Tuesday, May 5, 2015

Samsung Wants More Developers To Make Tizen Apps

Samsung wants more developers to make Tizen appsSAMSUNG

Samsung Wants More Developers To Make Tizen Apps

So what if Samsung hasn't made rapid strides in its mission to thwart Android from gaining more mobile supremacy with Tizen? There's always a next time right? And in order to keep their hopes up the Korean major has decided to open up things beyond India and other emerging markets in order to garner wider developer traction, despite the fact that these devices aren't available in these markets.

Samsung realised its misgivings about the Tizen Z1 (barely any reviews in the country) as soon as the product was announced. But surely they are looking to make things a lot better the second time and in anticipation of that the availability of Tizen apps across the world implies better experience on these devices in the coming times.

Having said that Tizen is not only available with the Z1 smartphone right as multiple Galaxy Gear and Gear S wearable devices are running on the same power. In addition to that Smart TVs are very much reliant on Tizen operating system as well.

If Samsung wants any piece of Android's market then future iterations of Tizen need to get upgraded at an ultra-sonic pace as merely updating versions isn't going work in their favour. It's a big ask but never say impossible to nothing.

Meerkat Debut On Android Before Periscope

Meerkat debut on Android before PeriscopeAPPS

Meerkat Debut On Android Before Periscope

Hail Meerkat! That's the kind of outcry that this app had attracted when it made a debut on the iOS few days ago. For those unaware, Meerkat is a carnivorous mongoose native to Africa, but in the app form, it brings live streaming to the social network.

After enjoy its stint on the iOS, the app is now available on Android. It is noteworthy, that Meerkat is managed to make its Android debut ahead of Periscope, which is Twitter's own native app created for almost the same purpose.

The app is painfully simple. After connecting Meerkat with your Twitter account, you've got two options: stream and schedule. Stream lets you immediately broadcast live straight from your camera to the Internet. Schedule, well, that seems self-explanatory. You also have "following" and "followers" just like Twitter.

Sunday, March 29, 2015

What the creator of cyberpunk said when he tried Gear VR

What the creator of cyberpunk said when he tried Gear VR

William Gibson is one of the most important science fiction writers ever, and at SXSW this month he got to see one futuristic bit of tech - virtual reality - finally brought to life.
When the 67-year-old Neuromancer author strapped on a Samsung Gear VR for the first time, his initial reaction said it all: "They did it!"
Ari Kushcnir, the executive producer with New York production company "m ss ng p eces" who introduced Gibson to VR, told Gizmodo that the influential writer "flipped out" after viewing an interactive ad for Dos Equis beer and a Sundance-praised short film called Strangers.
Gibson had tried VR before, he later tweeted, but this was the first time it "really worked," he said.
And Gear VR is old news compared to some of the more impressive VR demos we've seen. It makes you wonder what sci-fi pipe dream inventors will crack next (Asimov-style pocket supercomputers anyone? Oh, wait...).


What it takes to run the biggest space MMO

What it takes to run the biggest space MMO

Like some grand old dame, her youthful charms supplanted by the calculated sophistication of age, Eve Online is wading gently into her second decade. Created by Icelandic developers CCP Games, the massively multiplayer online game is set within the distant universe of New Eden, a place of immortal space pirates and larger-than-life politics, of players who think nothing of setting 6 a.m. alarms to patrol the lawless galaxies.
Eve Online isn't an easy game to get into. It comes packaged with heavy expectations of commitment. Skill and ISK (the in-game currency) need to be accumulated gradually through weeks of mining, trading and player-on-everything combat. And there's a lot of everything given that the online world is a thriving galactic jungle swarming with more than 500,000 citizens.
From a year-long war to elaborate Ponzi schemes, none of Eve's intricate happenings would be possible without the appropriate hardware. Eve Online's massive world is built in the bones of Tranquility, a centralized server cluster based in London.

Eve Online
The technical specifications are unsurprisingly hefty. In a 2013 interview, CCP Chief Technical Officer Halldor Fannar revealed Tranquility featured 3,936GB of RAM and 2,574GHz worth of processing power. To put that in perspective, that's like having the computing power of 858 high-end processors or roughly 1,838 iPhone 6's combined into one block.
But even that isn't enough to fully accommodate the strenuous loads that Eve Online's growing number of players puts on Tranquility.

In the heat of battle

To keep this massive online realm running,, there is constant co-operation between CCP Games' operation and development teams as they monitor the nodes for activity levels and migrating solar systems when necessary. One example of this was the Bloodbath of B-R5RB, which saw more than 5,000 total combatants and losses amounting to $300,000 (about £201,213, AU$385,822) in real-world value.
Eve Online
During the event, developers relocated unrelated systems away from the affected node, freeing space for the carnage and temporarily disconnecting anyone not otherwise related to the fight.
"It's a choice we need to make," shrugs Senior Virtual World System Administrator
Guðmundur Jón Viggósson when I spoke with him at the 2015 Eve Fanfest. "We have a battle of 5,000 players. Let's disconnect 100 players so the battle can continue."
Compromise is a familiar theme in the day-to-day operations of Eve Online. The game was never designed for 500,000 players: it began life on a handful of computers.As such, CCP is still figuring out how best to adjust to the needs of its user base, and problems still arise whenever unexpected giant fleet fights break out.
Given sufficient notice, the operation team will transfer the conflagration to a node dedicated to such purposes. But that doesn't always happen, resulting in disconnected players, population caps and lag.

Better PowerPoint collaboration expected with LiveLoop acquisition



Better PowerPoint collaboration expected with LiveLoop acquisition

Microsoft has signalled its intention to further diversify the Office productivity suite after acquiring LiveLoop for an undisclosed fee.
A spokesperson for Microsoft confirmed the acquisition to ZDNet, and the LiveLoop for PowerPoint program is expected to be the first to play a part in the Office of the future.
"Microsoft is excited to welcome the talented team from LiveLoop to help build great collaboration across Office applications, as part of our strategy and vision to reinvent productivity," confirmed a spokesperson from Microsoft.
LiveLoop for PowerPoint, its primary offering, is a program that allows teams to work on presentations inside PowerPoint at the same time as fellow employees in a similar way to Google's Slides program. It eliminates the need to use a separate meeting program, such as GoToMeeting, as you can simply share the URL and kick a meeting off from there.
A message on the LiveLoop website confirmed that it will be shutting down permanently as of April 24, 2015 and all data, including presentations, must be removed by then or face being permanently deleted.

Another acquisition

LiveLoop is just the latest in a number of smaller companies that have been bought up by Microsoft including email company Accompli and calendar specialist Sunrise, Accompli basically becoming Outlook for iOS and Android.

    Zelda Wii U won't come out this year after all

    Zelda Wii U won't come out this year after all

    The Wii U's lack of flagship games - or many games at all, if we're being honest - is no secret to owners of the console and non-owners alike.
    So it stung even more when Nintendo revealed today that the Wii U Legend of Zelda game has been pushed back into 2016.
    There's at least a good reason for not putting the next Zelda game out in 2015 like Nintendo promised, and producer Eiji Aonuma went into detail about the choice in a Facebook update.

    Bad news, good reasons

    "The directors and the many members of the development team have been working hard developing the game to make it the best it can be," he says in the video. "In these last three months, as the team has experienced firsthand the freedom of exploration that hasn't existed in any Zelda game to date, we have discovered several new possibilities for this game.
    "As we have worked to turn these possibilities into reality, new ideas have continued to spring forth, and it now feels like we have the potential to create something that exceeds even my own expectations."
    YouTube : https://www.youtube.com/watch?v=7y1VKSVeGD0
    He said he'd rather focus on making a good game than meeting a strict schedule, and therefore the Wii U's Zelda game won't arrive this year.
    Nintendo of America added on Twitter that the game won't even appear at E3 2015, suggesting there's a major overhaul underway, and from the vague hints that Aonuma gave it seems the game could be legitimately fantastic.

    Damaged reputation

    But despite Nintendo and Aonuma's optimism about how hard the team is working and how good the next Zelda game will be, this is a blow for Wii U owners - the poor things - who are perpetually waiting for a new game to buy.
    This is hardly the first big Wii U game that's been delayed, and indeed, the challenges of HD development seem to have thrown a wrench in the development of every major Nintendo game since the console came out.
    Over that time plenty of great Wii U games have actually been released, and the system now has a respectable library of solid Nintendo games, a considerable advantage that the Xbox One and PS4 obviously lack.


      But the damage done to Nintendo's reputation in this time - especially among the company's most ardent fans - may be hard to overcome, no matter how great the Nintendo NX turns out to be.

      Why Star Citizen could be the best space game of all time

      Why Star Citizen could be the best space game of all time

      This article was provided to TechRadar for PC Gaming Week by Edge magazine. Follow Edge on Twitter here.Click here for Edge subscription offers.
      On the edge of known space, we centre the object in our meteor-scratched canopy and hit the thrusters. In time, it begins to loom large in our vision, monolithic and yet somehow indistinct, its obsidian, almost too perfect alien surface melding into the pervading blackness. Clearly it's colossal, but it's also beguilingly mysterious.
      Yet the problem isn't really a lack of information: early probes have returned full of data, it's just that much of it is apparently contradictory and there's plenty of disagreement over what it all means. The object is Star Citizen, and the only conclusion everyone seems truly happy with is that it's made a hell of a lot of money.
      That could not be more perfectly calculated to wind up Chris Roberts, the creator of the beloved Wing Commander series, CEO of Cloud Imperium Games and chief creative officer on Star Citizen.
      "I do get a bit disappointed," he admits. "I mean, it's today's news cycle... If you're on the online 24/7 game blog, they don't have time to [do in-depth articles], so they're always about the headline. So for them it's like, 'Oh, Star Citizen's made X million or X million,' and everything focuses on the money. And then you can read it and say, 'Well, all they care about is the money.' Not really."

      Accusations fly

      It is the distorting weight of $60m and counting, raised by some 640,000 backers, which has seen the developer variously accused of running a cult, a scam and, thanks to the $30 to $15,000 game packages on the Roberts Space Industries site, a pay-to-win operation. Alternatively, for the faithful, this is the second coming of Chris Roberts after a ten-year break from games. But Star Citizen's even harder to get a read on: it's a space dogfighting game, only with ships big enough to walk around and live in, except when it's an FPS, set in an online universe.
      The list of features defies credulity, but if Star Citizen is a con, it might be the worst-run one on the planet. For starters, it's intensely public, with Chris often making appearances on game expo stages to reveal more in-engine footage. Secondly, while only a sliver of what's promised, the dogfighting and hangar modules are both in public hands already, the former the beneficiary of a huge update in recent weeks. Some 110 Cloud Imperium staff have accounts on LinkedIn, and these are not sock puppets, but people who have portfolio sites and histories at Crytek, BioWare and Activision.
      As slight as accountability in crowdfunding projects may be, the conspiracy theory doesn't stack up. Chris refutes the pay-to-win accusations himself: "The design of the game, and this is just personal preference, because I hate it in free-to-play games, is there's nothing that you can buy with money that you can't earn in the game." The packages are pledge tiers, their values set to offer funding options. Come release, the basic starting package is all you'll need.
      Star Citizen 1

      Massive scope

      The problem for outside observers is really scale. Baffling, mind-boggling scale. "We're essentially giving them four huge games all in one," Chris explains. "Squadron 42 is going to be what, or better than what, a next-generation Wing Commander would have been, and that's just by itself. And its level of fidelity - I mean, the scope and the size of the story and the missions we're doing in it is huge. I mean, I'm pretty sure if I was doing another Wing Commander for EA, I don't think they would allow me to do as much content. Because right now I think we're estimating something like 50 hours or so to play through the full narrative story.
      "I mean, it's so big we're going to release it in episodes. Think of it as a miniseries, like five episodes. So the first episode is what we're going to release next year - well, hopefully there are two episodes next year, but for the first one I think we're aiming for Gamescom. But the first episode itself is about ten hours of gameplay. So compared to modern FPS games, that's more than you get in most of the campaign modes with a Call Of Duty.
      "And then, of course, there's whole persistent [online] universe. You've got the 4X space game style, because if you don't want to get into combat, you can go into building a business up or building a trade empire and doing all that kind of stuff. And then we've got the FPS section. So someone could make a game just by itself from any one of these."

      Five dev studios?

      Ambition of this scale takes not one studio, but five, each working on separate modules of the game. While Chris heads up development on the persistent universe in Los Angeles, CIG also
      has satellites in Texas and California. IllFonic, a relatively unknown quantity whose output includes the lukewarmly received Nexuiz, is in charge of the FPS module. Rather more promisingly, Erin Roberts is studio director of the Manchester-based Foundry 42, entrusted with creating the singleplayer campaign, Squadron 42.
      Unlike his brother, Erin never left the industry, but after producing Wing Commander: Privateer 2 and helming Starlancer, he wound up at TT Fusion making Lego games. Though he enjoyed it, he took little convincing to rejoin his brother to make Chris's self-professed "crazy dream".
      Erin's part is certainly the easiest to contextualise. Taking place before the timeline of the persistent universe, Squadron 42's arc tells the story of a war between the alien Vanduul and United Empire of Earth (UEE). The setup is battle-worn: you'll play the rookie working your way up the ranks. You start with a light fighter, the Gladius, waiting in your hangar, earning the right to fly more advanced craft over time.
      But Erin explains there's been a gestalt shift that defines Star Citizen; Wing Commander has long been famous for its firstperson view on the cockpit, but pilots here will be free to tear open the canopy and stretch their legs. "It's not, for me, really a space combat game," he says. "It's actually an FPS game where you use vehicles. So, 'cause you're always a person, you [might] decide to fly a ship, get in a ground vehicle, or go places and walk around."