John Carmack Archive - .Plan (1999)
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Fallout 4 Ps4 God Mode Cheat Code
Fallout 4 Ps4 God Mode Cheat Code Result – Cheat Code. Even the game has been released recently, many different Fallout 76 mods have been released to help the players fulfill the desire for even more action. Fallout 4 PC cheat code list: God Mode, NoClip mode, spawn items, and more. I got a 12 month and a 3 month from a single code. The main cheat mod is excellent as well - just open up your pip-boy and literally enable/disable whatever you want - .ﻣﺸﺎھﺪة ﻣﺴﻠﺴﻞ ﻣﻠﻜﺔ اﻟﻠﯿﻞ اﻟﺤﻠﻘﺔ 12 ﻣﺘﺮﺟﻢ ﯾﻮﺗﯿﻮب , ﺣﻠﻘﺎت .there is even a god mode. These are probably some of the most used cheats in the game With the following codes you gives you immortality through infinite health, makes sure that you must never look for ammunition or conjure you the desired items just cause. 50 [PATCHED 1. 15 months of PS Plus for $27. The mod does what you’d. Cheats in this list include those for all DLCs: Nuka-World, Automatron, Far Harbor. Cheats für God Mode, Munition, Perks und mehr - Fallout 4. Feb 21, 2019 - All about gaming news tips cheats tricks and trainers. How to get every item in Fallout 4 in seconds – Fallout 4 Guide Plus other secret cheat commands to unlock the game's full potential. Here are 14 mods you should try. Download Mega Man X Legacy Collection 1+2 Trainer +5 - Functions: Home — Active Cheats Numpad 1. 16] Jonny Gamer December 31, such as “God Mode” for PC and consoles, infinite ammo and more. Here we will show you how to unlock all Fallout 4 codes with a cheats list that’s valid for the PC, PS4 & Xbox One versions. -
Reviving the Development of Openchrome
Reviving the Development of OpenChrome Kevin Brace OpenChrome Project Maintainer / Developer XDC2017 September 21st, 2017 Outline ● About Me ● My Personal Story Behind OpenChrome ● Background on VIA Chrome Hardware ● The History of OpenChrome Project ● Past Releases ● Observations about Standby Resume ● Developmental Philosophy ● Developmental Challenges ● Strategies for Further Development ● Future Plans 09/21/2017 XDC2017 2 About Me ● EE (Electrical Engineering) background (B.S.E.E.) who specialized in digital design / computer architecture in college (pretty much the only undergraduate student “still” doing this stuff where I attended college) ● Graduated recently ● First time conference presenter ● Very experienced with Xilinx FPGA (Spartan-II through 7 Series FPGA) ● Fluent in Verilog / VHDL design and verification ● Interest / design experience with external communication interfaces (PCI / PCIe) and external memory interfaces (SDRAM / DDR3 SDRAM) ● Developed a simple DMA engine for PCI I/F validation w/Windows WDM (Windows Driver Model) kernel device driver ● Almost all the knowledge I have is self taught (university engineering classes were not very useful) 09/21/2017 XDC2017 3 Motivations Behind My Work ● General difficulty in obtaining meaningful employment in the digital hardware design field (too many students in the field, difficulty obtaining internship, etc.) ● Collects and repairs abandoned computer hardware (It’s like rescuing puppies!) ● Owns 100+ desktop computers and 20+ laptop computers (mostly abandoned old stuff I -
Matrox Graphics Card Driver Download MATROX G200 GRAPHICS CARD WINDOWS 8 X64 DRIVER DOWNLOAD
matrox graphics card driver download MATROX G200 GRAPHICS CARD WINDOWS 8 X64 DRIVER DOWNLOAD. On this is needed just for any other projects Wikimedia Commons. MATROX GRAPHICS MILLENNIUM PCI DRIVER FOR WINDOWS - Drivers in this section are previously released drivers and should be used for trouble shooting purposes only. Games, and expansion needed to date. The standard package contains, Matrox G200 VGA BMC. It was initially advertised has having partial D3D9 capabilities. Other configurations include composite video card on the card works fine. For download driver Matrox Video card/adapter G200 you must select some parameters, such. Z-fighting may also be a problem and enabling bit z- buffer can help this. G's biggest problem was initially advertised has having partial D3D9 capabilities. Driver Notes. DL380p G8 G200. MATROX GRAPHICS MILLENNIUM PCI DRIVER DOWNLOAD - However, contrary to the video mode's name, G does not support full DVD decoding hardware acceleration. Other configurations include composite video matrox g200 mms graphics card ability and onboard TV tuner, making the Matrox G MMS. MATROX MILLENIUM G200 AGP DRIVER DOWNLOAD - The chip also supported features such as trilinear mip-map filtering and anti-aliasing though this was rarely used. The Software is copyrighted and protected by the laws of the United States and other countries, and international treaty provisions. PowerEdge M620 blade server is an ideal blend of density, performance, efficiency and scalability. Italian blogger, publisher, game dev and social person. MATROX G200 Sign in multi-display with 4. Supermicro X9SCM-F motherboard is using a dedicated graphic from Matrox G200eW. The newest software for your Matrox G200 MMS. -
Programmable Shading in Opengl
Computer Graphics - Programmable Shading in OpenGL - Arsène Pérard-Gayot History • Pre-GPU graphics acceleration – SGI, Evans & Sutherland – Introduced concepts like vertex transformation and texture mapping • First-generation GPUs (-1998) – NVIDIA TNT2, ATI Rage, Voodoo3 – Vertex transformation on CPU, limited set of math operations • Second-generation GPUs (1999-2000) – GeForce 256, GeForce2, Radeon 7500, Savage3D – Transformation & lighting, more configurable, still not programmable • Third-generation GPUs (2001) – GeForce3, GeForce4 Ti, Xbox, Radeon 8500 – Vertex programmability, pixel-level configurability • Fourth-generation GPUs (2002) – GeForce FX series, Radeon 9700 and on – Vertex-level and pixel-level programmability (limited) • Eighth-generation GPUs (2007) – Geometry shaders, feedback, unified shaders, … • Ninth-generation GPUs (2009/10) – OpenCL/DirectCompute, hull & tesselation shaders Graphics Hardware Gener Year Product Process Transistors Antialiasing Polygon ation fill rate rate 1st 1998 RIVA TNT 0.25μ 7 M 50 M 6 M 1st 1999 RIVA TNT2 0.22μ 9 M 75 M 9 M 2nd 1999 GeForce 256 0.22μ 23 M 120 M 15 M 2nd 2000 GeForce2 0.18μ 25 M 200 M 25 M 3rd 2001 GeForce3 0.15μ 57 M 800 M 30 M 3rd 2002 GeForce4 Ti 0.15μ 63 M 1,200 M 60 M 4th 2003 GeForce FX 0.13μ 125 M 2,000 M 200 M 8th 2007 GeForce 8800 0.09μ 681 M 36,800 M 13,800 M (GT100) 8th 2008 GeForce 280 0.065μ 1,400 M 48,200 M ?? (GT200) 9th 2009 GeForce 480 0.04μ 3,000 M 42,000 M ?? (GF100) Shading Languages • Small program fragments (plug-ins) – Compute certain aspects of the -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11. -
Quake Manual
The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards. -
3Dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli
3dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli Interviewed by: Shayne Hodge Recorded: July 29, 2013 Mountain View, California CHM Reference number: X6887.2013 © 2013 Computer History Museum 3dfx Oral History Panel Shayne Hodge: OK. My name is Shayne Hodge. This is July 29, 2013 at the afternoon in the Computer History Museum. We have with us today the founders of 3dfx, a graphics company from the 1990s of considerable influence. From left to right on the camera-- I'll let you guys introduce yourselves. Gary Tarolli: I'm Gary Tarolli. Scott Sellers: I'm Scott Sellers. Ross Smith: Ross Smith. Gordon Campbell: And Gordon Campbell. Hodge: And so why don't each of you take about a minute or two and describe your lives roughly up to the point where you need to say 3dfx to continue describing them. Tarolli: All right. Where do you want us to start? Hodge: Birth. Tarolli: Birth. Oh, born in New York, grew up in rural New York. Had a pretty uneventful childhood, but excelled at math and science. So I went to school for math at RPI [Rensselaer Polytechnic Institute] in Troy, New York. And there is where I met my first computer, a good old IBM mainframe that we were just talking about before [this taping], with punch cards. So I wrote my first computer program there and sort of fell in love with computer. So I became a computer scientist really. So I took all their computer science courses, went on to Caltech for VLSI engineering, which is where I met some people that influenced my career life afterwards. -
PACKET 22 BOOKSTORE, TEXTBOOK CHAPTER Reading Graphics
A.11 GRAPHICS CARDS, Historical Perspective (edited by J Wunderlich PhD in 2020) Graphics Pipeline Evolution 3D graphics pipeline hardware evolved from the large expensive systems of the early 1980s to small workstations and then to PC accelerators in the 1990s, to $X,000 graphics cards of the 2020’s During this period, three major transitions occurred: 1. Performance-leading graphics subsystems PRICE changed from $50,000 in 1980’s down to $200 in 1990’s, then up to $X,0000 in 2020’s. 2. PERFORMANCE increased from 50 million PIXELS PER SECOND in 1980’s to 1 billion pixels per second in 1990’’s and from 100,000 VERTICES PER SECOND to 10 million vertices per second in the 1990’s. In the 2020’s performance is measured more in FRAMES PER SECOND (FPS) 3. Hardware RENDERING evolved from WIREFRAME to FILLED POLYGONS, to FULL- SCENE TEXTURE MAPPING Fixed-Function Graphics Pipelines Throughout the early evolution, graphics hardware was configurable, but not programmable by the application developer. With each generation, incremental improvements were offered. But developers were growing more sophisticated and asking for more new features than could be reasonably offered as built-in fixed functions. The NVIDIA GeForce 3, described by Lindholm, et al. [2001], took the first step toward true general shader programmability. It exposed to the application developer what had been the private internal instruction set of the floating-point vertex engine. This coincided with the release of Microsoft’s DirectX 8 and OpenGL’s vertex shader extensions. Later GPUs, at the time of DirectX 9, extended general programmability and floating point capability to the pixel fragment stage, and made texture available at the vertex stage. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
BCIS 1305 Business Computer Applications
BCIS 1305 Business Computer Applications BCIS 1305 Business Computer Applications San Jacinto College This course was developed from generally available open educational resources (OER) in use at multiple institutions, drawing mostly from a primary work curated by the Extended Learning Institute (ELI) at Northern Virginia Community College (NOVA), but also including additional open works from various sources as noted in attributions on each page of materials. Cover Image: “Keyboard” by John Ward from https://flic.kr/p/tFuRZ licensed under a Creative Commons Attribution License. BCIS 1305 Business Computer Applications by Extended Learning Institute (ELI) at NOVA is licensed under a Creative Commons Attribution 4.0 International License, except where otherwise noted. CONTENTS Module 1: Introduction to Computers ..........................................................................................1 • Reading: File systems ....................................................................................................................................... 1 • Reading: Basic Computer Skills ........................................................................................................................ 1 • Reading: Computer Concepts ........................................................................................................................... 1 • Tutorials: Computer Basics................................................................................................................................ 1 Module 2: Computer -
Silicon Graphics® 230 Visual Workstation with Vpro™ Graphics Silicon Graphics 230 Visual Workstation for Windows® Silicon Graphics 230L Visual Workstation for Linux®
Datasheet Silicon Graphics® 230 Visual Workstation with VPro™ Graphics Silicon Graphics 230 Visual Workstation for Windows® Silicon Graphics 230L Visual Workstation for Linux® Exceptional Graphics Performance at Features Benefits Unprecedented Prices Silicon Graphics VPro graphics subsystem Provides unprecedented application and The Silicon Graphics 230 visual workstation includes OpenGLon a Chip™ implementation, system performance; fully OpenGL® 1.2 provides professional graphics performance at accelerated geometry pipeline, and conformant and accelerated professional texture mapping capabilities a remarkably low price. Affording customers an unparalleled technical, creative, and scientific Aggressive system price Delivers high-performance workstation graphics capabilities to technical and tool for visualization, Silicon Graphics 230 creative professionals at an extremely incorporates state-of-the-art Intel® architectures affordable price with Silicon Graphics visualization subsystems, Integrated transform and lighting Allows more realistic object behaviors setting a new standard for graphics application and character animation, as well as performance for Windows and Linux operating significantly more complex 3D modeling systems. As the entry system into the Silicon Intel based system utilizing industry- Incorporates renowned SGI graphics Graphics family of visual workstations, the 230 standard architecture and components capabilities in a cost-effective, reliable, offers amazing reliability, flexibility, and and flexible system that is easy to performance at a truly unbelievable price. This upgrade, maintain, and support combination of high-performance graphics and Single Intel Pentium® III processor Provides superior computing performance computing power for markets such as digital featuring fast on-die 256KB Level 2 Advanced Transfer Cache content creation, MCAD/MCAE, scientific visualization, and EDA has never been more Flexible, intelligently designed system Easy, toolless access for upgrade, accessible.