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Silicon Art

by Rindis on October 12, 2005 at 10:37 am
Posted In: Technology

http://news.zdnet.com/2100-9584_22-5893374.html

No matter what your profession, people will find a way to interject a bit of creativity.

Microprocessors and other complex integrated circuits can be very interesting to look at just from the standpoint of better understanding their functional complexity. But some have a bit more….

The Silicon Zoo is a collection of what happens when bored or creative engineers can’t help but sneak an image onto an otherwise all-business silicon wafer. (The collection doesn’t start until partway down the page.)

This sailboat is the earliest known example of chip art, appearing on an seventies Texas Instruments chip.

Ironically enough, Waldo was the first thing found by the person who started this collection.

The Marvel Comics version of Thor is one of the most detailed bit of art found yet.

And several are thematic:
Marvin the Martian appears on a chip used in Spirit and Opportunity.
A bulldozer on a chip designed for Caterpillar.
A train next to an actual feature of the chip that resembles train tracks.

And Anubis is still overdrawn…

 Comment 

Story, what’s it all about?

by Rindis on October 4, 2005 at 1:42 pm
Posted In: Books

I just stumbled across this on Ruggles’ LJ. I did a direct response, but now I’m going to do my essay/rant on the underlying subject.

There are three elements that any story will have: Language (or cinematography for movies, or art & layout for comics), Character, and Plot. The literature majors I’ve encountered tend to look at them in that order, getting rhapsodic about the language used to tell the story, and then going on about the characters involved, and if they spend several years in love with one story, they might notice there’s a plot too.

I consider things in the opposite order. The most important thing to me about a story is its plot, and then the characters that are involved with it. My worries about language are confined to ‘do I understand what he is saying?’ Great prose is better, but it stops determining whether I’ll like the book.

This may be because I’ve always been a Science Fiction fan, and much of my tastes are determined thereby. It’s hardly a secret that SF is one of the few places where ‘characterless’ fiction can succeed. Likewise, SF is hardly known as a repository of deathless prose (along with any other genre of ‘popular fiction’ to be honest). Classic SF stories are largely exercises in demonstrating the consequences of trends, or showing what the effects of a new technology on people could be.

This is implicit in SF’s origin as an outgrowth of Hugo Gernsback’s ‘scientifiction’, which was meant to be no more than a vehicle to teach actual science wrapped in a pulp adventure wrapper. The better authors, who made the jump to John Campbell’s era, realized that the story had to demonstrate what they were talking about. Demonstrations are actions. Language describes actions, along with many other things. Characters take action, or not, as well as have emotions, needs, and desires, which may or may not produce action at any particular point. Plot is composed of actions. While there are plenty of SF books with thin plots, it is far easier to find books where the strongest element of the three is Plot in SF than in the more standard ‘fiction’ genre where you’re more likely to see the literature majors giving their respect.

In a way, the Language is the easiest thing in a story to analyze. All the words are right there, for you to look at and study at a moment’s notice. Characters are generally the most well-defined objects in a story. They are ‘real’ things with a list of attributes that are associated with them. Plot, put simplistically, is a collection of events. But so, in a general way, is the story itself, and not all of the events necessarily mean anything to the plot, and not all of those that do have the same amount of meaning.

Plot can be an evil little thing to track down and understand. I’d say it’s the toughest element of a story to really understand, and the other two aren’t exactly easy to begin with. I’m reminded very forcefully of one of the later sections of Understanding Comics where Scott McCloud talks about the journey to understanding what’s going on behind the surface details.

So, is academia really that entranced by language, or are they just having problems passing on a real appreciation for every element, and just managing to pass on to freshly-minted literature majors a good appreciation for the surface elements?

└ Tags: essay
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Tug of War

by Rindis on October 2, 2005 at 7:15 pm
Posted In: SFB

The Kzintis developed their first battle pods in Y135, hoping to use it as a surprise against pirates and enemy raiders, and also to give their tugs some combat capability if a war situation ever became desperate.

After the first set of pods was successfully tested at the weapons labs on Kzintai, they were placed on a tug to be taken to a starbase and stored for use as needed. The tug joined a convoy headed in that direction, not expecting combat but ready for it if it should come. As luck would have it, a group of pirates chose to raid the convoy during the voyage, giving the battle pods their first field test (and four pirate captains a rude surprise).

We played this SFB scenario from S2 today with me in charge of the convoy and Kzinti defenders and Mike and Mark splitting the duties of the four Orion ships.

For all the angst and fear that the tug caused the Orion captains going in, it didn’t perform all that well. It is easily the single most powerful unit in Y135 — if you can get it pointed in the right direction. It is, after all, a tug. Combat maneuvers are not an important part of the design.

In the actual event, the Kzintis are protecting a convoy of four freighters (one of which is a Q-ship) with the transport battle tug, and a frigate against two Orion Raider Cruisers and two Light Raiders. In some ways this scenario was fought a little oddly, as we’re still introducing a number of basic rules, so capturing the freighters was something of an abstract concept.

The first couple turns went fairly well, as I got an idea of how I wanted to run my defense and everybody got their weapons charged. Turns 2 and 3 saw accurate disruptor volleys from the tug hurt one of the LRs and wreck a shield on a CR. As a result, the LR wandered out of the action to keep from engaging with the downed shield, while the Orions had crippled a small freighter.

Then the problems began. It became harder and harder to line up the tug for a good shot, the FF got separated and pounded once too many times and speed 8 and 12 drones were too easy to deal with.

Mike pointed out that I should have spread the drones out a bit to keep the opportunities to sidestep them down, instead of stacking them all. That was part of the initial plan. The first turn, I decided the stacks were a bit better, simply to help discourage a direct approach with bunched Orions, which they did. After that, I should have been spreading them out more, but I think doing the paperwork for six ships and acting as controller was overloading my ability to put in all the finesse I should have into such things. I think my load out on the drone racks was good (the tug used 1 load of Type-Is, one of V-Xs, and one of IIs), I just needed to use the expensive ones on the second set of launches instead of the third.

In the end, one small freighter was captured, one was hurt, the large freighter was dead in space (no power left), the Q-ship hurt, the FF crippled, and the Tug unhurt. The Orions got away with three hurt ships (some of that was self-inflicted…). The overall total came out to an Astounding Victory for the Orions, showing they cut and ran at a good time, since another round could yet have seen the tug finally get the close pass it desired (it has a forest of phaser-3s and the batteries to hold most anything in place so the drones can get it). However, range 5 was about the closest the Orions ever got, and with the stealth bonus, the disruptor volley is about the only reliable damage it has.

The tug captain, I fear, is going to be the guest of honor at the Patriarch’s next banquet….

So the calendar has now officially rolled over to Y136 in our game universe, and we’ll be doing a generic patrol scenario set in that year next time.

└ Tags: gaming, SFB
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Does Blanc get to do the happy dance?

by Rindis on September 30, 2005 at 11:24 am
Posted In: MMO

Blizzard posted the test realm notes for patch 1.8 recently. This info was not part of them, however:

Blue: Out of sync with the server bug
Mordsidhe | 9/29/2005 3:03:45 PM PDT
Level 60 Night Elf Warrior
Guild: The Eternal Covenant
Realm: Cenarion Circle

Occasionally when my warrior charges she gets out of sync with the server. This becomes apparent when mobs she tries to fight show a ‘out of range’ error, and npcs completely vanish. If I continue to play, then my warrior will continue to be aggroed and hit, fighting back is almost impossible as the mob hitting her is invisible. The only way to get back ‘in sync’ is to log out, and log back in again immediately after it happens. Failure to do so will give you other error messages such a being ‘unable to log out at this time’. The only way to fix it is to force the game to crash by rebooting the pc.

I understand this bug has been around since Beta, and I’m wondering if there are plans to address and fix it.

Tseric | 9/29/2005 3:08:30 PM PDT
Blizzard Poster

This has been something of a recurring issue and we have taken various steps to address it. There is a current solution which hopefully addresses this completely in 1.8.

I’m glad I missed the launch of WoW, and missed a lot of really bad bugs and instability that caused a lot of grief. I’ve gotten to see fairly regular content patches, and only three annoying long-term bugs. They got rid of sinking boats. Now there may be an end in sight for the charge bug. Are fixed mining and herbalism nodes far off?

└ Tags: MMO
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Back to Uldaman

by Rindis on September 26, 2005 at 4:33 pm
Posted In: MMO

Well, the guild continues to grow. Got two new members last night. I guess we’re still spreading the word to our friends about how much fun we’re having. ^_^ This puts us at… 11 people with active characters, plus three others who helped get the guild official, but aren’t currently playing on the server. (I think I counted everybody….)

We also did an Uldaman run on Saturday. Every available higher-level character showed up (seven people). For three of us it was the second run, and we were going ‘Back to Uldaman‘.

So we broke up into two groups and started getting everyone caught up. We eventually ended up with a second run later that evening that involved the three old hands plus two of the more aggressively-leveling newer characters (Dunain’s the second-oldest character in the guild by quite a bit, but he may well be the third or fourth to hit Level 60).

Dunain and Blanc had visited Uldaman once before. Everyone else had been there before on other servers. So the two highest-level characters knew the least about what to expect. This got farcical when we reenacted Raiders of the Lost Ark and opened the Hidden Chamber — only to be confronted with a Level ‘??’ giant. Fortunately, she’s slow, and gave the party time to reorganize. This wasn’t nearly as much fun when the party got overwhelmed by an insane number of scorpids. I then got to learn about a neglected Hunter Area of Effect ability, and then paniced when the survivors decided they didn’t like me more than they didn’t like the tank.

We eventually did all the current round of quests for Uldaman, after a detour down to what looks like the final room of the instance. We looked around, and decided we wanted no part of that. An insane number of ‘vibro golems’ all ringed around one gigantic one. After running into a few of these upstairs, my guess is that you fight the entire outer ring of them, one at a time (I think about 32 of them), then the inner ring of eight, one at a time, and then the big guy in the center, plus the two standing outside the room. The trick is to keep the party up and running for the entire length of the combat. We’ll find out on a later run.

We’re not done with Uldaman yet, there’s further quests to be done, not to mention helping more guild members get through the quests we completed Saturday. It’s a big place, we’ve seen most of it, but not all…. It also encompasses a fair number of levels: The early part entirely held gray creatures for Dunain (generally, 5 or more levels below his, not considered a challenge or worth experience), the middle had greens (3 or 4 levels below), and the ending sections had constant yellow critters (+/- 2 levels). Considering this was an instance, almost everything was ‘Elite’: extra challenging and tough. And I was the second highest character there; our lowest level character was having problems doing anything offensive by the end, and was being regarded as a tasty snack by many of the monsters. Fortunately, she could still heal us quite fine.

By the time we left and did all our quest turn-ins it was… 3 AM. Starting earlier is going to be imperative, as I understand that the instances keep getting bigger and more complicated at the higher levels (short of focused encounter instances like Blackrock Spire). I’d be happy for a few more instances about the size of Blackfathom Depths.

└ Tags: MMO, WoW
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