current with PlayCast in this NZ Tech Podcast special episode.Also covered are many aspects of Alex's career which spans over three decades and several continents. This episode shares thought provoking or possibly offensive perspectives - depending on where you stand on aspects of Silicon Valley startup culture.This episode is one of a number of upcoming episodes that delves deeper into the past, present and future of the New Zealand tech community - and should not be missed - whether the listener is a startup founder, an investor, government official or tech person looking to support the growth of New Zealand tech startups.
This is a recap of the top 10 posts on Hacker News on February 10th, 2024.This podcast was generated by wondercraft.ai(00:46): I Was Illegally Fired by Amazon for Speaking Out About a Coworker's Death (2023)Original post: https://news.ycombinator.com/item?id=39326559&utm_source=wondercraft_ai(02:26): Building the DirectX shader compiler better than Microsoft?Original post: https://news.ycombinator.com/item?id=39324800&utm_source=wondercraft_ai(04:11): OpenTTDOriginal post: https://news.ycombinator.com/item?id=39330797&utm_source=wondercraft_ai(05:45): Aho – a Git implementation in AwkOriginal post: https://news.ycombinator.com/item?id=39327192&utm_source=wondercraft_ai(07:35): Cloud Egress CostsOriginal post: https://news.ycombinator.com/item?id=39324956&utm_source=wondercraft_ai(09:21): TenetsOriginal post: https://news.ycombinator.com/item?id=39327113&utm_source=wondercraft_ai(10:56): OPML is underratedOriginal post: https://news.ycombinator.com/item?id=39324847&utm_source=wondercraft_ai(12:35): A rent-stabilized 1 bedroom apartment for $1,100 In NYC? broker's fee is $15KOriginal post: https://news.ycombinator.com/item?id=39326675&utm_source=wondercraft_ai(14:07): How to Study (2023)Original post: https://news.ycombinator.com/item?id=39327734&utm_source=wondercraft_ai(16:05): ZX – A tool for writing better scriptsOriginal post: https://news.ycombinator.com/item?id=39323986&utm_source=wondercraft_aiThis is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
In this episode, I spoke with Sam Glassenberg, Founder and CEO of Level Ex, as we dive into subjects encompassing the gaming industry, technology, and healthcare. Sam recounts his unexpected journey into gaming, beginning as an animator at LucasArts and eventually helping lead Microsoft's DirectX Graphics team. We then transition to discussing the critical importance of having a portfolio for job seekers, the interesting challenges of working in Tech Art, the foundational value of solid engineering principles, and the innovative ways Level Ex pushes Unity3D beyond its limits. Our conversation also touches on the essential qualities of empathy, adaptability, and curiosity in the gaming industry. Sam fondly recalls working on his two favorite projects, Star Wars: Jedi Starfighter and Gastro Ex. We also explore the role of generative AI in skill enhancement, the unique challenges of movie-based games, and the exciting yet still maturing potential of AR/VR/XR technologies. Sam then shares an amusing story from a medical conference and emphasizes the need for improved medical training, along with his interest in casual and hyper-casual mobile games. As the episode nears its end, Sam provides insights from his recent trip to Kiev where Level Ex is helping assist the Ukrainian armed forces in medical training and his experiences presenting at NATO. He sheds light on the neuroscience behind game design and identifies professional video games as a burgeoning opportunity within the industry. We conclude with Sam encouraging game developers to embrace AI and where to find him online for further discussions and collaboration. Bio: Sam Glassenberg is the CEO and Founder of Level Ex - the world's first medical video game company. Sam leads a team of veteran game developers and designers who are establishing a new genre of medical games: pushing the limits of game design, physics, and rendering to capture the most terrifying challenges of medicine. Offering the only games certified to provide AMA Category 1 Continuing Medical Education credit, Level Ex's games are played by over a million medical professionals. 20 out of the top 40 medical device and pharmaceutical companies use Level Ex game technology to train and sell their products. Level Ex's games are used by leading medical societies - and NASA - to disseminate the latest guidelines and techniques for topics ranging from COVID to Space Health. Through their work, Level Ex is rapidly establishing 'play' as a fundamental force accelerating adoption in medicine. Show Links: * DirectX - Wikipedia * FarBridge - website * ArtStation - website * SIGGRAPH 2019 Real-Time Live! - YouTube * Star Wars: Jedi Starfighter - Wikipedia * Gastro Ex - website * ChatGPT - website Connect With Links: * Sam Glassenberg - LinkedIn * Sam Glassenberg - blog * Sam Glassenberg - X/Twitter * Level Ex - website * Level Ex - YouTube Game Dev Advice Links: * YouTube - check out this episode with 100% more video * Patreon - 1:1 career coaching through the Gain Wisdom membership * website - show notes, links, stuff * info@gamedevadvice.com - reach out! * Game Dev Advice hotline: (224) 484-7733 * Level Ex Jobs - Current openings for advancing the practice of medicine through play * Subscribe and go to the website for full show notes with links * X/Twitter - not really using it to be honest Learn more about your ad choices. Visit podcastchoices.com/adchoices
The 16:9 PODCAST IS SPONSORED BY SCREENFEED – DIGITAL SIGNAGE CONTENT Interactive floor projections and video walls have been around for well more than a decade now, but there hasn't really been widespread adoption for a bunch of reasons - like cost, complication and the simple reality that a lot of what's been shown to date hasn't had much of a point. A Canadian company, Lumo Interactive, is in a nice position to change all of that. The hardware is simple, the software is affordable and scalable, and the solution comes with some 300 templated content apps that help users tune the visual experience to the needs of the venue and audience. Instead of visual eye candy, these apps are things like fun, engaging games. The straightforward pitch for the product, LUMOplay, is that the software can make any digital display interactive. The top-end for the software side of the solution is $74 US a month, so it is very affordable. And the developers have put years of work into ensuring the set-ups are hyper-stable and can be managed remotely. We've all walked through flagship retail spaces and seen one-off experiential set-ups that were hung up or sitting unused because they were more about short term bling than ongoing usage. The other interesting aspect of LUMOplay is that the main intended use-case is classrooms, with these interactive pieces used as a way to engage kids in schools, particularly kids who have sensory issues, autism or ADHD. I had a great chat right before Christmas with Founder and CEO Meghan Athavale. Subscribe from wherever you pick up new podcasts. TRANSCRIPT Meghan, thank you for joining me. Can you tell me what LUMO does, and is LUMOplay the product and LUMO Interactive the company? Meghan Athavale: Yes, LUMO Interactive is the company, LUMOplay is the product, and what we do is we make it easy to scale large-scale interactive digital experiences. These are experiences on digital displays that react either through motion, touch, or gesture. Okay, this would be everything from something on a video wall to something on the floor, and a lot of digital signage people, if they've been around this space for a good long time, they may recall through the years seeing “activations” where there's a floor projection. I remember there was a company called Reactrix back in the mid-2000s that was doing this sort of thing. So it's like that, but I'm sure a lot more advanced and different, just because of the years and technology. Meghan Athavale: Yeah, it's pretty much exactly like that; where it comes from the days of Reactrix and the early days of companies like GestureTek and Eyeclick is that we've moved more towards a software-only platform. When this technology first hit the scene, you needed to have special hardware. You couldn't just go down to Best Buy and buy a 3D camera. Now that the hardware is more ubiquitous and more affordable, it's possible to have a hardware-agnostic, software-only solution, and that's what we are. So this kind of, to borrow a phrase, democratizes this whole thing in that in the old days, it would have been incredibly expensive and complicated to do, and now it's not, right? Meghan Athavale: That's right, yeah. I think we also just have multiple decades of information about what people are using this technology for so we're able to templatize a lot of the experiences so that companies don't need to have development teams in order to make some of these simpler interactions, they can just do an asset swap. It's the natural progression of a lot of these things where websites used to be hand-coded and then we went into WYSIWYG and then we went into systems like Wix and Squarespace. We're like the Wix or Squarespace of interactive digital displays. So if I want to do an interactive digital display, it's like me using WordPress and buying a theme? Meghan Athavale: Yeah, to a certain extent, exactly. So you guys have done all the heavy lifting, so to speak, in terms of the backend coding, how everything maps, but also, I think I saw there were something like 200 different apps in a library? Meghan Athavale: Yeah. There are 300 pre-made experiences, which they're constantly turning over. So we have some in there that have been there for 10 years that we will replace with something new. We're constantly rolling over those apps, and we take requests from our community, and that's one of the things that our business model gives us the freedom to do because we're not reliant on selling hardware and our community is very vast. We represent everything from education to large brands. Our community can make requests for new apps and we'll just make them and add them to our market. So we don't have the restrictions of having to charge through the nose for custom content development because we've developed these systems that make it very easy to pump out new content, and then the other thing that we offer as far as content goes, like out of the box content is we have an SDK for the companies that do have in house developers, and then we've got a number of different templates. So you can just say, I want to make a Koi Pond, and I want to throw my business's logo behind it, and you could whip something like that off in five minutes. So are the templates purely done in-house or do you have third-party designers who are contributing? Meghan Athavale: That's a great question. At this point, they're all done in-house. We are working towards outsourcing a lot of our content development just because it'll give us a wider breadth of content and make that content more available. We're just at the very beginning of seeing rollouts that are large enough to make joining a third-party content development team attractive. We see this in gaming consoles all the time, where you'll have a new fantastic console that comes out, it's low cost, and they're trying to get game developers to create games for that console, but unless thousands and thousands of people have that console and are buying games for it, it's not really worth making a game for it so we're at the stage where we're starting to see enough of a widespread and permanent deployment of systems running on our platform that it makes sense to have those conversations with third-party development teams now and we're starting to have those conversations. Yeah, I wanted to ask you about scale because one of the particularly compelling things about your company and your offer is cost, in terms of, it's not very expensive at all to use this. Can you walk through that and not really how the financials work, you're not charging a lot per instance of this on a monthly basis, so you need to have a lot of them out there, right? Meghan Athavale: Yeah, that's right. We still make a percentage of our revenue on five or six big custom projects a year. I would say that our MRR represents about half of our revenue. The goal is to reach a point in scale where we can just focus on the platform, but I do get asked pretty frequently why it costs so little. There are a couple of reasons for it. The biggest one, I think, is just we want to make this, as you mentioned, democratizing the technology, we want to make this technology available and affordable to schools, that's our primary business goal. I and my business partner, our moms were both special needs teachers, we've seen firsthand the struggles that teachers and educators have in getting technology into their classrooms they need it for kids with sensory issues or children with autism or ADHD, and we've seen how effective interactive digital displays can be in those environments, particularly for things like increasing social skills. A lot of these kids come in, and they're really stuck on screens. They're very stuck on virtual experiences, and so it becomes a bridge, where they can engage with one another and with their teachers socially while still having that digital feedback. It's just very important to us that our pricing reflects our values as a company and that's one of our core values is making this accessible for education, but the other is that we really don't need to charge a lot for what we want to do. So at this point, our company's main work on the platform is around supporting hardware. So, as new devices come out, we're adding support for them so that you can download our software and you can plug in any of the commercially available 3D cameras, and it'll automatically recognize and calibrate that camera for you and take out the computer vision steps and specific requirements for each individual device, like DirectX. I think that would probably be the closest analog, you want something that you can plug and play regardless of which device you're using to achieve the tracking. So we want to focus on that. We also want to focus on the tools that allow people to scale these projects to multiple locations. If you have an interactive display in a flagship store and you want us to put it into all of your stores, the step from running your proof of concept to scaling it to a hundred locations is very simple using our platform, and it's because we're constantly pushing updates and we do health management, we have a content management system, and those are the things that we want to focus on the long term. We don't necessarily want to focus on developing the individual games. We want to make the game development stuff as easy for other people to do as possible because we don't have all the ideas in the world, but we are really good at making sure that other people's ideas continue to run and don't go down. Just so people understand, your top end cost is, if you work it out on a monthly basis, it's $74 a month, right? Meghan Athavale: Yeah, that's as high as it gets. If I'm an agency and I decide I have a beauty brand client that wants some sort of activation that's an interactive floor or wall or whatever, that's going to cost like five-six figures probably, right? Meghan Athavale: Yeah, I mean, the part that determines the cost of any of these installations is the hardware you choose to use. If you're a brand and you're developing the content from scratch, maybe hiring our team or hiring a third party to develop custom content for you, there may be 3D modeling involved, there may be compositing, you might have multi-level programming, you might have second screen experiences, so all of those things add up. But we can generally, when somebody comes to us and asks for a ballpark estimate, the only thing we really need to understand is where it is going and what kind of display you are planning to use, and we can generally come up with a range. But if you're doing it, it's going to be a fraction of what it would cost if you just went to an interactive agency and said, “Build this, please!” Meghan Athavale: Absolutely. But I think that something to keep in mind is that if you're going to an interactive agency and you don't have an idea yet, you're likely going to pay less. If you go to an agency and what you're paying them to do is to figure out what the activation actually should be, we're not an agency, and so we don't position ourselves as somebody that's going to do a lot of things like research and problem-solving. But what we can do is scale that. You're not Moment Factory. Meghan Athavale: We are not and we don't want to fill that niche because it's a different skill set and it requires the ability to experiment with things on a one-time basis. You may develop a solution for a brand or a display for the Super Bowl or something like that, where you're using a specific set of hardware just one time, and that's fantastic. I love that there are agencies in the world that get to do that, but that's not what we do. We look at it and go, how do we make this happen a thousand times, and that's a very different way of looking at things. So I think, if you want something that already exists, and you just want to put your stamp on it and create something that gives it a unique feel for your brand or experience, that's where you come to us. If you want something that's never been done before in the entire world and uses new technology that hasn't been proven long-term in the industry. TeamLab, and Moment Factory, are where you would go, but it is a lot more expensive for sure. You're starting to use things like LiDAR and everything else. Meghan Athavale: Yeah. The risk is just so much higher, and you need people on the ground. You need to roll a truck if something goes wrong. However, with our systems, we're way past that point. Yeah, because you've got the device management designed for scale and everything else, right? Meghan Athavale: Yeah, we don't release anything into the market that hasn't been tested thoroughly in our labs for months and months at a time. We have the ability to guarantee things, whereas in some of these riskier projects, as long as you hire somebody that knows what they're doing, they're going to find a way to make it work, but they're not necessarily going to be able to tell you how from the beginning of the project. So, for something like a classroom, what's the kit of parts, and what's the degree of complexity to put this in? Meghan Athavale: Most classrooms either have an interactive floor, an interactive wall, or both. Already? Meghan Athavale: No, that's what they're putting in, and it's basically the same technology for either. We designed our software so it works with any projector, and a lot of classrooms already have projectors, so they'll just use what they have. So you've got your display, which in classrooms is typically a projector, a 3D camera, and a Windows computer. We typically recommend that people use the sort of baseline specification on our site as an i5 or equivalent with a decent graphics card, you don't want something that's not going to be able to run games because that's basically what we're running, and the cost is usually like for including the projector for a classroom is usually around $2,000-2,500. To set that up, is it the sort of thing that the school district or the schools, IT person, or people have to do, or is it simplistic to the level that if a teacher already got a projector pointed at a whiteboard of some kind, they can just do it themselves? Meghan Athavale: So teachers can do it themselves, and we often help teachers do it themselves. But nowadays they're busy. Teaching is not an easy career right now, and we're typically dealing with the IT personnel for an entire division when these installations are going in. If you're dealing with a full division or district, are they rolling out like that, or is it still onesie twosies? Meghan Athavale: It's usually one per school across an entire district, is what we're seeing, and that's mostly in the U.S. We haven't really seen nearly the same traction in schools in Canada yet. I didn't say at the outset, but you're in Montreal. Meghan Athavale: Yes, that's right. Why do you think that is just because of the way education works in Canada versus the US? Meghan Athavale: I'm not entirely sure. I know that it's like that in all of our verticals. So it's not just education. I would say retail, events, and all of the verticals that we serve, we have faster pickup and larger rollouts in the US. It could be the population just much bigger. I think we're just not risk takers, and I also think, to a certain extent, we're limited by things like weather and the accessibility of venues to having these types of, there are a lot more venues in the US that have built-in walls or built-in interactive components that we can just hop our software onto them. I don't think there are as many opportunities here. You mentioned, in detail, education; what other vertical markets or segments are you seeing a lot of activity in? Meghan Athavale: Events is the fastest growing segment, and this is like events of all different sizes and lengths, so it could be something that is like a week-long trade show, it could be like a birthday party for kids. It could be somebody who is a DJ, and they're bringing an interactive floor to all of their gigs. It's really all over the map. We just did a pop-up in Times Square for a major chocolate brand. We've done interactives for movie launches, so like those short-term events where they're developing their own special content and it's on for less than a month, I would say that is our fastest growing vertical. Interesting. We talked a little bit about planning before we turned on the recording, and I'm curious about how these things get planned out and how you ensure and how your users ensure that what they're putting up gets beyond just being eye candy/wow factor stuff because I often say that wow factor has a short shelf life. Meghan Athavale: Yeah, and I absolutely agree with you. I think there has to be a balance between the cost and the reward of experiences like this. One of the biggest mistakes that we see people making is they'll see something on the internet, they'll see something in video format, and they'll think, I need that at my event, or I need that in my museum, and they'll skip the part of like why they need it. It'll be entirely like an emotional decision, and the challenge here is that there are so many more and more faked every single day. We get sent videos all the time with people asking us to do anamorphic illusions. People will see videos of that, and they'll be like, “I want that but interactive, can you make it?” And because they're seeing a video and the video is staged, and in some cases, the video is a complete composite. It's not even something that actually happened in the real world, they won't understand that it doesn't work from anything except for one very particular perspective. So, the person who's interacting with anamorphic content is not going to see what the person watching from across the street on a particular street corner is going to see, and the same thing with large-scale digital displays. People will see these huge LED walls, and I think you saw this at our booth at LDI. When you walk right up to a big LED wall, you see the individual pixels, not the same image that somebody is watching from far away, so I think that those limitations are very difficult for people to understand and appreciate unless they've actually seen the installation in person. So I would say if you see something and you're planning to put it in an event, you're planning to use it in brand activation, go see that experience in person first. Don't make a decision about whether or not you need it until you've actually personally experienced it because seeing it on a video is not the same thing as what it's going to look like in real life. And then the other advice that I give to people when they come to me with the wow factor criteria is like, what do you want the takeaway to be? Is this a shareable thing? Do you want a hundred people to come to your event to put up a hundred different videos and tag you in them? What is your metric for success? Because if that's it, then the content's going to be very different than if you want a hundred people to enter their emails in order to play a game or you need to know at the end of the day what you're walking away from after you've put that activation in place. I've seen different iterations of this stuff. The applications in classrooms, I think, is fantastic and it plays to kids at their whims and everything else; they want to be involved. I find it's quite different. A lot of the ones that I've seen in public spaces like shopping malls and so on, where you see the kids running around doing stuff, interacting with it, but you don't really see the adults, and that's fine if it's aimed at kids. But I wonder sometimes, when brands do these things, that the only real interest is with children and adults saying, “I'm not doing that, I'm not an extrovert. I don't want to do this trickery in front of other people.” Meghan Athavale: Yeah. I think that's a very fair point. One of the things that we noticed when we first started putting particularly interactive floors into retail spaces was that we still have an entire generation of adults, and I would count my own generation in there; we've been trained not to step on screens like it's your impulse isn't to go running through the light. The generations who are comfortable with that and who grew up with touch screens and expect everything to be interactive, I think they're in their twenties and early thirties now, so we are seeing that change quite a bit. I would say that from about 35 years down, we aren't seeing that hesitancy to interact with things, but I do think that we still have a long way to go in discovering how the content can be used. A lot of times, it's to augment like physical experiences is how you get adults to engage think like axe-throwing. Adding really cool interactive graphics to an axe-throwing experience is something that's going to really delight an older crowd. Same thing with bowling alleys, making those interactive. So I think… So they're becoming Wii games. Meghan Athavale: Yeah. I think a lot of the time, people think that there's a choice between virtual experiences in VR and physical experiences like you would have with a traditional family entertainment center. But what our software allows you to do is combine the two, so you have a headset-free experience that does have digital interactive components, but you're also engaging with something physical. So we do a lot of Air Hockey tables, pool tables, and things like that where you're still playing pool and using physical paddles, but there are interactive digital visual elements on top of that. That's where we're seeing unquestionable pickup by older people. Yeah, so where there's tangible fun or some sort of activity versus so often when I've gone to trade shows, if I see some sort of an interactive video wall thing, please walk up to this thing and dance in front of it or wave your arms, and there'll be light particles and that's nice, but I don't see the business case here, and I don't think it's interesting for more than 10 seconds. Meghan Athavale: For sure, if you're in an environment where you're dancing anyway, having cool visual effects while you're dancing is like a good bonus, and I think that's how we have to think about it in terms of engaging an older audience, is you need to be augmenting something that they're doing anyways. You can't expect them to do an activity that they wouldn't normally do just because it's like eye candy. But if they're doing something anyway if they're already in a curling league and you can make their curling more fun… We're getting really Canadian here. Meghan Athavale: Right. I mean, I'm available for anyone who wants to try that. I've done soccer, I've done hockey, I haven't done curling yet. I would really like to make an interactive curling experience. But yeah, that's where you attract adults by helping make something that they want to do anyway, much cooler. Where did this come from, like why did you start this company? Meghan Athavale: This is a very existential question. It's actually a pretty funny story. We started the company by accident. My co-founders, Keith Otto and Curtis Wachs and I, all worked at an agency together, and this was like 2010, back in the days when Instructables and a lot of those sorts of YouTube channels were just starting, and we started hanging out after work and just making stuff and it was all things that we would never get hired to make. We were designing our own touch screens. We created our own mist screen for projection. We did a lot of building projections and it was all for fun. We saw other people doing it all over the world. We thought it was really like a fun hobby. We started throwing parties to show off some of the things that we were making, and a friend of mine, Kayla Jeanson, who is an incredible videographer. She also has moved out to Montreal. This all happened back in Winnipeg, which is where my company is based. So we're all back in Winnipeg. Kayla shows up at one of the parties. This was before Facebook, so it was an SMS-controlled wall where you were sending text messages, and it was making things happen on the wall. She took a video, and that video ended up going viral. We found out about it after the fact, and we started getting contacted by different businesses the University of Nevada, Reno reached out and said, “Hey, we'd really like to have something cool like this in our cafeteria.” and Curtis and I just looked at each other, we're like, wow, people will pay us to do this. We registered a business, and we all quit our jobs. We applied for CMF funding, and we launched as an agency designing these interactive experiences and, within the first two years, realized that the biggest challenge was once the experience was in place how do you maintain it? How do you make sure that it's going to continue running? And that installation that we did back in, I think, in early 2011, in the cafeteria in Reno is still running, and part of it was just like starting by accident because a hobby that we were doing for fun led to some economic opportunities for us and the direction that we ended up taking was as a result of people liked what we did long enough to want to keep it running, to want to keep having us continue updating it. We've had a number of large-scale installations. There's one in Red Rock, Ontario, where they've done entire refreshes. We did our original installation for them in 2011 as well and just very recently replaced and updated a bunch of the software for them. The validation has been there, so the thing to focus on is how to make these experiences last, not how to make them cool for a week. The company is quite small. I believe it's just like a handful of people, right? Meghan Athavale: Yeah. That's right. There are four of us. And that's all you need to be because you're not getting into the weeds with the hardware, and I think you sell the hardware that you have through a reseller, Simply NUC? Meghan Athavale: Yeah, we have a number of resellers, but Simply NUCis our preferred partner because they send us everything that they're selling so we can test it 24/7. So we're able to say with high confidence that anything you buy from Simply NUC is going to run long-term with our software. I would like a bigger team. In all honesty, we had to let a few people go during the pandemic. I think one year in, we were like, okay, we're not going to be able to sustain ourselves with a larger team. So, I think we'd like to see some growth in the team within the next year or so. Because of the way that we've built our platform, we're able to outsource stuff that we can't do where we don't have enough work to bring somebody in-house for long periods of time, and there are also just amazing resources out there for outsourcing, now that didn't exist when we first started the company. It's a small team. I don't anticipate that we'll ever be much more than 10 people. But a few more wouldn't hurt. Meghan Athavale: Yeah, a few more wouldn't hurt. I'd like to build in a little bit more redundancy, and I'm getting older, and one of these days, I'm hoping that there will be some sort of a succession. Because of the relationship that we have with our resellers and our installers, there's really not a lot of mission-critical stuff on our side. We push our regular updates. We create new content and respond to community requests and stuff. But not a lot of the work that we do is like on a deadline. It's a pretty chill working environment where we identify things that we think are going to be of value to the customer, and then we ask our customers, and then we build the thing. There's no pressure. And there's also a knock on wood at this point: not a ton of competition because it's still a very niche market. We don't feel the pressure to be like the trade show that you and I met on; it was the first we've been in business for 13 years, and that was the first time we've ever done a trade show exhibit. Oh, wow, and what was your takeaway from that? Meghan Athavale: It was great. It was definitely time. We came away with quite a few new customers, and it was LDI. The reason we chose LDI as our first trade show is because there are so many companies that do events, and the total lifetime value of customers in the event space isn't as high as education would be or something where it's a permanent installation. There's just a lot more of them, and it's a lower-hanging fruit. We're hoping to bump up our revenue enough so that we can start expanding our team sometime mid-next year. Do you have a reference case or a handful of reference cases? If people said, this sounds really cool. I can't really just walk into a classroom, obviously. Are there museums or public spaces or something like that where I could go see this? Meghan Athavale: Yeah. There are quite a few. What we usually ask people to do is if they want to see an installation of ours in real life and they aren't able to set it up themselves, just contact us, let us know what city you're in, and we'll find somebody in your area that you can go visit. There are a lot of live public libraries and museums and buildings that are open to the public that have installations in them, and then the other thing that people can do is we have a free evaluation version of our software that you can just download and install. So, for people who are getting into this on a commercial basis, it's a really good idea to set up a system for yourself, test it out, and play around with the tools. Don't pitch it to your customers until you've tried it, please! So we make it possible for people to just install it for free and play around with it before they make any sort of purchase before they make any representations to their customers about what it can do. Okay. All right. So, if people want to find you online, that's LUMOplay.com, right? Meghan Athavale: Yep. That's right. LUMOplay.com, and if you reach out through the site, you will be talking to me. My name is Meghan. All right, Meghan. Thank you very much. Meghan Athavale: You're very welcome. Thank you, Dave.
Valve reveals 2023's biggest Steam Deck games! Slay the Spire MOD distributes malware, open-source DirectX, AAA Linux predictions for 2024, and a Blood & Magic source dump.
Hot button news, Thunderbolt on iPhone 15, new lenses from Moment, a new generative AI image app from Adobe, and Crash Detection is back in the news.Contact your host with questions, suggestions, or requests about sponsoring the AppleInsider Daily:charles_martin@appleinsider.comLinks from the showApple gives in on the End Call button position in latest iOS 17 betaThree iPhone 15 models rumored to get Thunderbolt/USB4 connectorCrossOver update brings EA and DirectX 12 game support to MacAdobe Express with AI Firefly app is available worldwideMoment debuts 8 new iPhone lenses as part of T-Series overhaulApple's India expansion reaches a milestone as iPhone 15 production startsCrash Detection guides help to critically-injured driverSubscribe to the AppleInsider podcast on: Apple Podcasts Overcast Pocket Casts Spotify Subscribe to the HomeKit Insider podcast on:• Apple Podcasts• Overcast• Pocket Casts• Spotify
Fredrik snackar med Roberto Chaves om VR och 3D på nittiotalet. Roberto gick från demoscenen till att bygga hela utvecklingsmiljöer och motorer för att driva nittiotalets VR-hjälmar från vanliga PC-burkar. Tunga VR-hjälmar, egna drivrutiner, prestandaoptimering, och resor till flera världsdelar var alla delar av resan. Mot slutet diskuterar vi även Robertos intryck av Apples nya Vision pro-headset och känner att framtiden är spännande den också. Ett stort tack till Cloudnet som sponsrar vår VPS! Har du kommentarer, frågor eller tips? Vi är @kodsnack, @tobiashieta, @oferlund, och @bjoreman på Twitter, har en sida på Facebook och epostas på info@kodsnack.se om du vill skriva längre. Vi läser allt som skickas. Gillar du Kodsnack får du hemskt gärna recensera oss i iTunes! Du kan också stödja podden genom att ge oss en kaffe (eller två!) på Ko-fi, eller handla något i vår butik. Länkar Roberto Commodore 64 Basic Google cardboard Gräsklipparmannen Trailer för Gräsklipparmannen VR på sextiotalet VR-vågen på nittiotalet Demogruppen Cascada VGA TCC 93 AutoCAD Windows 3.1 Sound blaster 16 Windows NT OS/2 Sun Solaris Visual C++ Pentium Mosaic Doom Silicon graphics IRIX Onyx MIPS RISC Polhemus magnetisk tracker DOS4GW Borland turbo C++ Symantec C++ TI TMS34020 TI TMS34082 - massor med VRAM Gouraud shading BSP - binary space partitioning Kaiser electro-optics VIM 1000 - VR-hjälm Stereoskopisk 3D Environment mapping Phong shading Prosolvia Eizo-skärmar Funhouse Z-TV ISDN Cycore - gjorde Final effects och andra program för filmindustrin och byggde egen dator lite senare Cosmonova Amiga 1000 Video om Disneys VR-Aladdin och VR-labb PDF om Disneys Aladdin-VR-åktur 3DFX Första DirectX kom 1995 Shutter glasses Voxlar Nyckelben Sega rally ILM Baywatch Cult 3D IBM:s Cellprocessor Virtuality var företaget och VR-maskinen som stod på Gröna lund Dactyl nightmare var spelet Roberto med vänner gjorde en förbättrad version av Vision pro Hololens och Hololens 2 Varjo XR-3 ARKit Apples WWDC-presentationer från 2023 om Vision pro Elvatums Macbook air Foveated rendering Doom VFR Move-kontrollerna Titlar VR på 90-talet Det var snabbt då Det fanns inga 3d-acceleratorer på den tiden Hade man 8 MB RAM så var det en bra dator Tidiga C++-kompilatorer En tidig GPU Saker som ser bra ut på effektiva sätt Hur ser ett nyckelben ut i tre dimensioner? En plugin för alla webbläsare Fortfarande stor och skarp VR känns kul just nu
Join me for a groovy good time as we discuss The Operative: No One Lives Forever! Learn how game company Monolith came to be, how the LithTech engine evolved from its DirectX heritage, and whether No One Lives Forever, one of the most underrated games in recent memory, still holds up today. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
Voici l'épisode 431 de "la quotidienne iWeek" en ce mercredi 5 juillet 2023. Abonnez-vous : c'est gratuit ! Threads, le Twitter de Meta, ne sortira pas en Europe demain. Présentation : Benjamin VINCENT (@benjaminvincent) + François LE TRUÉDIC (@fanchy56). Production : OUATCH Audio. Tags : pas de Threads en Europe demain ; plus de jus sur la gamme 15 ; Ultra MicroLED : il va falloir attendre ; le portage de jeux PC dépote ; Firefox 116 : Catalina ou plus récent obligatoire. Bonne découverte de "la quotidienne iWeek" si vous nous écoutez pour la première fois, parlez de nous autour de vous, retweetez-nous (@iweeknews), bonne journée, bonne écoute et à demain ! Benjamin VINCENT et la team #iweekLQI PS1 : rejoignez la communauté iWeek sur Patreon et bénéficiez de bonus exclusifs ! PS2 : iWeek est désormais aussi présent sur mastodon :@iweeknews@mastodon.world PS3 : retrouvez-nous aussi, pour iWeek (la semaine Apple), notre podcast hebdo, désormais en ligne chaque mercredi soir. PS4 : l'épisode 145 d'iWeek (la semaine Apple) sera disponible jeudi soir !
"Hepatorenal syndrome is a life-threatening condition characterized by rapidly Progressive kidney failure that is seen in people with Advanced liver disease the prognosis is very Bleak and is usually fatal without the transplant there are two types type 1 has a median survival of two weeks and features a rapidly increasing creatinine level type 1 happens commonly in taneous bacterial peritonitis type 2 is a slightly more moderate form with a median survival of 10 weeks and a steadier creatinine here patients typically have a site that is resistant to DirectX approximately 18% of cirrhotic patients who have ascites will develop hepatorenal syndrome within one year so what exactly that makes this condition so bad the Hallmark is a renal basic constriction in the setting of vasodilation in splanchnic breasts those are the intestines spleen liver and pancreas the main branches of the aorta that make it up at the Celiac artery as well as the superior and inferior mesenteric arteries the underfill theory is that as liver disease progresses and portal hypertension follows possibly also generating ascites there is a splash so dilation because of release of vasodilatory mediators like nitric oxide and prostaglandins this vasodilation leads to more blood being directed into the splanchnic vessels which ends up draining into the portal circulation which causes the juxtaglomerular apparatus of the kidney to activate the renin-angiotensin-aldosterone system leading to vasoconstriction and in particular in the kidneys but the splanchnic vasculature is resistant to vasoconstriction due to the production of local vasodilators like nitric oxide and so remains vasodilate it the cycle leading to this vicious cycle of the renal vasoconstriction and splanchnic vasodilation ultimately leading to renal failure the activation of the renin-angiotensin-aldosterone is thought to be an important step in the formation of ascites in patients with cirrhosis to the extent that ascites and hepatorenal syndrome may be considered a splanchnic vasodilation determined the resistance of ascites to diuretics as is seen in type 2 hepatorenal syndrome as well as the onset of kidney vasoconstriction that leads to the initial onset of hepatorenal syndrome it is important to remember that having a cirrhotic patient with an AK I does not mean that the patient has HRS they may have the Aki for other reasons and so hepatorenal..." Learn more about your ad choices. Visit megaphone.fm/adchoices
"Hepatorenal syndrome is a life-threatening condition characterized by rapidly Progressive kidney failure that is seen in people with Advanced liver disease the prognosis is very Bleak and is usually fatal without the transplant there are two types type 1 has a median survival of two weeks and features a rapidly increasing creatinine level type 1 happens commonly in taneous bacterial peritonitis type 2 is a slightly more moderate form with a median survival of 10 weeks and a steadier creatinine here patients typically have a site that is resistant to DirectX approximately 18% of cirrhotic patients who have ascites will develop hepatorenal syndrome within one year so what exactly that makes this condition so bad the Hallmark is a renal basic constriction in the setting of vasodilation in splanchnic breasts those are the intestines spleen liver and pancreas the main branches of the aorta that make it up at the Celiac artery as well as the superior and inferior mesenteric arteries the underfill theory is that as liver disease progresses and portal hypertension follows possibly also generating ascites there is a splash so dilation because of release of vasodilatory mediators like nitric oxide and prostaglandins this vasodilation leads to more blood being directed into the splanchnic vessels which ends up draining into the portal circulation which causes the juxtaglomerular apparatus of the kidney to activate the renin-angiotensin-aldosterone system leading to vasoconstriction and in particular in the kidneys but the splanchnic vasculature is resistant to vasoconstriction due to the production of local vasodilators like nitric oxide and so remains vasodilate it the cycle leading to this vicious cycle of the renal vasoconstriction and splanchnic vasodilation ultimately leading to renal failure the activation of the renin-angiotensin-aldosterone is thought to be an important step in the formation of ascites in patients with cirrhosis to the extent that ascites and hepatorenal syndrome may be considered a splanchnic vasodilation determined the resistance of ascites to diuretics as is seen in type 2 hepatorenal syndrome as well as the onset of kidney vasoconstriction that leads to the initial onset of hepatorenal syndrome it is important to remember that having a cirrhotic patient with an AK I does not mean that the patient has HRS they may have the Aki for other reasons and so hepatorenal..." Learn more about your ad choices. Visit megaphone.fm/adchoices
INSTAGRAM: https://www.instagram.com/throughtheweb.podcast/WATCH THE VIDEO: https://youtu.be/cBeq9Fv3JDUFollow us on Twitter to engage with our work: https://twitter.com/throughtheweb00:00 - Intro00:29 - Vision Pro sentiments a week on05:13 - Binance in trouble08:32 - NFTs by Nike13:02 - Linda Yaccarino's Twitter start15:34 - Microsoft's fine17:07 - The future of lab grown meat25:19 - UFOs32:59 - AI Drone takes out operator story35:24 - AI Paperclip Problem 36:22 - Bing hates Chrome40:00 - Apple using DirectX 1243:29 - Norway's 24 hours indoor marathon47:34 - OutroSHOW NOTEShttps://www.npr.org/2023/06/10/1181242780/sec-gary-gensler-binance-coinbase-crypto-lawsuits-battlehttps://www.ign.com/articles/ea-sports-is-aiming-to-add-nikes-swoosh-nfts-to-its-gameshttps://www.bbc.com/news/business-65806686https://www.kotaku.com.au/2023/06/microsoft-fined-us20-28-million-for-illegally-collecting-childrens-information-on-xbox/https://www.theguardian.com/world/2023/jun/06/whistleblower-ufo-alien-tech-spacecrafthttps://www.theguardian.com/us-news/2023/jun/01/us-military-drone-ai-killed-operator-simulated-testhttps://www.wired.com/story/business-fast-forward/https://www.theverge.com/2023/6/6/23736289/microsoft-bing-chrome-search-fake-ai-chatbotApple DirectX 12 https://www.youtube.com/watch?v=CcYyvzHtJVMWhy Do These People Run For 24h in a Basement? https://www.youtube.com/watch?v=T7SSe2F9104 Produced by: Dagogo Altraide (ColdFusion), Tawsif AkkasShot and edited by: Brayden Laffrey
Una de las novedades de macOS 14 Sonoma y por la que pasaron solo de puntillas durante la keynote del lunes fue la puesta a disposición de los desarrolladores de "Game Porting Toolkit", un conjunto de herramientas que, al igual que hace el Proton de Valve en Steam Deck, permiten «traducir» y ejecutar los juegos desarrollados para Windows con DirectX 12 en macOS. Más info: https://www.dekazeta.net Twitter: https://twitter.com/dekapodcast Mastodon: https://mastodon.social/@dekazeta Grupo de Telegram: https://bit.ly/telegram-dekazeta
Automattic launched an AI assistant for WordPress, which integrates easily with all Jetpack-powered sites. Scientists at the University of Cambridge used a publicly available neural network to generate a model to train a computer to cook by watching videos of people cooking. Apple announced a new tool called Game Porting Toolkit that translates DirectX 12 GPU calls to Metal 3 allowing developers to see how well their games run on MacOS before they decide to port it over.Starring Tom Merritt, Sarah Lane, Scott Johnson, Roger Chang, Joe.Link to the Show Notes. Become a member at https://plus.acast.com/s/dtns. Hosted on Acast. See acast.com/privacy for more information.
Automattic launched an AI assistant for WordPress, which integrates easily with all Jetpack-powered sites. Scientists at the University of Cambridge used a publicly available neural network to train a computer to cook by watching videos of people cooking. Apple announced a new tool called Game Porting Toolkit that translates DirectX 12 GPU calls to Metal 3 allowing developers to see how well their games run on MacOS before they decide to port it over. Starring Tom Merritt, Sarah Lane, Scott Johnson, Roger Chang, Joe, Amos To read the show notes in a separate page click here! Support the show on Patreon by becoming a supporter!
This is a recap of the top 10 posts on Hacker News on June 7th, 2023.(00:37): Notes on Vision ProOriginal post: https://news.ycombinator.com/item?id=36219585(02:05): uBlock Origin 1.50.0Original post: https://news.ycombinator.com/item?id=36227411(03:30): Royal Navy says quantum navigation test a successOriginal post: https://news.ycombinator.com/item?id=36222625(05:05): Windows 11 calls a zip file a 'postcode file' in UK EnglishOriginal post: https://news.ycombinator.com/item?id=36231313(06:16): DirectX 12 Support on macOSOriginal post: https://news.ycombinator.com/item?id=36222266(07:23): Microsoft has no shame: Bing spit on my ‘Chrome' search with a fake AI answerOriginal post: https://news.ycombinator.com/item?id=36222006(08:46): SEC asks for emergency order to freeze Binance US assets anywhere in the worldOriginal post: https://news.ycombinator.com/item?id=36218932(10:09): “csinc”, the AArch64 instruction you didn't know you wantedOriginal post: https://news.ycombinator.com/item?id=36223283(11:41): DeepFilterNet: Noise supression using deep filteringOriginal post: https://news.ycombinator.com/item?id=36221534(13:26): Reddit's Recently Announced API Changes, and the future of /r/blindOriginal post: https://news.ycombinator.com/item?id=36231016This is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
Contact your hostcharles_martin@appleinsider.comLinks from the showTim Cook: Apple Vision Pro tech is mindblowing, and will be too expensive for manyUp close and hands on with Apple Vision Pro at Apple ParkBandWerk introduces first leather band for Apple Vision ProMira made AR headsets for the US Military — and Apple owns the company nowIt wasn't a mistake — Apple betas are now freeFirst iOS 17 developer beta references new MagSafe accessoriesWhat Intel Macs aren't getting in macOS SonomaApple says emulation in macOS can show devs how Windows games could runApp Store Review Guideline updates go after fake apps, bad adsApple rejected nearly one million apps for privacy violations between 2020 and 2022Subscribe to the AppleInsider podcast on: Apple Podcasts Overcast Pocket Casts Spotify Subscribe to the HomeKit Insider podcast on:• Apple Podcasts• Overcast• Pocket Casts• Spotify
Episode Notes Join Michael Doise, Lynn Schnyder, Taylor Arndt, Angie Fisher, and Michael Babcock as we discuss the following topics. News Reddit proposes new API pricing WayAround version 4.3 is now available. Learn more about this release, and listen to how you can use WayAround in your home, office, or while out in public spaces. CrossOver 23 will support some DirectX 12 games on macOS and Linux Topic We discuss what we think will be released tomorrow at this year's WWDC 2023 conference. Apple AR/VR Glasses Changes to Siri iOS and iPadOS 17 Picks Michael: Ubiquity DreamRouter Taylor: MacBook Air M2 Lynn: Aiko app for audio transcription Michael: Diablo IV for PC and Xbox Providing Feedback We love hearing from you, so feel free to send an email to feedback@iacast.net. You can follow us on Facebook, and Twitter. You can also find us on Reddit, and all around the web. Also, don't forget to check out our YouTube page, and for all things iACast, check out our iACast page. If you'd like to help support us, you can do so via our and Patreon pages. Support iACast by contributing to their tip jar: https://tips.pinecast.com/jar/iacast Find out more at https://iacast.pinecast.co Send us your feedback online: https://pinecast.com/feedback/iacast/7703904c-4a5e-4584-8b0b-9b56575dc37e Check out our podcast host, Pinecast. Start your own podcast for free with no credit card required. If you decide to upgrade, use coupon code r-3bc504 for 40% off for 4 months, and support iACast.Read transcript
We're going to start taking the occasional look at a product that changed everything in its respective field, starting this week with the game console that redefined how consoles work in the online era, the Xbox 360. From achievements and cross-game chat to first-class downloadable games and controller standardization, evolution in game development and mainstream marketing, our memories of working with the system in the media, and not-so-flattering things like the red ring, HD-DVD, and Kinect, there's a lot to cover in this lengthy episode.Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
Tech news is getting a little too surreal for us lately, so we're taking a brief trip back to a simpler time. This week we go through the very first issue of Boot (later Maximum PC) from 1996, which has everything from Jean-Louis Gassée on the launch of the BeBox to Bill Gates on the x86 PC's murder of SGI, the very first cable modem service, a motorized (?) Panasonic laptop, some shocking secrets about the first Dream Machine and the letters section, the Will Smith byline that almost was, and a bunch more.Read along at home with Boot issue #1: https://archive.org/details/boot-magazine-vol01-issue01-sept-1996Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
al menos jugando al Go / Portugal prohíbe más Airbnbs / Drones 3D para Ucrania / Windows 11 en Mac / Twitter elimina 2FA por SMS / OpenAI compra AI·com Patrocinador: Solo quedan 9 días para el estreno de la tercera temporada de The Mandalorian, en exclusiva en Disney+. El 1 de marzo todos pegados a la tele porque vuelven las aventuras de nuestro querido Grogu y su viaje durante los complicados primeros años de la Nueva República. — Nueva nave, más combates espaciales, y más emoción. — ¿Habéis visto ya el tráiler?. al menos jugando al Go / Portugal prohíbe más Airbnbs / Drones 3D para Ucrania / Windows 11 en Mac / Twitter elimina 2FA por SMS / OpenAI compra AI·com ⚪ Un nuevo método para derrotar a las máquinas al Go. Siete años después de la gran derrota de Lee Sedol frente a AlphaGo de DeepMind, un equipo de IA encontró una nueva táctica que permite a jugadores humanos derrotar apabullantemente a los mejores motores.
Welcome to the most overpowered podcast on the internet! Microsoft decided to start off the new year with a xbox showcase! Why are the guys not surprised by this, because they predicted that this would happen. With a major focus on Redfall the fellas talk about whether or not this showcase hit the mark. Official Twitter: twitter.com/SuperWeaponPod/ twitter.com/_1ldc_/ instagram.com/_1ldc_/ twitter.com/DariusTh3Artist/ instagram.com/dariusth3artist/ Check out the community discord: https://discord.gg/knJDbT6 ---------------------------------------------------------------------------------- Support this podcast: https://anchor.fm/superweaponpod/support ---------------------------------------------------------------------------------------- This episode is sponsored by Anchor: The easiest way to make a podcast. https://anchor.fm/app Support this podcast: https://anchor.fm/superweaponpod/support --- Support this podcast: https://anchor.fm/superweaponpod/support
Here are all of the questions we answer this week: - Why didn't PlayStation have a showcase in 2022? - Which games will be nominated for Game of the Year 2022? - Should Sony adopt DirectX for the PS6? - Is anyone excited about Call of Duty's open-world mode? - Do PC Gamers realize “PCMR” is an insult? - What do Nintendo's recent financials say about the Switch? - How have you evolved as a gamer? - Did your 2022 hype game live up to expectations? - What is the best-written game you ever played? Thanks as always to Shawn Daley for our intro and outro music. Follow him on Soundcloud: https://soundcloud.com/shawndaley Where to find Throwdown Show: Website: https://audioboom.com/channels/5030659 Twitch: https://www.twitch.tv/throwdownshow Twitter: https://twitter.com/ThrowdownShow YouTube: https://www.youtube.com/throwdownshow Discord: https://discord.gg/fdBXWHT Twitter list: https://twitter.com/i/lists/1027719155800317953
We go inside Microsoft back in the late 90s to hear the story of the original Xbox, Direct X, Microsoft's failed attempt to buy Nintendo and lots more with Kevin Bachus. Please visit our amazing sponsors and help to support the show: Bitmap Books https://www.bitmapbooks.com/ Get 3 months of ExpressVPN for FREE: https://expressvpn.com/retro Thanks to our latest Patreon backers, in the Hall of Fame this week: Bernd, The Amiga Show, Rob Hull We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Upcoming events: Amiga 37 - 15th and 16th October Notts VGA Festival - https://www.nottsvge.com/ - 17th & 18th December 2022 Show notes: EmuVR: https://www.emuvr.net/ NES OS: https://notin.tokyo/nesos/ Device brings back harddrive clicking: https://bit.ly/3EoUIc8 Zelda texture bug: https://bit.ly/3ElFyod SNK VS Capcom for C64: https://bit.ly/3CCcW8S Half Life 2 VR mod: https://bit.ly/3ebHNzQ
Taiwan is a country about half the size of Maine with about 17 times the population of that state. Taiwan sits just over a hundred miles off the coast of mainland China. It's home to some 23 and a half million humans, roughly half way between Texas and Florida or a few more than live in Romania for the Europeans. Taiwan was connected to mainland China by a land bridge in the Late Pleistocene and human remains have been found dating back to 20,000 to 30,000 years ago. About half a million people on the island nation are aboriginal, or their ancestors are from there. But the population became more and more Chinese in recent centuries. Taiwan had not been part of China during the earlier dynastic ages but had been used by dynasties in exile to attack one another and so became a part of the Chinese empire in the 1600s. Taiwan was won by Japan in the late 1800s and held by the Japanese until World War II. During that time, a civil war had raged on the mainland of China with the Republic of China eventually formed as the replacement government for the Qing dynasty following a bloody period of turf battles by warlords and then civil war. Taiwan was in martial law from the time the pre-communist government of China retreated there during the exit of the Nationalists from mainland China in the 1940s to the late 1980. During that time, just like the exiled Han dynasty, they orchestrated war from afar. They stopped fighting, much like the Koreans, but have still never signed a peace treaty. And so large parts of the world remained in stalemate. As the years became decades, Taiwan, or the Republic of China as they still call themselves, has always had an unsteady relationship with the People's Republic of China, or China as most in the US calls them. The Western world recognized the Republic of China and the Soviet and Chines countries recognized the mainland government. US President Richard Nixon visited mainland China in 1972 to re-open relations with the communist government there and relations slowly improved. The early 1970s was a time when much of the world still recognized the ruling government of Taiwan as the official Chinese government and there were proxy wars the two continued to fight. The Taiwanese and Chinese still aren't besties. There are deep scars and propaganda that keep relations from being repaired. Before World War II, the Japanese also invaded Hong Kong. During the occupation there, Morris Chang's family became displaced and moved to a few cities during his teens before he moved Boston to go to Harvard and then MIT where he did everything to get his PhD except defend his thesis. He then went to work for Sylvania Semiconductor and then Texas Instruments, finally getting his PhD from Stanford in 1964. He became a Vice President at TI and helped build an early semiconductor designer and foundry relationship when TI designed a chip and IBM manufactured it. The Premier of Taiwan at the time, Sun Yun-suan, who played a central role in Taiwan's transformation from an agrarian economy to a large exporter. His biggest win was when to recruit Chang to move to Taiwan and found TSCM, or Taiwan Semiconductor Manufacturing Company. Some of this might sound familiar as it mirrors stories from companies like Samsung in South Korea. In short, Japanese imperialism, democracies versus communists, then rapid economic development as a massive manufacturing powerhouse in large part due to the fact that semiconductor designers were split from semiconductor foundry's or where chips are actually created. In this case, a former Chinese national was recruited to return as founder and led TSMC for 31 years before he retired in 2018. Chang could see from his time with TI that more and more companies would design chips for their needs and outsource manufacturing. They worked with Texas Instruments, Intel, AMD, NXP, Marvell, MediaTek, ARM, and then the big success when they started to make the Apple chips. The company started down that path in 2011 with the A5 and A6 SoCs for iPhone and iPad on trial runs but picked up steam with the A8 and A9 through A14 and the Intel replacement for the Mac, the M1. They now sit on a half trillion US dollar market cap and are the largest in Taiwan. For perspective, their market cap only trails the GDP of the whole country by a few billion dollars. Nvidia TSMC is also a foundry Nvidia uses. As of the time of this writing, Nvidia is the 8th largest semiconductor company in the world. We've already covered Broadcom, Qualcomm, Micron, Samsung, and Intel. Nvidia is a fabless semiconductor company and so design chips that vendors like TSMC manufacture. Nvidia was founded by Jensen Huang, Chris Malachowsky, and Curtis Priem in 1993 in Santa Clara, California (although now incorporated in Delaware). Not all who leave the country they were born in due to war or during times of war return. Huang was born in Taiwan and his family moved to the US right around the time Nixon re-established relations with mainland China. Huang then went to grad school at Stanford before he became a CPU designer at AMD and a director at LSI Logic, so had experience as a do-er, a manager, and a manager's manager. He was joined by Chris Malachowsky and Curtis Priem, who had designed the IBM Professional Graphics Adapter and then the GX graphics chip at Sun. because they saw this Mac and Windows and Amiga OS graphical interface, they saw the games one could play on machines, and they thought the graphics cards would be the next wave of computing. And so for a long time, Nvidia managed to avoid competition with other chip makers with a focus on graphics. That initially meant gaming and higher end video production but has expanded into much more like parallel programming and even cryptocurrency mining. They were more concerned about the next version of the idea or chip or company and used NV in the naming convention for their files. When it came time to name the company, they looked up words that started with those letters, which of course don't exist - so instead chose invidia or Nvidia for short, as it's latin for envy - what everyone who saw those sweet graphics the cards rendered would feel. They raised $20 million in funding and got to work. First with SGS-Thomson Microelectronics in 1994 to manufacture what they were calling a graphical-user interface accelerator that they packaged on a single chip. They worked with Diamond Multimedia Systems to install the chips onto the boards. In 1995 they released NV1. The PCI card was sold as Diamond Edge 3D and came with a 2d/3d graphics core with quadratic texture mapping. Screaming fast and Virtual Fighter from Sega ported to the platform. DirectX had come in 1995. So Nviia released DirectX drivers that supported Direct3D, the api that Microsoft developed to render 3d graphics. This was a time when 3d was on the rise for consoles and desktops. Nvidia timed it perfectly and reaped the rewards when they hit a million sold in the first four months for the RIVA, a 128-bit 3d processor that got used as an OEM in 1997. Then the 1998 RIVAZX with RIVATNT for multi-texture 3D processing. They also needed more manufacturing support at this point and entered into a strategic partnership with TSMC to manufacture their boards. A lot of vendors had a good amount of success in their niches. By the late 1990s there were companies who made memory, or the survivors of the DRAM industry after ongoing price dumping issues. There were companies that made central processors like Intel. Nvidia led the charge for a new type of chip, the GPU. They invented the GPU in 1999 when they released the GeForce 256. This was the first single-chip GPU processor. This means integrated lightings, triangle setups, rendering, like the old math coprocessor but for video. Millions of polygons could be drawn on screens every second. They also released the Quadro Pro GPU for professional graphics and went public in 1999 at an IPO of $12 per share. Nvidia used some of the funds from the IPO to scale operations, organically and inorganically. In 2000 they released the GeForce2 Go for laptops and acquired 3dfx, closing deals to get their 3d chips in devices from OEM manufacturers who made PCs and in the new Microsoft Xbox. By 2001 they hit $1 billion in revenues and released the GeForce 3 with a programmable GPU, using APIs to make their GPU a platform. They also released the nForce integrated graphics and so by 2002 hit 100 million processors out on the market. They acquired MediaQ in 2003 and partnered with game designer Blizzard to make Warcraft. They continued their success in the console market when the GeForce platform was used in the PS 3 in 2005 and by 2006 had sold half a billion processors. They also added the CUDA architecture that year to put a general purpose GPU on the market and acquired Hybrid Graphics who develops 2D and 3D embedded software for mobile devices. In 2008 they went beyond the consoles and PCs when Tesla used their GPUs in cars. They also acquired PortalPlayer, who supplies semiconductors and software for personal media players and launched the Tegra mobile processor to get into the exploding mobile market. More acquisitions in 2008 but a huge win when the GeForce 9400M was put into Apple MacBooks. Then more smaller chips in 2009 when the Tegra processors were used in Android devices. They also continued to expand how GPUs were used. They showed up in Ultrasounds and in 2010 the Audi. By then they had the Tianhe-1A ready to go, which showed up in supercomputers and the Optimus. All these types of devices that could use a GPU meant they hit a billion processors sold in 2011, which is when they went dual core with the Tegra 2 mobile processor and entered into cross licensing deals with Intel. At this point TSMC was able to pack more and more transistors into smaller and smaller places. This was a big year for larger jobs on the platform. By 2012, Nvidia got the Kepler-based GPUs out by then and their chips were used in the Titan supercomputer. They also released a virtualized GPU GRID for cloud processing. It wasn't all about large-scale computing efforts. The Tegra-3 and GTX 600 came out in 2012 as well. Then in 2013 the Tegra 4, a quad-core mobile processor, a 4G LTE mobile processor, Nvidia Shield for portable gaming, the GTX Titan, a grid appliance. In 2014 the Tegra K1 192, a shield tablet, and Maxwell. In 2015 came the TegraX1 with deep learning with 256 cores and Titan X and Jetson TX1 for smart machines, and the Nvidia Drive for autonomous vehicles. They continued that deep learning work with an appliance in 2016 with the DGX-1. The Drive got an update in the form of PX 2 for in-vehicle AI. By then, they were a 20 year old company and working on the 11th generation of the GPU and most CPU architectures had dedicated cores for machine learning options of various types. 2017 brought the Volta, Jetson TX2, and SHIELD was ported over to the Google Assistant. 2018 brought the Turing GPU architecture, the DGX-2, AGX Xavier, Clara, 2019 brought AGX Orin for robots and autonomous or semi-autonomous piloting of various types of vehicles. They also made the Jetson Nano and Xavier, and EGX for Edge Computing. At this point there were plenty of people who used the GPUs to mine hashes for various blockchains like with cryptocurrencies and the ARM had finally given Intel a run for their money with designs from the ARM alliance showing up in everything but a Windows device (so Apple and Android). So they tried to buy ARM from SoftBank in 2020. That deal fell through eventually but would have been an $8 billion windfall for Softbank since they paid $32 billion for ARM in 2016. We probably don't need more consolidation in the CPU sector. Standardization, yes. Some of top NVIDIA competitors include Samsung, AMD, Intel Corporation Qualcomm and even companies like Apple who make their own CPUs (but not their own GPUs as of the time of this writing). In their niche they can still make well over $15 billion a year. The invention of the MOSFET came from immigrants Mohamed Atalla, originally from Egypt, and Dawon Kahng, originally from from Seoul, South Korea. Kahng was born in Korea in 1931 but immigrated to the US in 1955 to get his PhD at THE Ohio State University and then went to work for Bell Labs, where he and Atalla invented the MOSFET, and where Kahng retired. The MOSFET was an important step on the way to a microchip. That microchip market with companies like Fairchild Semiconductors, Intel, IBM, Control Data, and Digital Equipment saw a lot of chip designers who maybe had their chips knocked off, either legally in a clean room or illegally outside of a clean room. Some of those ended in legal action, some didn't. But the fact that factories overseas could reproduce chips were a huge part of the movement that came next, which was that companies started to think about whether they could just design chips and let someone else make them. That was in an era of increasing labor outsourcing, so factories could build cars offshore, and the foundry movement was born - or companies that just make chips for those who design them. As we have covered in this section and many others, many of the people who work on these kinds of projects moved to the United States from foreign lands in search of a better life. That might have been to flee Europe or Asian theaters of Cold War jackassery or might have been a civil war like in Korea or Taiwan. They had contacts and were able to work with places to outsource too and given that these happened at the same time that Hong Kong, Singapore, South Korea, and Taiwan became safe and with no violence. And so the Four Asian Tigers economies exploded, fueled by exports and a rapid period of industrialization that began in the 1960s and continues through to today with companies like TSMC, a pure play foundry, or Samsung, a mixed foundry - aided by companies like Nvidia who continue to effectively outsource their manufacturing operations to companies in the areas. At least, while it's safe to do so. We certainly hope the entire world becomes safe. But it currently is not. There are currently nearly a million Rohingya refugees fleeing war in Myanmar. Over 3.5 million have fled the violence in Ukraine. 6.7 million have fled Syria. 2.7 million have left Afghanistan. Over 3 million are displaced between Sudan and South Sudan. Over 900,000 have fled Somalia. Before Ukranian refugees fled to mostly Eastern European countries, they had mainly settled in Turkey, Jordan, Lebanon, Pakistan, Uganda, Germany, Iran, and Ethiopia. Very few comparably settled in the 2 largest countries in the world: China, India, or the United States. It took decades for the children of those who moved or sent their children abroad to a better life to be able to find a better life. But we hope that history teaches us to get there faster, for the benefit of all.
Ep 71 - Even though E3 did not happen this summer, the games industry had something else in mind for this past week as we discuss both the recent Nintendo Direct and PlayStation State of Play that took place. Time Stamps: Intro/Crossplay - 00:00:00 Nintendo Direct - 00:28:50 PlayStation State of Play - 01:00:20 Outro - 01:18:16 Check out our website! Follow us on Twitter for updates on the podcast. Twitter Subscribe to YouTube to get our new video versions of the podcast. YouTube For other links related to us, use this link. https://linktr.ee/xintoteract
We caught up with Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of LumaTouch to talk about why they decided not to attend NAB and their appearance in a WWDC video showing off Reference Mode in iPadOS. They also tease us with some of the new features coming in the 3.1 update (free as usual for existing users) that include scopes and more. (Part 1) This edition of MacVoices is supported by Kolide. Get important, timely, and relevant security recommendations for your Mac, right inside Slack. Try Kolide with all its features on an unlimited number of devices for free for 14 days; no credit card required, at Kolide.com/macvoices. Show Notes: Links: Explore EDR on iOS - (WWDC Video), time 3:45 Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Our conversation with Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of LumaTouch wraps up with why LumaFusion should be considered a “professional app” for the iPad, and more on some of the upcoming features, including multi-cam editing. Yes, you can run LumaFusion on a Mac and Chris explains how, and we wrap with the team explaining why they try to make their features work the way their users work, not the way someone thinks they should work. (Part 2) This edition of MacVoices is brought to you by the MacVoices Dispatch, our weekly newsletter that keeps you up-to-date on any and all MacVoices-related information. Subscribe today and don't miss a thing. Show Notes: Links: Explore EDR on iOS - (WWDC Video), time 3:45 Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Our conversation with Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of LumaTouch wraps up with why LumaFusion should be considered a “professional app” for the iPad, and more on some of the upcoming features, including multi-cam editing. Yes, you can run LumaFusion on a Mac and Chris explains how, and we wrap with the team explaining why they try to make their features work the way their users work, not the way someone thinks they should work. (Part 2) This edition of MacVoices is brought to you by the MacVoices Dispatch, our weekly newsletter that keeps you up-to-date on any and all MacVoices-related information. Subscribe today and don't miss a thing. Show Notes: Links: Explore EDR on iOS - (WWDC Video), time 3:45 Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Microsoft had confusion in the Windows 2000 marketing and disappointment with Millennium Edition, which was built on a kernel that had run its course. It was time to phase out the older 95, 98, and Millennium code. So in 2001, Microsoft introduced Windows NT 5.1, known as Windows XP (eXperience). XP came in a Home or Professional edition. Microsoft built a new interface they called Whistler for XP. It was sleeker and took more use of the graphics processors of the day. Jim Allchin was the Vice President in charge of the software group by then and helped spearhead development. XP had even more security options, which were simplified in the home edition. They did a lot of work to improve the compatibility between hardware and software and added the option for fast user switching so users didn't have to log off completely and close all of their applications when someone else needed to use the computer. They also improved on the digital media experience and added new libraries to incorporate DirectX for various games. Professional edition also added options that were more business focused. This included the ability to join a network and Remote Desktop without the need of a third party product to take control of the keyboard, video, and mouse of a remote computer. Users could use their XP Home Edition computer to log into work, if the network administrator could forward the port necessary. XP Professional also came with the ability to support multiple processors, send faxes, an encrypted file system, more granular control of files and other objects (including GPOs), roaming profiles (centrally managed through Active Directory using those GPOs), multiple language support, IntelliMirror (an oft forgotten centralized management solution that included RIS and sysprep for mass deployments), an option to do an Automated System Recovery, or ASR restore of a computer. Professional also came with the ability to act as a web server, not that anyone should run one on a home operating system. XP Professional was also 64-bit given the right processor. XP Home Edition could be upgraded to from Windows 98, Windows 98 Second Edition, Millineum, and XP Professional could be upgraded to from any operating system since Windows 98 was released., including NT 4 and Windows 2000 Professional. And users could upgrade from Home to Professional for an additional $100. Microsoft also fixed a few features. One that had plagued users was that they had to gracefully unmount a drive before removing it; Microsoft got in front of this when they removed the warning that a drive was disconnected improperly and had the software take care of that preemptively. They removed some features users didn't really use like NetMeeting and Phone Dialer and removed some of the themes options. The 3D Maze was also sadly removed. Other options just cleaned up the interface or merged technologies that had become similar, like Deluxe CD player and DVD player were removed in lieu of just using Windows Media Player. And chatty network protocols that caused problems like NetBEUI and AppleTalk were removed from the defaults, as was the legacy Microsoft OS/2 subsystem. In general, Microsoft moved from two operating system code bases to one. Although with the introduction of Windows CE, they arguably had no net-savings. However, to the consumer and enterprise buyer, it was a simpler licensing scheme. Those enterprise buyers were more and more important to Microsoft. Larger and larger fleets gave them buying power and the line items with resellers showed it with an explosion in the number of options for licensing packs and tiers. But feature-wise Microsoft had spent the Microsoft NT and Windows 2000-era training thousands of engineers on how to manage large fleets of Windows machines as Microsoft Certified Systems Engineers (MCSE) and other credentials. Deployments grew and by the time XP was released, Microsoft had the lions' share of the market for desktop operating systems and productivity apps. XP would only cement that lead and create a generation of systems administrators equipped to manage the platform, who never knew a way other than the Microsoft way. One step along the path to the MCSE was through servers. For the first couple of years, XP connected to Windows 2000 Servers. Windows Server 2003, which was built on the Windows NT 5.2 kernel, was then released in 2003. Here, we saw Active Directory cement a lead created in 2000 over servers from Novell and other vendors. Server 2003 became the de facto platform for centralized file, print, web, ftp, software time, DHCP, DNS, event, messeging, and terminal services (or shared Remote Desktop services through Terminal Server). Server 2003 could also be purchased with Exchange 2003. Given the integration with Microsoft Outlook and a number of desktop services, Microsoft Exchange. The groupware market in 2003 and the years that followed were dominated by Lotus Notes, Novell's GroupWise, and Exchange. Microsoft was aggressive. They were aggressive on pricing. They released tools to migrate from Notes to Exchange the week before IBM's conference. We saw some of the same tactics and some of the same faces that were involved in Microsoft's Internet Explorer anti-trust suit from the 1990s. The competition to Change never recovered and while Microsoft gained ground in the groupware space through the Exchange Server 4.0, 5.0, 5.5, 2000, 2003, 2007, 2010, 2013, and 2016 eras, by Exchange 2019 over half the mailboxes formerly hosted by on premises Exchange servers had moved to the cloud and predominantly Microsoft's Office 365 cloud service. Some still used legacy Unix mail services like sendmail or those hosted by third party providers like GoDaddy with their domain or website - but many of those ran on Exchange as well. The only company to put up true competition in the space has been Google. Other companies had released tools to manage Windows devices en masse. Companies like Altiris sprang out of needs for companies who did third party software testing to manage the state of Windows computers. Microsoft had a product called Systems Management Server but Altiris built a better product, so Microsoft built an even more robust solution called System Center Configuration Management server, or SCCM for short, and within a few years Altiris lost so much business they were acquired by Symantec. Other similar stories played out across other areas where each product competed with other vendors and sometimes market segments - and usually won. To a large degree this was because of the tight hold Windows had on the market. Microsoft had taken the desktop metaphor and seemed to own the entire stack by the end of the Windows XP era. However, the technology we used was a couple of years after the product management and product development teams started to build it. And by the end of the XP era, Bill Gates had been gone long enough, and many of the early stars that almost by pure will pushed products through development cycles were as well. Microsoft continued to release new versions of the operating systems but XP became one of the biggest competitors to later operating systems rather than other companies. This reluctance to move to Vista and other technologies was the main reason extended support for XP through to 2012, around 11 years after it was released.
Sam has spent his career leading teams and companies at the cutting-edge of the video game industry. Today his team at Level Ex harnesses video game technology and cognitive neuroscience to engage and train over 750,000 medical professionals. Before Level Ex, he was the CEO of the leading independent game publisher in Hollywood, releasing games based on popular films, including The Hunger Games and Mission: Impossible. Sam also led the DirectX graphics team at Microsoft, where he accepted a Technical Emmy on behalf of his team for advancing the visual realism of video games across the industry. His career began at LucasArts, creating Star Wars games for PlayStation and Xbox. Sam serves on numerous industry advisory boards and speaks internationally on video games in medicine.
It's time for another visit with Stewart Cheifet and the Computer Chronicles. This time we're heading back to 1995 for a computer games special that includes Microsoft's ill-fated DirectX event Judgment Day, a very silly Bill Gates promo video, demos of MechWarrior 2 and Phantasmagoria (with Roberta Williams!), a random PlayStation-versus-Saturn head to head from Stewart, and more.SHOW NOTESThe relevant Computer Chronicles episode, season 13 episode 8:https://archive.org/details/CC1308_greatest_gamesBill Gates invades Doom:https://www.youtube.com/watch?v=b2V9TFrmQ_QThe letter from Alex St. John's daughter:https://www.wired.com/2016/04/alex-st-johns-daughter-wrong-women-tech/Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
The first operating systems as we might think of them today (or at least anything beyond a basic task manager) shipped in the form of Multics in 1969. Some of the people who worked on that then helped created Unix at Bell Labs in 1971. Throughout the 1970s and 1980s, Unix flowed to education, research, and corporate environments through minicomputers and many in those environments thought a flavor of BSD, or Berkeley Software Distribution, might become the operating system of choice on microcomputers. But the microcomputer movement had a while other plan if only in spite of the elder minicomputers. Apple DOS was created in 1978 in a time when most companies who made computers had to mail their own DOS as well, if only so software developers could built disks capable of booting the machines. Microsoft created their Disk Operating System, or MS-DOS, in 1981. They proceeded to Windows 1 to sit on top of MS-DOS in 1985, which was built in Intel's 8086 assembler and called operating system services via interrupts. That led to poor programmers locking down points in order to access memory addresses and written assuming a single-user operating system. Then came Windows 2 in 1987, Windows 3 in 1992, and released one of the most anticipated operating systems of all time in 1995 with Windows 95. 95 turned into 98, and then Millineum in 2000. But in the meantime, Microsoft began work on another generation of operating systems based on a fusion of ideas between work they were doing with IBM, work architects had done at Digital Equipment Corporation (DEC), and rethinking all of it with modern foundations of APIs and layers of security sitting atop a kernel. Microsoft worked on OS/2 with IBM from 1985 to 1989. This was to be the IBM-blessed successor of the personal computer. But IBM was losing control of the PC market with the rise of cloned IBM architectures. IBM was also big, corporate, and the small, fledgeling Microsoft was able to move quicker. Really small companies that find success often don't mesh well with really big companies that have layers of bureaucracy. The people Microsoft originally worked with were nimble and moved quickly. The ones presiding over the massive sales and go to market efforts and the explosion in engineering team size was back to the old IBM. OS/2 had APIs for most everything the computer could do. This meant that programmers weren't just calling assembly any time they wanted and invading whatever memory addresses they wanted. They also wanted preemptive multitasking and threading. And a file system since by then computers had internal hard drives. The Microsoft and IBM relationship fell apart and Microsoft decided to go their own way. Microsoft realized that DOS was old and building on top of DOS was going to some day be a big, big problem. Windows 3 was closer, as was 95, so they continued on with that plan. But they started something similar to what we'd call a fork of OS/2 today. So Gates went out to recruit the best in the industry. He hired Dave Cutler from Digital Equipment to take on the architecture of the new operating system. Cutler had worked on the VMS operating system and helped lead efforts for next-generation operating system at DEC that they called MICA. And that moment began the march towards a new operating system called NT, which borrowed much of the best from VMS, Microsoft Windows, and OS/2 - and had little baggage. Microsoft was supposed to make version 3 of OS/2 but NT OS/2 3.0 would become just Windows NT when Microsoft stopped developing on OS/2. It took 12 years, because um, they had a loooooot of customers after the wild success of first Windows 3 and then Windows 95, but eventually Cutler and team's NT would replace all other operating systems in the family with the release of Windows 2000. Cutler wanted to escape the confines of what was by then the second largest computing company in the world. Cutler worked on VMS and RSX-12 before he got to Microsoft. There were constant turf battles and arguments about microkernels and system architecture and meetings weren't always conducive with actually shipping code. So Cutler went somewhere he could. At least, so long as they kept IBM at bay. Cutler brought some of the team from Digital with him and they got to work on that next generation of operating systems in 1988. They sat down to decide what they wanted to build, using the NS OS/2 operating system they had a starting point. Microsoft had sold Xenix and the team knew about most every operating system on the market at the time. They wanted a multi-user environment like a Unix. They wanted programming APIs, especially for networking, but different than what BSD had. In fact, many of the paths and structures of networking commands in Windows still harken back to emulating those structures. The system would be slow on the 8086 processor, but ever since the days of Xerox PARC, everyone knew Moore's Law was real and that the processors would double in speed every other year. Especially since Moore was still at Intel and could make his law remain true with the 286 and 386 chips in the pipeline. They also wanted the operating system to be portable since IBM selected the Intel CPU but there were plenty of other CPU architectures out there as well. The original name for NT was to be OS/2 3.0. But the IBM and Microsoft relationship fell apart and the two companies took their operating systems in different directions. OS/2 became went the direction of Warp and IBM never recovered. NT went in a direction where some ideas came over from Windows 95 or 3.1 but mostly the team just added layers of APIs and focused on making NT a fully 32-bit version of Windows that could that could be ported to other platforms including ARM, PowerPC, and the DEC Alpha that Cutler had exposure to from his days at Digital. The name became Windows NT and NT began with version 3, as it was in fact the third installment of OS/2. The team began with Cutler and a few others, grew to eight and by the time it finally shipped as NT 3.1 in 1993 there were a few hundred people working on the project. Where Windows 95 became the mass marketed operating system, NT took lessons learned from the Unix, IBM mainframe, and VMS worlds and packed them into an operating system that could run on a corporate desktop computer, as microcomputers were called by then. The project cost $150 million, about the same as the first iPhone. It was a rough start. But that core team and those who followed did what Apple couldn't in a time when a missing modern operating system nearly put Apple out of business. Cutler inspired, good managers drove teams forward, some bad managers left, other bad managers stayed, and in an almost agile development environment they managed to break through the conflicts and ship an operating system that didn't actually seem like it was built by a committee. Bill Gates knew the market and was patient enough to let NT 3 mature. They took the parts of OS/2 like LAN Manager. They took parts of Unix like ping. But those were at the application level. The microkernel was the most important part. And that was a small core team, like it always is. The first version they shipped to the public was Windows NT 3.1. The sales people found it easiest to often say that NT was the business-oriented operating system. Over time, the Windows NT series was slowly enlarged to become the company's general-purpose OS product line for all PCs, and thus Microsoft abandoned the Windows 9x family, which might or might not have a lot to do with the poor reviews Millennium Edition had. Other aspects of the application layer the original team didn't do much with included the GUI, which was much more similar to Windows 3.x. But based on great APIs they were able to move faster than most, especially in that era where Unix was in weird legal territory, changing hands from Bell to Novell, and BSD was also in dubious legal territory. The Linux kernel had been written in 1991 but wasn't yet a desktop-class operating system. So the remaining choices most business considered were really Mac, which had serious operating system issues at the time and seemed to lack a vision since Steve Jobs left the company, or Windows. Windows NT 3.5 was introduced in 1994, followed by 3.51 a year later. During those releases they shored up access control lists for files, functions, and services. Services being similar in nearly every way to a process in Unix. It sported a TCP/IP network stack but also NetBIOS for locating computers to establish a share and a file sharing stack in LAN Manager based on the Server Message Block, or SMB protocol that Barry Feigenbaum wrote at IBM in 1983 to turn a DOS computer into a file server. Over the years, Microsoft and 3COM add additional functionality and Microsoft added the full Samba with LDAP out of the University of Michigan as a backend and Kerberos (out of MIT) to provide single sign-on services. 3.51 also brought a lot of user-mode components from Windows 95. That included the Windows 95 common control library, which included the rich edit control, and a number of tools for developers. NT could run DOS software, now they were getting it to run Windows 95 software without sacrificing the security of the operating system where possible. It kinda' looked like a slightly more boring version of 95. And some of the features were a little harder to use, like configuring a SCSI driver to get a tape drive to work. But they got the ability to run Office 95 and it was the last version that ran the old Program Manager graphical interface. Cutler had been joined by Moshe Dunie, who led the management side of NT 3.1, through NT 4 and became the VP of the Windows Operating System Division so also had responsibility for Windows 98 and 2000. For perspective, that operating system group grew to include 3,000 badged Microsoft employees and about half that number of contractors. Mark Luovsky and Lou Perazzoli joined from Digital. Jim Alchin came in from Banyan Vines. Windows NT 4.0 was released in 1996, with a GUI very similar to Windows 95. NT 4 became the workhorse of the field that emerged for large deployments of computers we now refer to as enterprise computing. It didn't have all the animation-type bells and whistles of 95 but did perform about as well as any operating system could. It had the NT Explorer to browse files, a Start menu, for which many of us just clicked run and types cmd. It had a Windows Desktop Update and a task scheduler. They released a number of features that would take years for other vendors to catch up with. The DCOM, or Distributed Component Object Modeling and Object Linking & Embedding (or OLE) was a core aspect any developer had to learn. The Telephony API (or TAPI) allowed access to the modem. The Microsoft Transaction Server allowed developers to build network applications on their own sockets. The Crypto API allowed developers to encrypt information in their applications. The Microsoft Message Queuing service allowed queuing data transfer between services. They also built in DirectX support and already had OpenGL support. The Task Manager in NT 4 was like an awesome graphical version of the top command on Unix. And it came with Internet Explorer 2 built in. NT 4 would be followed by a series of service packs for 4 years before the next generation of operating system was ready. That was Windows 5, or more colloquially called Windows 2000. In those years NT became known as NT Workstation, the server became known as NT Server, they built out Terminal Server Edition in collaboration with Citrix. And across 6 service packs, NT became the standard in enterprise computing. IBM released OS/2 Warp version 4.52 in 2001, but never had even a fraction of the sales Microsoft did. By contrast, NT 5.1 became Windows XP and 6 became Vista in while OS/2 was cancelled in 2005.
In this episode of the Immersive Audio Podcast, Oliver Kadel, Monica Bolles and Bjørn Jacobsen are joined by a Principal Dev Leader at the Mixed Reality division at Microsft Noel Cross and Senior Principal Researcher at Microsoft Research Nikunj Raghuvanshi from Redmond, US. Nikunj likes to invent techniques that create immersive sight and sound from computation. He is endlessly fascinated with simulating the laws of physics in real-time and finds it thrilling to search for simple algorithms that unfold into complex physical behaviour. He has over a decade of research and development experience at the intersection of computational audio, graphics, and physics, with over fifty papers and patents. His inventions have been successfully deployed in the industry, particularly Project Acoustics, which is bringing immersive sound propagation to many major AAA game franchises today. Nikunj is currently a Senior Principal Researcher at Microsoft Research. Previously, he initiated interactive sound simulation research at UNC-Chapel Hill during his PhD studies, whose codebase was acquired by Microsoft. Noel grew up playing games on my Commodore 64 and Amiga computers. His love for multimedia computing helped him to start working at Microsoft as an intern in 1991 in the multimedia team. This was the age of the SoundBlaster 16 ISA cards and CD-ROMs were just being introduced into PCs. Out of the multimedia team, the DirectX team was born to accelerate the development of high-quality games for the PC. Noel worked on DirectSound and audio drivers for Windows getting a taste of the game development community attending several GDCs in the 90s. This was the first time he was introduced to 3D audio algorithms and at the time the technology didn't impress much. Through the 2000s, he worked on every release of Windows with the focus on improving the audio subsystem. This led to the complete overhaul of the audio infrastructure on the Windows Vista platform which has remained largely intact since introduced in 2006. The most current stop on his Microsoft journey is working on Mixed Reality devices. He worked on the speech and audio functionality exposed from HoloLens and Windows Mixed Reality devices with a concentration on spatial audio. After having lackluster impact in the 90s with spatial audio, he's been reinvigorated working on this technology with the introduction of high-quality HRTFs and head-tracking services to complete the experience. Spatial audio processing has also led Noel to better understand the impact of acoustics on virtual 3d worlds. His team is currently working on Project Acoustics which allows developers of 3d titles to take advantage of wave-based simulations to handle how audio propagates in the real world. In this episode, Nikunj and Noel dive deep into the topic of physics-based virtual acoustics along with Project Triton and Project Acoustics covering fundamental theory, research, technology and case studies. This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott. For extended show notes and more information on this episode go to https://immersiveaudiopodcast.com/episode-62-nikunj-raghuvanshi-noel-cross-microsoft-physics-based-virtual-acoustics/ If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more. Find out more on our official Patreon page - www.patreon.com/immersiveaudiopodcast We thank you kindly in advance! We want to hear from you! We value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you! You can follow the podcast on Twitter @IAudioPodcast for regular updates and content or get in touch via podcast@1618digital.com immersiveaudiopodcast.com