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11 Jun 21:29

Puff Daddy Has Released a Game of Thrones Inspired Music Video, And It’s Bonkers

by Carolyn Cox

Not to be outdone by the entire album of GoT-inspired tracks released earlier this year, Sean Combs aka Puff Daddy aka Puff Diddy aka Diddy released a music video tribute yesterday to A Song of Ice and Fire. The lyrics, however…I don’t think George R.R. Martin had anything to do with those.

The song’s name, in case you listened to that on mute, is called “I Want the Love,” which I guess is semi-appropriate thematically to Game of Thrones. The intro states, “I need the love now, if y’all motherfuckers gonna be crying and playing thirty minute specials when I’m gone (an hour special that I’m gone) fuck that, love me while I’m here–” a particularly poignant sentiment when you consider the brutal and brief lives of Martin’s characters.

As far as Game of Thrones music videos made by moguls goes, however, “I Want the Love” looks like its budget was blown in the least interesting ways. C’mon, Daddy, you set yourself up with that “I don’t catch feelings/I catch flights” line! I was definitely waiting for a dragon.

(via io9, image via Puff Daddy on Youtube)

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24 Feb 05:46

THERE ARE TITANS OUT THERE! USE THIS

by Shawn Handyside

THERE ARE TITANS OUT THERE! USE THIS

It’s dangerous to go alone! No, really! Those titans are frickin’ huge!
By BAZ ARTWORK

19 Dec 11:08

Director’s Cut of The Dark Crystal Released on YouTube, Much Creepier Than Original

by Glen Tickle

We know that Jim Henson wanted The Dark Crystal to be a lot different than the theatrical release, but to see just how different, fan Christopher Orgeron restored one of Henson’s first versions. The edit lacks voice overs, inner monologues, or most of the English spoken by the Skeksis. You can watch the whole thing right now.

Anyone familiar with The Dark Crystal could probably watch this video with a level of appreciation for what Henson and Frank Oz were trying to do, but for people who have never seen the theatrical version we think it would be easy to easy to get lost, which is why this isn’t the version that was released.

In the YouTube description of the “director’s cut” Orgeron explains exactly what this version of the film is:

This is indeed an edit that Jim Henson and Frank Oz made themselves back in late 1981. This is not a “fan edit” and I didn’t change the edit that was seen in the copy of the workprint. This vision is one that Henson and Oz cut together themselves but was never made widely available in a home video capacity. Henson and Oz of 1981 would, and did, approve of this cut enough to show it to test audiences but after negative feedback there were changes to the dialogue. Hopefully that clears things up and I hope the Henson company can appreciate the historical value of having this version available again.

So what you’re looking at is the film as Henson and Oz intended it, before they changed it for a more general audience. The last bit of that quote makes us assume he’s released this without permission from the Henson Company, so we’re interested to see how long it lasts on YouTube.

Better watch it while you can.

(Christopher Orgeron via Mental Floss)

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20 Nov 04:55

McDonald’s Japan Will Offer Super Mario Toys In Happy Meals, We’re Not Jealous At All

by Sam Maggs

Mario Happy Meal

Getting a toy from a McDonald’s Happy Meal was one life’s awesomest moments as a kid. Face it, the “Chicken” McNuggets were secondary compared to the unbridled joy you felt when tearing open the plastic packaging on whatever Hot Wheel they were giving away that month. Starting November 22, lucky customers of McDonald’s Japan can re-live that joy, when they start giving away these super-rad Super Mario toys!

McDonald’s Japan will be offering eight different mega-kawaii Super Mario toys with their Happy Meals, and each one comes with an individual sound effect; these include the Mario-hitting-a-block noise, the getting-sucked-into-a-pipe noise, and the jumping-onto-the-flag noise. You can also pick up Peach, Yoshi, and other Mario iterations (including my personal favorite: Penguin-suit Mario!)

If you happen to be in Japan and can pick these up, we’re totally not jealous of you. That’s cool. You have fun with those, and we’ll just be over here, playing with our stupid NFL Happy Meal toys.

Mario 3Mario 4

(via NewLaunches, images via McDonald’s Japan)

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21 Oct 13:40

You Don't Need Millions of Dollars

Masters of Doom is the story of John Carmack and John Romero creating the seminal games Wolfenstein 3D, Doom, and Quake.

Masters-of-doom-book-cover

It's an amazing work on so many levels – but primarily because of the exhaustive research the author undertook to tell this story.

To re-create the story of the Two Johns, I conducted hundreds of interviews over six years, often with each person on multiple occasions. After moving to Dallas in the fall of 2000 for research, I became known in offices, barbecue joints, and bars around town as “the guy writing the Book.” John Romero and John Carmack each spent dozens of hours in person answering my most picayune questions: how they were feeling, what they were thinking, what they were saying, hearing, seeing, playing. What they and others couldn’t recall, I unearthed from websites, newsgroups, e-mails, chat transcripts, and magazines (though I drew from some of these articles, I made a point of getting the gamers’ own versions of what happened as well). I also played a delirious amount of games: at home, online, and at a couple tournaments (yeah, I lost).

I spent six months transcribing all my taped interviews. From this material, I assembled a narrative of dialogue and description that re-creates the events as faithfully and accurately as possible. As often as appropriate, I told the story from each person’s point of view to give readers the different perspectives.

It's unusual to find a book about a contentious, complex friendship and business relationship that both parties sign off on – and even a decade later, regularly recommend to people interested in their personal back stories. But it is a testament to just how right Kushner got this story that both Romero and Carmack do. This is exactly the sort of meticulously researched, multiple viewpoint biography that you'd want to read about important people in your industry. In that sense, it's kind of the opposite of the Jobs biography, which I liked well enough, but it presented one viewpoint, and often in a very incomplete, sloppily researched way. I would kill to read a book this good about Jobs.

In a way, I grew up with these guys. I am almost exactly the same age they are. I missed the Wolfenstein 3D release because I was still in college, but come December 1993, there I was, bursting with anticipation waiting for the release of Doom along with every other early PC gamer. And who gave Doom its name? Oddly enough, Tom Cruise did.

I've had a lifelong love affair with first person shooters since encountering Wolf3D and Doom. I played about every Doom engine game there was to death. I even had a brief encounter with Romero himself on the modem based multiplayer hub DWANGO where I proverbially "sucked it down". And after the Internet hit around '95, I continued to follow Quake development obsessively online, poring over every .plan file update, and living the drama of the inevitable breakup, the emergence of GLQuake and 3D accelerators, and the road to Quake 3.

It is also an incredibly inspiring story. Here's a stereotypical group of geeky programmers from sketchy home backgrounds who went on to … basically create an entire industry from scratch on their own terms.

Shareware. Romero was familiar with the concept. It dated back to a guy named Andrew Fluegelman, founding editor of PC World magazine. In 1980, Fluegelman wrote a program called PC-Talk and released it online with a note saying that anyone who liked the wares should feel free to send him some “appreciation” money. Soon enough he had to hire a staff to count all the checks. Fluegelman called the practice “shareware,” “an experiment in economics.” Over the eighties other hackers picked up the ball, making their programs for Apples, PCs, and other computers available in the same honor code: Try it, if you like it, pay me. The payment would entitle the customer to receive technical support and updates.

The Association of Shareware Professionals put the business, largely domestic, between $10 and $20 million annually—even with only an estimated 10 percent of customers paying to register a shareware title. Forbes magazine marveled at the trend, writing in 1988 that “if this doesn’t sound like a very sound way to build a business, think again.” Shareware, it argued, relied not on expensive advertising but on word of mouth or, as one practitioner put it, “word of disk.” Robert Wallace, a top programmer at Microsoft, turned a shareware program of his called PC-Write into a multimillion-dollar empire. Most authors, however, were happy to break six figures and often made little more than $25,000 per year. Selling a thousand copies of a title in one year was a great success. Shareware was still a radical conceit, one that, furthermore, had been used only for utility programs, like check-balancing programs and word-processing wares. [Shareware] had never been exploited for games.

Does anyone even remember what shareware is? What is the equivalent to shareware today? Distributing software yourself on the Internet? Sort of. I'd say it's more analogous to the various app stores: Google Play, Apple App Store, Windows Store. Going directly to the users. But they found shareware games didn't work, at least initially:

When it came time to distribute the games, Scott took a long, hard look at the shareware market. He liked what he saw: the fact that he could run everything himself without having to deal with retailers or publishers. So he followed suit, putting out two text-based games in their entirety and waiting for the cash to roll in. But the cash didn’t roll; it didn’t even trickle. Gamers, he realized, might be a different breed from those consumers who actually paid for utility shareware. They were more apt simply to take what they could get for free. Scott did some research and realized he wasn’t alone; other programmers who had released games in their entirety as shareware were broke too. People may be honest, he thought, but they’re also generally lazy. They need an incentive.

Then he got an idea. Instead of giving away the entire game, why not give out only the first portion, then make the player buy the rest of the game directly from him? No one had tried it before, but there was no reason it couldn’t work. The games Scott was making were perfectly suited to such a plan because they were broken up into short episodes or “levels” of play. He could simply put out, say, fifteen levels of a game, then tell players that if they sent him a check he would send them the remaining thirty.

You know how game companies spent the last 5 years figuring out that free games with 100% in-app purchases are the optimum (and maybe, only) business model for games today? The guys at id had figured that all out twenty seven years ago. Those sounds you hear in the distance are a little bit of history repeating.

Id Software was more than a unique business model that gave almost all the power to the programmers. It was the explosive combination of shareware delivery with a particular genius programmer inventing new techniques for PC games that nobody had seen before: John Carmack. It may sound prosaic and banal now, but smooth scrolling platforming, texture mapped walls, lighting models, and high speed software 3D rendering on a PC were all virtually unheard of at the time Carmack created the engines that made them commonplace.

Carmack_Headshot_PR_660

Carmack, like Abrash, is a legend in programming circles, and for good reason. The stories in this book about him are, frankly, a little scary. His devotion to the machine borders on fanatical; he regularly worked 80 hour weeks and he'd take "vacations" where it was just him and a computer alone in a hotel room for a whole week – just for fun, to relax. His output is herculean. But he also realizes that all his hard work is made possible by a long line of other programmers who came before him.

Al had never seen a side scrolling like this for the PC. “Wow,” he told Carmack, “you should patent this technology.

Carmack turned red. “If you ever ask me to patent anything,” he snapped, “I’ll quit.” Al assumed Carmack was trying to protect his own financial interests, but in reality he had struck what was growing into an increasingly raw nerve for the young, idealistic programmer. It was one of the few things that could truly make him angry. It was ingrained in his bones since his first reading of the Hacker Ethic. All of science and technology and culture and learning and academics is built upon using the work that others have done before, Carmack thought. But to take a patenting approach and say it’s like, well, this idea is my idea, you cannot extend this idea in any way, because I own this idea—it just seems so fundamentally wrong. Patents were jeopardizing the very thing that was central to his life: writing code to solve problems. If the world became a place in which he couldn’t solve a problem without infringing on someone’s patents, he would be very unhappy living there.

In that spirit, Carmack regularly releases his old engines under GPL for other programmers to learn from. Don't miss Fabien Sanglard's epic deconstruction of the Doom 3 codebase, for example. That's only one iteration behind the current id engine which was used for Rage and (apparently) will be used for the upcoming Doom 4.

One of my very favorite quotes of all time comes at the end of the book.

Carmack disdained talk of highfalutin things like legacies but when pressed would allow at least one thought on his own. “In the information age, the barriers just aren’t there,” he said. “The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don’t need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it. We slept on floors. We waded across rivers.”

And indeed they did, as the book will attest. Both @ID_AA_Carmack and @romero are still lifelong, influential, inspiring members of the game and programming communities. They are here for the long haul because they love this stuff and always have.

The ultimate point of Masters of Doom is that today you no longer need to be as brilliant as John Carmack to achieve success, and John Carmack himself will be the first to tell you that. Where John was sitting in a cubicle by himself in Mesquite, Texas for 80 hours a week painstakingly inventing all this stuff from first principles, on hardware that was barely capable, you have a supercomputer in your pocket, another supercomputer on your desk, and two dozen open source frameworks and libraries that can do 90% of the work for you. You have GitHub, Wikipedia, Stack Overflow, and the whole of the Internet.

All you have to do is get off your butt and use them.

[advertisement] Hiring developers? Post your open positions with Stack Overflow Careers and reach over 20MM awesome devs already on Stack Overflow. Create your satisfaction-guaranteed job listing today!
01 Oct 12:47

Privacy Opinions

Kwz000

Nihilist here

I'm the Philosopher until someone hands me a burrito.
21 Aug 20:51

Gatorade me bitch!













Gatorade me bitch!

21 Aug 20:23

fixed it



fixed it

19 Jun 20:17

Superman / Doomsday – Hunter / Prey

by Chev Chelios
17 Jun 12:50

yup. they fucking will.



yup. they fucking will.

06 Jun 15:32

Get Ready to Exercise, Because It Looks Like We’re Getting a Virtual Reality Treadmill

by Victoria McNally
Kwz000

Nope!

virtuix-omni

Listen, I want to get in shape as much as the next person-who-spent-all-winter-eating-giant-bags-of-Heath-bars, but not only do I live in the Cicada Belt and currently fear the buzzing, bug-filled outdoors, I also would much rather spend my time playing video games anyway. Luckily, Virtuix has found the answer to my problem — the Omni treadmill, which allows you to literally run around in your favorite game worlds. Like, with real running. You know, that thing you do when you’re about to miss the bus? Now that Virtuix’s Kickstarter campaign raised well above its goal in a matter of hours, you’ll be able to do that thing for fun.

When paired with the Oculus Rift headset, the omni-directional treadmill tracks your movements and translates them into the game seamlessly. It even tracks your distance travelled and calories burned during playtime. Currently it’s compatible with any game that’s also compatible for the Oculus, which includes Team Fortress 2 and Half-Life 2. Hope you like running around and shooting at things — wait, of course you do. Forgive me.

After two years of development, Virtuix founder Jan Goetgeluk believes that the Omni is ready to be manufactured on a wider scale and appealed to the Kickstarter community to raise the funds necessary. Their original goal was to scrounge up $150,000 in order to mass produce and ship out the first units in January 2014, but as I’m writing they’ve made upwards of $500,000 and counting. Given that their last Kickstarter raised actual millions, they’ll probably have a lot more money than they thought they needed. No telling what they’ll do with all that cash, though personally I’m hoping that they make the units cheaper. Even if I’m never able to afford it, though, the Omni’s very existence still fills me as much unattainable nerd glee as the Lord of the Rings section of SkyMall.

Even at the current reward tier price tags, the Omni is surprisingly affordable considering that is basically sci-fi technology come to life. That will probably change once these suckers get mass produced, though, so if you’re desperate for one you might want to chip into the Kickstarter before all the rewards are snatched up. Believe me, if I had $429 plus another couple hundred for shipping sitting around, it would be in Virtuix’s pocket already. Either that or I’d have spent it all on replica swords from SkyMall. I just really dig those swords, guys.

Check out the Omni in action:

(via Eurogamer, image via Kickstarter)

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03 Jun 13:17

It’s So Bad: Here’s 20 Minutes of Video Games in Movies [Video]

by Rollin Bishop

Video games in movies tend to be the butt of jokes, and video games movies in general are just awful in general. That’s why Slacktory’s cobbled together a 20-minute montage of video games in movies. It showcases the good, the bad, and truly ugly, but nothing comes close to Freddy Krueger’s Power Glove comment. If you’ve never seen that particular cringe-worthy moment, you owe it to yourself to give this a watch.

Meanwhile in related links

02 Jun 06:49

Photo



02 Jun 06:44

The IT Crowd Tries Turning It Off and On Again to Finally Get That Final Episode Made

by Glen Tickle
Kwz000

Finalmente :(

The IT Crowd

We’ve heard talk for a while now about The IT Crowd returning for one final episode, but production keeps being pushed back. In a recent Q&A, creator Graham Lineham said the episode will begin filming in three weeks. Sounds like it’s time to fire up your Netflix account and get caught up on all four series.

The script for the 40-minute finale has been around for for more than a year, and would reunite the show’s stars Katherine Parkinson, Richard Ayoade, and Chris O’Dowd. Due to the cast’s conflicting schedules, there hasn’t been a window in which to film it, but — at least according to Lineham — this thing’s really going down this time. That’s exciting considering there have been rumors of this finale episode happening for more than two years now.

It doesn’t appear that there’s an air date yet, but Lineham said his next project Count Arthur Strong will be airing in June and was filmed in January. If that project took five months to go from being filmed to being broadcast, maybe we can expect a similar turnaround for The IT Crowd?

Can’t wait? Why not go play The IT Crowd game over on the Channel 4 site.

(via Bleeding Cool, image via The IT Crowd’s Facebook)

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23 May 14:13

Photo



17 May 19:22

http://fuckyeahdementia.com/post/50609620218

Kwz000

D:



16 May 16:21

Photo





















15 May 13:21

Welcome to Level 7: Here’s the First Full Trailer for Marvel’s Agents of S.H.I.E.L.D.

by Glen Tickle
Kwz000

Se antoja, pero a ver qué tal.

We caught a quick look at some footage from Agents of S.H.I.E.L.D. already, but this is the first full trailer, and it’s spectacular. It gives us a sense of the team and their dynamic without giving too much away in terms of story. We find out that Agent Coulson survived the events of The Avengers, but we don’t find out how. This is just speculation, but is J. August Richards coming across as a little bit like Luke Cage? Agents of S.H.I.E.L.D. will air Tuesdays this fall.

(via YouTube)

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09 May 18:23

Purgatory

07 May 13:50

Lessons from a Dog


Patrick Moberg patrickmoberg.com/


Patrick Moberg patrickmoberg.com/


Patrick Moberg patrickmoberg.com/


Patrick Moberg patrickmoberg.com/


Patrick Moberg patrickmoberg.com/


Patrick Moberg patrickmoberg.com/


Patrick Moberg patrickmoberg.com/

Lessons from a Dog

07 May 13:50

Photo



01 May 18:59

Trailer for Rocky Musical is Exactly What You’d Expect, Regardless of What You’re Expecting [Video]

by Glen Tickle
Kwz000

jejeje

Rocky Musical

If you asked me to draw a Venn diagram between fans of Broadway musicals and fans of the Rocky franchise, I would just draw two circles that were very far away from each other. Sylvester Stallone and Stage Entertainment USA seem to disagree with my assessment, and they’re betting there’s enough of an overlap for their new musical Rocky to be a success.

Whether you think a musical version of Rocky is a great idea or a terrible one, the new trailer for the production will probably confirm your opinion. There’s not enough in the video to really indicate whether this will be a good musical version of Rocky or a bad musical version of Rocky, but it sure shows that there’s a musical version of Rocky happening. Take a look:

According to the description of the video on YouTube, Rocky has been workshopping in Hamburg, Germany to rave reviews and packed houses. They’re hoping to continue that success when it opens at New York’s Winter Garden Theater for preview performances next February.

(via Pajiba, image via YouTube)

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29 Apr 22:32

Ermahgerd! Alison Brie Recreates Internet Memes With Her Face

by Glen Tickle

Alison Brie

All of you already subscribe to Paul F. Tompkins’ YouTube show Speakeasyright? Good! Then you already know that he spoke to the lovely and talented Alison Brie in yesterday’s episode, and that he had her recreate popular Internet memes with her face. Watch the clip, and the full episode, just below.

The entire twenty-two minute episode is great and worth your time. Brie and Tompkins discuss being a high school nerd, her roles on Mad Men and Community, Dungeons & Dragons, and even the times Nathan Fillion visited the set of Community. In case you’re in a hurry, here’s the meme clip:

But really, who are you kidding? You’ve got twenty minutes to kill, and what better way is there to kill it than by watching two brilliant entertainers talk to each other over cocktails?

(via YouTube)

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29 Apr 03:51

Parenting: you’re doing it right. 







Parenting: you’re doing it right. 

27 Apr 20:27

It's Always an Adventure

Kwz000

es verdad

It's Always an Adventure

Submitted by: Unknown

Tagged: dogs , car , road trips , Cats
26 Apr 04:29

Hoop Dreams

25 Apr 21:33

This post has been featured on a 1000notes.com blog.



This post has been featured on a 1000notes.com blog.

23 Apr 21:57

Photo



23 Apr 21:29

10 dogs

Kwz000

dude. wait. what.













10 dogs

16 Apr 18:48

Where Do I Apply?

Where Do I Apply?

Submitted by: Unknown (via Learning Brigade)

Tagged: lazy , comics , dream jobs , monday thru friday , g rated Share on Facebook