Thursday, September 24, 2009

ARM and a Teg

It has been interesting to passively watch news concerning embedded processors and system-on-a-chip designs since I started my irrational rationalizations about smartphones. The landscape is much wilder than conventional notebooks/desktops.

The weird thing is that the Qualcomm MSM7201A gets anecdotal low marks on the speed of its accomplice platforms, but Qualcomm claims that it has an ARM11 processor, an ARM9 modem, Java acceleration and can do 3D acceleration with 4 million triangles per second with a 133 million pixels per second fill rate. Perhaps hardware sporting the Qualcomm chipset has similar problems to my old VIA EDEN - acceleration was largely borked at the driver level. There seems to be a resonant believe with many developers/users that the 3D acceleration just isn't there, although with Android maybe it is. Either way it doesn't inspire a lot of confidence.

NVIDIA's efforts with Google and Tegra are somewhat more reassuring, as NVIDIA is definitely wanting to get its foot in the Android/ChromeOS door with Google. NVIDIA already has great consumer-ready hardware with Tegra on the Zune HD. This sparring match will only get more interesting as Intel launches their systems-on-a-chip, which have a gazillion different chipsets crammed into one. Intel is even wedging the PowerVR chipset in their designs.

I just need to remember that all this nifty hardware comes with a big caveat... without driver support, all of this functionality just sits idle between transistors.

Sunday, September 20, 2009

Consumerism Gone Wild

I'm still comparing smartphones. Because I'm a big dork.

iPhone GSHTC HeroMotorola SholesNokia n900
CPUARM Cortex A8, 600 MHzQualcomm MSM7201A, 528 MHzARM Cortex A8, 600 MHzARM Cortex A8, 600 MHz
GPUPowerVR SGX 535NonePowerVR SGX 530PowerVR SGX
Memory256 MB DRAM288 MB DRAM256 MB DRAM256 MB DRAM
Display320 × 480 LCD320 × 480 LCD854 × 480 LCD800 × 480 LCD
OSiPhone OS 3.1Android 1.5Android 2.0Maemo 5
Market Share60%12%12%<1%
CarrierAT&TSprintVerizonNone
(Subsidized) Price$199$180$199?$649
AvailableNow2009-10-112009-102009-10


Judging solely on hardware, the n900, iPhone and Sholes are in a dead heat. The n900 and Sholes will have expandable memory options however, making them more appealing. The Hero completely lacks OpenGL hardware acceleration... a real downer.

I'd like to develop apps on the handset also. Mebbe to distribute or sell... mebbe just for a lark. With the Hero I wouldn't have any graphics acceleration which makes game development a pain in the butt. I don't want to compromise vertex counts and lighting algorithms. As far as market share goes everyone but Maemo comes out just fine... Android and the iPhone will be neck-and-neck in the foreseeable future.

There is also the question of price and carrier. Unless T-Mobile picks up and subsidizes the n900, the price is a bit prohibitive for me. While I don't actually talk on the phone that much (which may seem weird considering I'm so intent on shopping for smartphones) I do want to actually have coverage and intelligible audio, so AT&T is out. Verizon's data plans are too pricey for my liking. This leaves us with Sprint & the Hero.

How freakin' frustrating. I guess we can just wait until October and see how everything pans out, but right now the worst hardware (of the four) is dedicated to the best carrier, and the best hardware is dedicated to the worst carrier(s).

Wednesday, September 16, 2009

Cellphone Crysis

The smartphone wars are finally on. I love the irony... first the cellular carriers said pre-paid plans would never take off, then the European (and veeeeeeery slowly American) markets proved them wrong. Then they thought that having a closed platform and refusing to let independent developers write apps would allow them to market "exclusive" content, and Apple drop-kicked that notion in the groin. Finally carriers posited the Blackberry theory of economics where only business users would pay for unlimited data plans. And now Sprint, T-Mobile and AT&T have cost-effective calling plans for personal use. In fact, Sprint just announced $70 "everything" plan to really give T-Mobile and AT&T some competition.

All this fighting and vying for consumer dollars has worked on my feeble willpower. I my brain is pretty suggestive when the marketing war machine comes charging at me. I'm at the point now where I've self-justified the purchase of some smartphone in my near future, especially since I'm going to be re-negotiating my contract in the coming months. This is a complete 180 degree turn-around for me... three years ago I swore off multipurpose devices entirely because of my craptastic PalmOS smartphone.

This is a new era however. Now phones can have OpenGL acceleration, hardware video decoding, unlimited fast data access and capacitive high-resolution touch-screens. The PowerVR mobile chipsets are especially compelling, offering decoding and OpenGL ES acceleration using tile-based rendering.

Currently the only readily available smartphones with hardware-accelerated OpenGL are the iPhone 3GS and the Palm Pre, with the Motorola Sholes supposedly launching with Android and PowerVR soon. However, Palm quite stupidly offers no way for developers to tap into the power of hardware-accelerated OpenGL with their inspid WebOS SDK (as far as I can tell). Supposedly Motorola's Sholes will offer PowerVR acceleration with OpenGL ES soon, but it's landing on the overpriced Verizon network. And the iPhone's exclusive carrier AT&T has reputation for poor service and dropped calls; indeed most people I speak with on their network drop or cut out. Ultimately Nokia's n900, which runs on the custom Maemo OS and a PowerVR chipset, would offer the best platform / hardware combination of any other smartphone out there... but the hardware purchase currently isn't subsidized by any carriers and so is a bit prohibitive.

Out-of-the-box VPN connectivity is important to me also. I connect to clients using Cisco's VPN gateways (using vpnc) often as well as OpenVPN. With Nokia's Maemo OS I can do both vpnc and OpenVPN, with iPhone OS 3.x I can do Cisco VPN IPSec, and with Android I can do neither (without root access). However, ports of vpnc and OpenVPN clients are likely in the future with Android, since it's a Linux-based embedded system that does support tun devices.

With Sprint wanting to win the smartphone war on its own CDMA network it has made some compelling decisions. Their consumer-friendly data plans are nice, but it's upcoming launch of the HTC Hero means it has a well-received handset to push the service as well. Engadget reviewed the European model a little while back and thought it seemed like an ambitious OS on insufficient hardware, nagged by stuttering and slow rendering. Their review of the US Sprint model found the exact same issue, however CrunchGear gave the smartphone high marks and said it doesn't suffer the same stuttering and lag that previous incarnations of the Hero suffered.

So which to choose? The iPhone GS definitely has superior hardware, but its current exclusive carrier makes it a hard pill to swallow. Why by a smartphone when the "phone" part doesn't quite pan out? The Palm Pre has a great UI and fantastic hardware, but the developer SDK is limited and so independent development is stifled. The n900 would be fantastic - it uses Qt 4 for application development, has a very open SDK and OS and runs on some great hardware. If the n900 could find a home on a good carrier that would subsidize it's purchase, it would easily be the #1 contender.

Is Sprint's Hero the best choice? It hasn't even launched yet... it's due October 11th... but it already has been opening to good reviews. However the Hero appears to not allow root access and doesn't permit tethering, limiting my ability to tap into the subsystem and have vpnc or OpenVPN clients running. It also lacks hardware acceleration such as the PowerVR chipset, although it does offer OpenGL ES support via software rendering. Sprint's carrier service is quite good - however I'd have to compromise on both of my "must have" features.

Bleh. Maybe I'll just wait until Q4 and see how this all pans out. Right now there's no phone that has a reliable carrier, hardware accelerated OpenGL and OpenVPN clients. Or maybe I'll just buckle because my self-restraint is remarkably weak.

Tuesday, August 04, 2009

Memory Mis-Management

After cracking open Qt Creator and picking up Qt 4.5 development quite nearly two years after putting it down I found my C/C++ to be really wanting. All the habits I had developed earlier had simply leaked out of my head. I hadn't thought in terms of delete/malloc/free/pointers/references/virtual functions in so long that those neurons had since been re-allocated to other important devices, such as figuring out how to get americanos out quickly without breaking the espresso maker.

My brain just doesn't shift from domain to domain like it used to. Recently I was working on reducing some sort of algebraic expression of matrix transformations or some crap when a visiting fellow asked about normalizing data in an RDBMS. My brain shifted without a clutch. I kinda sat there, utterly stupefied, while my noggin tried desperately to come to terms with a) what words actually meant in the English language and b) how to shove data into a database table.

My brain is currently doing that with C++ memory management, too. Valgrind has very politely brought to my attention that my app is leaking like a freaking waterfall and my pointer management is beyond stupid. I needed a boot to my brain to make it jump back to C++ object-land.

Evidently my brain is not the only one that Java has softened. Not too long ago the Amarok team noticed that an influx of Java programmers brought with it fairly poor memory allocation habits and posted "Tips on memory management with C++ and Qt" to the mailing list. Both the message itself and the following responses I found interesting... they gave a quick synopsis of things that Javabrains do incorrectly when having to think in Qt's C++ garden.

I started reading Appendix B of Mark Summerfield's First Edition of C++ GUI Programming with Qt 4. The appendix, "Introduction to C++ for Java and C# Programmers," skips extraneous lessons concerning object oriented programming and directly addresses the C++ conventions that have since escaped my memory. The language in the book is direct and approachable; now that I'm into it the practice of everything is starting to come back to me now. Hopefully now I won't make stupid inheritance mistakes with virtual functions.

The paradigm of passing by value vs. passing by reference takes breaking some tough habits, but Qt is helping me out. Valgrind telling me of abandoned and undeleted objects finally reminded me why every object in Qt needs a parent - the removal of the parent needs to signal the removal of all children. I also need to be more disciplined in the use of QPointer to pass around references. Just as Crystal Space's smart pointers saved me numerous times in the past I'm sure Qt's smart pointers will save me from myself as well.

Saturday, August 01, 2009

Create a Qt

Downloaded and been playing with Qt Creator a bit. Previously I was using KDevelop for Qt 4 development, which worked alright. It had fair integration for Valgrind and GDB, and the editor worked fairly well. It had a few hooks for qmake and handled the Qt project building process fairly well.

They don't have a native KDE 4 KDevelop just yet. Not a huge deal... I could easily install it & tweak it for my projects. Before I did, however, I thought I'd give Trolltech's Qt-centric IDE a spin.

Trolltech says Qt Creator's focus is ...not [to] solely focus on a big feature list, but also on small details which make your life easier. Such a goal describes the project fairly well; I was pretty impressed with how easy it was to carry my KDevelop project over. Qt relies on project files (instead of Makefiles or configure scripts) for determining build flags and resources. Those same build files were directly imported into Qt Creator and set up the IDE likewise. Library dependencies were set up right off the bat; no problems at all. Just a click and builds were running immediately.

Debugging is integrated quite nicely. Since the vast majority of my time is spent in either NetBeans or Eclipse working with Java EE 6 stuff I've grown accustomed to robust and very granular debugging that allows me to dig deep into variables of every scope. While GDB only lets me go so far, Qt Creator presents the info fantastically and allows me to drill into objects in a very familiar way.

I think Java and the vast software stack around it is still the best way to engineer enterprise or academic applications. From Lucene to Stanford's Log-linear Part-Of-Speech Tagger it seems that most services and library software engineers would rather work within a fast virtual machine and forgo worrying about memory allocation or debugging backtraces.

Still, one has to wonder about where the wind will blow Java now that Oracle has swallowed the Sun. Java on the desktop, despite attempts with Swing and JavaFX, just hasn't received the attention that it needs. It's to the point where I had to write native code to get the system properties I wanted. Java 6 update 10 was a huge step forward, but someone needs to carry the torch. I imagine that Oracle would shelve desktop Java just as it might for a myriad of other Sun technologies.

With Oracle taking Java some unknown direction and the Java desktop still needing attention, a framework / build environment such as Qt 4 stands in the gap nicely. It's a huge compromise between the ease of engineering with Java and the native accessibility that comes with C/C++. I worry about memory management (somewhat) less when sticking with Qt conventions and Qt Creator / GDB gives me nice debugging that approaches that of a JVM. It makes me wonder if my long languishing desktop apps could stand a Qt 4 re-write.

Friday, July 03, 2009

"The beast reborn spread over the earth and its numbers grew legion."

Tim Anderson on The Register attempts to make the argument that, contrary to what the Firefox crew says, Firefox 3.5 is "not a 'web upgrade.'" But after looking at the developer documentation and messing with the browser over the past few days, I have to disagree.

Given the functionality of HTML 5 and Firefox' decision to go ahead with embedding video, a rush to HTML 5 could mean that pages no longer need to be riddled with Flash embeds. SVG images could be rendered directly by the browser, graphs could be contained entirely within a canvas element and video could be directly embedded instead of rendered via an embedded plugin.

Think about how awesome that could end up being. Homestar Runner definitely isn't going to start being animated in HTML 5 instead of Flash - Adobe's tool support is light years away for people wanting production-quality interactive applications; yet for simple things like graphs, videos and visualization of data Firefox 3.5 brings a future HTML specification finally in reach with no extra plugins required.

Saturday, June 13, 2009

PowerVR's Tile Based Rendering

I've been reading up on the iPhone's GPU and 3D rendering pipeline based on the PowerVR SGX The PowerVR pipeline is based on Tile Based Deferred Rendering and advanced Hidden Surface Removal that occurs very early, prior to the actual rendering phase. Apple's developer site has some compelling information on the PowerVR platform and how it performs well as a mobile GPU.

Occlusion detection and the culling of unseen polygons ultimately means less primitives to render, which of course equals less horsepower going to effects you never see. Removing hidden surfaces too aggressively can cause weird stuff to happen, like stencil shadows popping through textures or light blooms shining through walls. But for something with limited power and screen real estate, it makes a whole lotta sense.

I can see why Carmack has had so much fun porting titles to the iPhone - it's a kit that really makes for some nice titles. And with iPhone OS 3 having more robust p2p bluetooth capabilities, this thing could turn out to be the next big gaming platform.

Tuesday, May 26, 2009

KDE 4 Gets More Awesome Every Week

Thanks to openSUSE's always-fresh Factory KDE4 repositories, I was able to update my KDE install to 4.2.85. There's a whole ton of nice lil' tweaks and features-to-be included... tiny things that really add up. Like modifying a folder to include thumbnails of the files it contains.


Or having a nice SVG system monitor that actually has all the information I'm interested in at a single glance.


Or whiz-bang desktops that do everything from show the weather to render interactive fractals to show a 3D satellite view of the earth rendered in real time.


It really is remarkable how much is in this release - enough to turn heads and impress friends once again. The strength of KDE 4's architecture is finally being flexed, and hopefully the Plasma naysayers will get a chance to see why this new KDE framework provides so many new opportunities.

Thursday, May 07, 2009

In Code


I picked up In Code, the tale of Sarah Flannery, even though I have zero time to read it. I've found myself making the time... I've really enjoyed the book. It's an exceptionally vivid recollection of how Sarah visualizes mathematical puzzles, something that is seldom taught in the classroom.

Sarah talks about how she delved deeper into RSA and the Cayley-Purser algorithm. One tool she talks about her father recommending was Mathematica - surprisingly apropos reading right now considering all the media attention it is receiving around the release of Wolfram|Alpha. She mentions how easy it was to work with primes & factors within its notepad... and my interest in RSA combined with the latest buzz about Mathematica as some sort of crazy Rete engine made me get the 15-day trial version.

I thought Mathematica was pretty nice, and it included some very robust visualization tools. However its price was a bit steep, even for the home user. It didn't take me long to find comperable tools such as Sage, Octave and Scilab (thanks to osalt.com).

Sage is rather interesting, as its notepad can be run as a web application. That would (in theory) allow you to install Sage on a huge, beefy box (mebbe even a cluster) and grant several people access to a single, huge workhorse instead of investing in several large workstations. I dig that idea, although I was looking for a native desktop app instead.

Both Scilab and Octave were readily available through openSUSE's package repositories (including Packman), so I installed both (including QtOctave) to try them out. They were both fairly straight-forward command line apps, even though Scilab had its own terminal. I was looking for something with a nice IDE wrapped around it however... something that could approach Mathematica's UI. I installed QtOctave, which appears to act like a developer's IDE for the Octave runtime environment. It does an okay job and provides something of a notepad, although it is nowhere as intuitive as Mathematica's interface.

Functionally it appears QtOctave and Mathematica offer very similar functionality, at least for what I want to accomplish. I'll definitely be at a loss once my 15 day evaluation copy of Mathematica expires, but QtOctave should serve as a suitable replacement in the meantime.

Tuesday, April 28, 2009

Apricot Blending Crystal Space

I haven't followed Project Apricot in a while - I've been out of the Blender & Crystal Space 3D scene for a while now. It appears to have taken an interesting turn however.

It appears the final name is "Yo Frankie!" - finally available online or retail, including all the code & assets that went into the game. Both of them.

Errr... what?

Evidently the project forked - one fork was done entirely within Blender, the other built specifically for Crystal Space. There appear to be differing accounts as to why the for occured; the Blender Foundation claims that this was due to advances in Blender's own game engine, while at the same time they appear to say that there were too many technical difficulties to marry the Blender Game Engine and Crystal Space 3D. Ultimately Blender's game engine remains an entity on its own, and Crystal Space walks a separate path. It seems the Blender community wasn't happy with using an engine outside of their own doors and so they walked away from integrating with a more sophisticated game engine. Integration with other engines and projects... something that could make Blender thrive in a production environment... was abandoned to work on the more primitive Blender Game Engine.

The Crystal Core project seems to have re-adjusted its ultimate aims as well, similarly finding its initial objectives far too ambitious. That makes two flagship titles that haven't been able to reach their intended goals.

I'm wondering why Apricot and Crystal Core are both having such difficulties. My guess is that content generation can be done well, engine development can be done well, but the interoperability between the two is an equal if not greater effort. Compare the tools Eskil created for Love to the Blender + Crystal Space tools: building models and meshes in Blender can be fairly arduous and requires a lot of reference material while Loq Ariou can create meshes using freehand and UV texture mapping in Blender is a multi-step process while Eskil has created something that can do the UV mapping in a few short steps. Verse seems to be the glue that the Blender <-> Crystal Space interoperability was missing, creating a uniform way to remotely process assets and scenes.

The effort to have a Crystal Space 3D game engine within Blender would have been tough, but I believe it would have been worth it. It is definitely no easy task, but these kinds of tools are sorely needed. It is too bad Blender decided to push Crystal Space aside - I was looking forward to big things with their collaboration.

Monday, April 27, 2009

What I've Seen with Your Eyes

Eskil posted the video for his GDC presentations and they're abso-freakin-lutely amazing.

The gameplay of Love was interesting, but the video displaying the tools Eskil created are completely mind blowing. It's the stuff that actually gives you hope for the world again. The GDC tool video shows off several tools Eskil has released: Loq Ariou which allows you to create assets & models with the same ease as a pencil & scratch paper, Co On which provides scene mapping that's startlingly similar to how you might visualize things in your own mind, and Verse, a data transfer & protocol standard that allows such data to be shared instantaneously between applications.

Obviously Eskil had to create an intelligent set of tools to properly build Love within a decade, but I had no idea he had constructed such a cadre of tools that could be re-used by other developers. Not only does he speed content generation up and provide better interfaces - he goes one step further by breaking down human factor boundaries that plague every other asset generation tool to date. Just watch the video - especially the portion demonstrating shaders in Co On - and you'll see why I'm going completely nuts over these releases.

Eskil is giving back a huge amount to the community at large with these tools, and is likely opening the doors for many, many others to creatively express themselves in ways that were once prohibitively difficult. Love isn't just creating a fanbase... it's creating a legacy.

Monday, April 20, 2009

Candyland Gets Paved

I've been a big fan of Java for quite a long time, using it for nearly all my enterprise software development. Looks like I'm going to have to find something else now.

Today Oracle announced it would purchase Sun
Microsystems
, the company that had previously played host to a myriad of great technologies such as the Solaris OS, the Java programming language, the NetBeans integrated development environment, the MySQL database, VirtualBox for desktop virtualization, the GlassFish application server (not to mention an emerging JMS server) and OpenOffice.org for open-source enterprise office software. With Oracle's purchase pretty much a done deal, you can now expect most, if not all, of these technologies to wither on the vine.

I rely on NetBeans, Java, Solaris, OpenOffice and VirtualBox so that I can do my job on a daily basis. With those removed, I'm pretty much screwed.

Think I'm being alarmist? Maybe. I did play Chicken Little when Novell bought SuSE in 2003, and that deal appears to be working out somewhat better than anyone expected - even amidst poorly considered kinships with Microsoft. SuSE is slowly recovering, and Novell seems to attempt to be a good steward. But Oracle? Lessee... what's their track record for aquired technologies? They've turned Tangosol Coherence from a must-have element in a distributed software stack into a minuscule trinket tucked away in their closet. InnoDB has not progressed well and has caused continue enterprise issues. And WebLogic? It used to be the fastest Web service platform out there, now it remains largely ignored.

Tell me... what strategic value is Oracle going to find in VirtualBox? Or OpenOffice.org? Do you really think Oracle would have allowed projects such as Hibernate to exist when they want to make Toplink ubiquitous? Oracle will continue to neglect these projects, just like they've ignored previous projects they've acquired, until they decompose.

Seriously, are you going to trust a company who's had the same impossible-to-navigate site for fifteen years? A company who attempts to license its products using terms that require a slide rule and burnt offerings to figure out? Just look at the difference of how each company announced the acquisition: Sun created a micro-site that explains the deal and attempts to sell a bright side. Oracle could hardly be bothered to post a statement, showing their indifference to the acquisition that will most likely just mean a reduction in competition, not an enhancement to their portfolio.

Right now it seems there are two possible outs: hope that Apache Harmony can deliver on its goal of releasing its own open Java platform, or abandon Java as a platform and move to something like Qt.

Maybe I'm prematurely freaking out. Maybe I'm wrong about Oracle's apathy destroying the projects acquired from Sun. I certainly hope so. Still, I would wager that the capitalist will continue to decimate good ideas, digesting Sun's properties into a discarded pile alongside acquisitions of olde.

Wednesday, April 08, 2009

You're Nice People. I'll Give You Monies.

I have a bit of a... troublesome patch with my iPods. My first one suffered the cruel fate of a lawn mowing incident. The next one suffered a more aqueous fate. Now the latest one has been acting odd as of late and several hours, system restores, re-formatts and a pass of badblocks later I found it had a hard drive riddled with bad blocks. I'm guessing the read heads were using the platters as a scratching post.

I needed hardware support here. Mind you I've never once meandered into the local Apple store, nevermind the Genius Bar. Yet I made an appointment, shuffled my way through and talked to the resident genius.

I was prepped and ready for a requests for long-lost receipts, RMA codes and waiting months for a refurbishment. So I met my genius, she listened to the symptoms, typed a while on her laptop and... handed me a new iPod.

Seriously, just like that.

The serial number was dutifully registered by iTunes and was shown to still be under warranty. So I signed for receipt of a new device and walked out the door. Ten minutes, tops.

What the eff? Why isn't life always this easy?

I'm sync'ing now and probably have a few hours to go. Small price to pay for instant gratification. I've given Apple lots of business; it's refreshing to see that they treat their customers with the same kind of loyalty.

Tuesday, March 31, 2009

Love for the Indie Developers

It was interesting reading GameSetWatch's interview with Love's Eskil Steenberg. Was very cool to hear Eskil was good friends with the garage developers at Introversion. Interesting also to hear his opinions on procedurally generated content.

Eskil is developing Love entirely on his own, and using procedurally generated content to generate what he needs for something of such a vast scope was a necessity. Introversion is familiar with this same issue - you can see its effects in Darwinia.

Would be a nice thing to get back into.

I Heart NVIDIA

Awww... NVIDIA. I love you and your driver updates, especially now that they're coming once a month to *nix.

Saturday, February 28, 2009

Old is the new New

The open beta of Quake Live opened this Tuesday, and I made sure to jump on and register an account as soon as I could. Of course, like most other people online at Tuesday night, I was in queue with tens of thousands of other players. I finally had an opportunity to play last night for about 30 minutes, just to make sure my account worked and see how things were put together.

It is definitely the classic Quake III Arena in all its OpenGL goodness. When the title first launched over nine years ago its hardware requirements may have stopped it from becoming ubiquitous; it supported hardware rendering only and, unlike other titles shipping at the time, didn't have a software renderer. Ah, how times have changed. A quick look at Steam's hardware survey shows how the desktop tide has changed, and now tons of people have way more than enough horsepower. And it doesn't stop at the desktop - Q3 has hit every major console and is even being developed for the Nintendo DS. It has even been ported to the iPhone. Official Linux and Mac support of Quake Live is reportedly a priority after the beta, granting an increasing OS X demographic access. Ubiquity no longer is a problem; making the installation as easy as a multi-platform browser plugin lowers the barrier of entry to near nil.

The key factor that stops Quake Live from just being a Q3A port is the actual infrastructure it resides within. The game proper is the endpoint, but the content itself is driven from the ladders, achievements, matchmaking and map inventory system contained within the Quake Live web application. It is one of those blindingly obvious why-isn't-everone-doing-this moments when you see how the game is orchestrated with the Quake Live portal; the strengths of the browser as a platform is completely leveraged, while the strengths of your desktop are used to power the game itself. The creators didn't try to cram Quake III into the browser itself, thereby condoning it to some sort of Flash-based hell. Instead they let you use the browser just as you would normally use it: for networking, finding a game, chatting, browsing leaderboards, looking at achievements, bugging friends, strutting your profile and other... forgive me for saying this... "social networking" features. When it comes time to do the deathmatch an external application is launched in tandem, allowing a fully fledged and fast OpenGL app to run on its own.

An interesting effect of this split-brainness between an online presence and a desktop renderer is that it accomplishes exactly what Valve wants to do via the Steam Cloud, where preferences and saves are stored on a central network instead of client-side. Most desktop gamers don't like the idea of savegames or prefs being stored on a remote server pool, and I would agree. For single-player experiences I would much rather hack my own .ini files and not be stranded when someone's cloud goes down in flames (clouds do NOT equal uptime... see Google and Amazon themselves for examples). However for multiplayer games this is acceptable; if a server is dead or a line is cut you wouldn't be able to multiplayer anyway - so it doesn't matter where configs reside. As an added bonus when the configs reside remotely you can't have players hack them, resulting in reducing the map to a wireframe or performing some esoteric modification to give them a competitive edge. Again, hacks are fine in single player, but not in a multiplayer scenario.

Add into the mix the fact that the economy has positively tanked and people have completely eviscerated discretionary spending, meaning $60 titles are no longer in the budget. Quake Live brings a new title, albeit of an old game, to market for the price of absolutely free. While it is true that CPMs and CPCs for online advertising has completely dropped through the floor, hopefully Quake Live will be able to cash in on its unique presentation, dedicated fan base and sheer volume of eyeballs. If the advertising model works, and Quake Live continues to be free this will provide a huge edge over other FPS titles this year.

Quake Live is a game-changing title, even if they didn't change the game. But why bother? Quake III Arena was arguably one of the most well-rounded and polished multiplayer first-person shooters out there with textbook weapon balancing and gameplay mechanics that became a staple in the genre. Why change something that works? The only balance issue that the original Quake III Arena had was that, towards the end, veteran players became so good that it was no longer possible for a new player to have any fun on a map. Now with Quake Live's matchmaking mechanics and dynamic skill levels even that mismatch has been mitigated.

Yeah, I've already gone on too long about this. This approach just makes so much sense from an engineering perspective and a gaming perspective that I'm sure tons of titles are now going to flood into the market, ready to follow suit.

Monday, February 16, 2009

Who Can You Count On During Crunch Time? Turns Out... Nobody.

I've long depended on the software community to save my butt in times of need. And it used to.

It stopped helping this week, and instead started wrecking havoc.

You'll notice I did not say the open source community. And I did not say the Java community. Even tho these two communities are the ones that my latest rant is aimed at. No... this issue has already burned me big time with commercial companies, which is why I left the likes of IBM, Microsoft and Oracle. But now I'm not sitting any better... everyone has sunk to the same level of mediocrity.

Bugs now are being reported, exhaustively, patched and submitted to release managers. And yet months, even years go by without so much as a cursory review. A few good examples come to mind... there were fairly blatant bugs, even typos in a Hibernate dialect for the H2 RDBMS. The author of H2 reported the bug, patched it and even made unit tests for the project. Has the fix even seen daylight? No. It has been open since July of 2008.

Here's an even worse example: thousands (if not millions) of people rely on Apache's Commons Codec library. It's used for string matching, BASE64 encoding and a slew of other things. One of the speech codecs suffers from an ArrayIndexOutOfBounds exception during encoding. A simple mistake to remedy, and one that was remedied and committed to their source repository. Was such an obvious bug ever fixed in a production release? No. In fact, a new release hasn't been made in five years.

And some of the bugs are bad because the maintainers refuse to fix them and label them as a feature. For example, does Spring's Hibernate DAO framework actually begin a transaction when you call... say... beginTransaction()? Nope, beginTransaction is a do-nothing operation. Wow, that makes things easy to troubleshoot and fix.

Okay, so far I've described problems that all have ready work-arounds. That's the only saving grace in these instances - the projects are open-source and so fixes can be applied and binaries re-built. But do you really want patched, out-of-band libraries going into your production system? And what about when you hit the really big problems nary days before the "big release," like finding a fatal, obvious and unfixed bug in your JMS broker? It's been crunch time for two weeks, you're already sleep deprived, your code is absolutely going out in two days... are you going to make a gentle post on the dev list after unit testing a thoroughly researched patch for an obvious bug the maintainers missed? No. You're going to punch the laptop.

Basically I've succumbed to the entropy and decay of all the frameworks I used to depend on. Hibernate Core has over 1500 bugs that have yet to be assigned a release or triaged and doesn't even appear to be actively maintained anymore. Commons Codec hasn't seen a release since July of 2004... kids born during their last release are headed towards elementary school. And the instability of ActiveMQ 5.1 continues to plague its 5.2 release.

The standard reaction to this kind of rant is "if you don't like it, why don't you submit patches?" "Why don't you join the project and help out?" "Stop complaining and contribute!" Yet contributions have been made, entire bugs have been fixed by others MONTHS ago, and yet there addition to the project has netted nothing. What hope is there for a sleep-deprived guy like myself to contribute before his project goes down in flames and the powers that be bail on these frameworks for the rest of their collective careers?

Tuesday, February 10, 2009

Retelling Yet Another Myth

Last month I put together my second MythTV box. I've become tired of my VIA Chrome box... video acceleration was a joke. So I thought that an onboard GeForce 7050PV would work since it had XvMC support. Plus NVIDIA's (binary-only) drivers were usually pretty good. Right?



I ordered Shuttle's SN68PTG5 AM2 case, figuring I could re-use an old AMD64 CPU I had and stuff the hard drive in from the previous MythTV box. When I got the case in it was a bit larger... and louder... than I expected. I needed to push my TV forward to get the box to fit behind it. The sheer amount of real estate I was able to work with made the opportunity worthwhile however - there was plenty of space around the motherboard, even with the ginormous heatsink installed.

Maneuvering around the box wasn't bad - I was able to put in the old drive and fill both memory channels with two Corsair XMS2 512M PC2 6400 sticks without a single flesh wound. Putting in the CPU was another issue however - I was short a pin.



Yeah... my old, to-be-recycled CPU was for Socket 939. This was a AM2 socket board - meaning it took 940-pin CPUs. Gah.

I paused for a few days and ordered a 2.1GHz AMD Athlon X2. It was a 65nm Brisbane core and only consumed 45W, so the lower thermals would serve a Myth box fairly well. Plus AMD chips are cheaper than avocados right now... it was an easy sell.



I wrangled the case together, put on some new thermal paste, and re-attached Shuttle's massive (did I mention its massive?) heat pipe for the CPU. Installed my old pcHDTV tuner card to receive HDTV channels from my local cable provider, then sealed everything up. I attached the barebones StreamZap Ir receiver via USB then did a openSUSE install with the MythTV repositories.

lircd actually worked without a hitch... the StreamZap didn't have any issues. Neither did the pcHDTV card - it worked out of the box as well. Things were going well, so I shoved the machine behind the TV, connected it via HDMI and went along my way.



At first things appeared to work well. Thanks to NVIDIA's nvidia-settings application I was able to effortlessly setup my 1080p LCD to work over HDMI. X configuration was TONS easier than with VIA's chipset - there it took me nearly 20-30 hours to get the monitor configuration correct for SVGA out. Of course it doesn't hurt that HDMI is just a DVI formfactor... but I digress.

No, the big pain was XvMC. With acceleration enabled, video would playback (either live or recorded) for anywhere between ten seconds to five minutes, then send X into a complete CPU spin. I'd suddenly have 100% usage on a single core and a complete lockup of X11. X had to be SIGKILL'd - repeatedly - before things would stop spinning out of control.

Luckily I bought a dual-core CPU so I could easily regain control. No matter now hard I tried, however, video acceleration just wouldn't do anything but hard lock MythTV.

Finally I gave up and just told MythTV to use the CPU for decoding. This worked acceptably, even with 720p streams. The CPU was beefy enough - it's a dual core, dual channel rig that has the bandwidth. Just a shame that neither NVIDIA nor VIA were able to provide a chipset that would allow accelerated MPEG2 playback in Linux. C'mon - is it really that bad?

Now things are recording and playing back just fine. The vsync is disabled right now - so I do have image tearing during high-motion decoding. But hopefully NVIDIA's next round of Linux drivers will fix XvMC, give me accelerated video and take all my worries away.

Sunday, December 21, 2008

Re-Catching the Gaming Bug

I've re-caught the PC gaming bug. By and large I gave up gaming over a year and a half ago once I retired in Cheydinhal.

Wow... has it really been that long? Eighteen months since I've done any gaming? I've been reduced to occasional dorking around on my n810 (that lil' tablet has worked fantastically, btw), but mostly I've been either designing, developing or otherwise working every waking moment of my day. Man, that's sad.

I received Assassin's Creed as a very loving gift yesterday, so I fired up the good ole Wintendo and attempted an install. It had been so long since I'd turned my home desktop workstation on that I had nearly six months of Windows XP updates backlogged. One hour of driver/NVIDIA/anti-virus/Windows updates, another hour of volume defragmenting, three hours of nTune tweaking, two hours of BIOS tweaks, one hour installing the title and over ten reboots later I had a working install of Assassin's Creed. Whew.

I have an old Athlon 64 X2 and some cheap (but stable) Corsair RAM paired with a doable GeForce 7800 GT. Of course it wasn't quite enough to muscle through Assassin's Creed with all the frames I wanted, so I brought up the tRAS, tRCD and tRP from 8-3-3 to 6-3-3, cranked the frontside bus from 201 to 234 MHz, brought the PCI-E reference clock up to 117 MHz (to bring the bus from 2500 to 2925 MHz) and slightly poked the GPU clock up from 470 MHz to 475 (memory clock wouldn't budge). Surprisingly this actually got me over the fence.

It's kinda fun coming back to the tweak-and-tune days of PC gaming. NVIDIA's nTune app makes tweaking system values a huge deal easier, since it will talk directly to the mobo's NVIDIA chipset via (I'm guessing) ACPI. I can let nTune do its thing, rebooting once its locked up, and just hack merrily away on the laptop in the meantime.

Tomorrow it will be back to work again, but for this weekend I'm having fun. It's overdue.

Monday, December 15, 2008

Why Wrestle with X When You Can SaX2 It?

I don't give SuSE a free ride - I've been frustrated up to the quitting point with them for some releases, but then happily optimistic with others. Now that KDE 4 and NVIDIA work together well now (KDE had some compositing issues with NVIDIA binary drivers & newer hardware) I'm finding that especially the cutting-edge factory builds of KDE 4.1.3 are working fantastically well.

Now that KDE 4.2 is just around the bend, the openSUSE team have been doing a fantastic job of backporting 4.2 functionality into openSUSE 11.0's KDE distribution. I didn't realize how many things SuSE was backporting and offering to its userbase early until I spoke with some Kubuntu users. They were asking me how I got SuperKaramba for KDE 4 working... how I was able to extend folder view to my entire desktop... how I was able to get my desktop to rotate on a cube... where all these screensavers come from... why didn't my desktop have redraw artifacts... why I wasn't seeing texture tearing during compositing... how I got the new power management utils...

I didn't have much of a reason why my laptop worked and theirs didn't. They talked about xorg.conf tweaks, and I just shrugged and said I had SaX2 and nvidia-settings take care of all the details for me, including input devices. When they asked how I got all these 4.2 features - with a stable installation no less - I just shrugged again. Seems like the KDE devs at SuSE were doing such a fantastic job keeping me current & backporting new features that I didn't even notice.

We talked a bit about YaST2, how it had changed for the better with recent versions, about how SaX2 means never having to crack open xorg.conf again, how so much stuff comes "for free (as in effort)" with openSUSE. Some of the stuff, such as the extra xscreensavers or the Really Slick Screen Savers, were things I kinda had to piece together on my own but by and large things just worked out of the box.

My shrugs ended up being a better selling point than any technical arguments I could have made. One started downloading openSUSE 11.1 RC1 into a virtual machine right away, the other was going to download the live CD when he got home. It will be interesting to see what their impressions are and if it "just works" for them as well.