Big step forward for the Free Software Movement :)
news.bbc.co.uk/2/hi/technology/7561943.stm
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31 de julio, 23:40(-06:00) - New article about the wireless networking in the Nintendo DS (In Spanish)
I published an article describing the Nintendo DS's wireless network capabilities (from the point of view of homebrew) in LIDSOL's blog (and a bit on our own development)
rompope.fi-b.unam.mx/bitacora/index.php?blog/show/Sobre-la-red-inalmbrica-del-Nintendo-DS.html
I'll try to translate it soon ;)
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21 de julio, 23:35(-06:00) - México Lindo y Querido
...... Lo siento, me indigna no haber tenido jamás agua en la tubería, tener que pedirla por pipas y que me cobren doble:
http://www.jornada.unam.mx/2008/07/21/index.php?section=capital&article=043n1cap&partner=rss
También me indigna el que por culpa de una vecina imbécil que lo único que buscaba era vender más caro antes de largarse, los idiotas de la Delegación hayan reevaluado mi casa con más metros cuadrados de los que son, tanto construidos como de terreno y tenga que pagar más caro mi predial.
Y para corregir eso es un lío.
Que porquería.
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10 de julio, 23:26(-06:00) - 5 reasons to avoid iPhone 3G [FSF]
The 5 real reasons to avoid iPhone 3G:
* iPhone completely blocks free software. Developers must pay a tax to Apple, who becomes the sole authority over what can and can't be on everyone's phones.
* iPhone endorses and supports Digital Restrictions Management (DRM) technology.
* iPhone exposes your whereabouts and provides ways for others to track you without your knowledge.
* iPhone won't play patent- and DRM-free formats like Ogg Vorbis and Theora.
* iPhone is not the only option. There are better alternatives on the horizon that respect your freedom, don't spy on you, play free media formats, and let you use free software
But there's a lot more to that -- read the complete article at http://www.fsf.org/blogs/community/5-reasons-to-avoid-iphone-3g/blogentry_view
----
I'm liking the openmoko project more and more. Definitely my next phone.
Sorry for not posting anything about the thesis thing yet -- still too busy :(
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03 de julio, 12:56(-06:00) - It's not the Gates, it's the bars
"To pay so much attention to Bill Gates' retirement is missing the point. What really matters is not Gates, nor Microsoft, but the unethical system of restrictions that Microsoft, like many other software companies, imposes on its customers." - Richard Stallman
Read the complete article at:
http://news.bbc.co.uk/2/hi/technology/7487060.stm
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21 de junio, 01:48(-06:00) - Back
Hi! I've been extremely busy writing thesis.
Our (Hugo and mine) thesis is finally written, corrected, re-written and approved.
Our thesis is called "Development of framework and proof of concept for the Nintendo DS Console". It aims to make developing games for the said console easier with alternative tools (DevKitPRO, DevKitARM, libnds, libwifi, libfat) and using exclusively Free (as in Freedom) Software. And the framework itself will be, of course, Free Software.
I had a lot of fun doing the degree project and I hope to continue working on it after I get my degree. It was a lot of hard work, and explaining it wasn't that simple, but I hope (and I've been told) that the thesis is easy to understand. I will publish it after our professional exam's done, and if I find enough time, I'll translate it to English. (If you want an advance copy in PDF, e-mail me ;) )
Mainly, this is what we did:
- Get MotorJ working on the Nintendo DS
- Write a class to load OGGs as background music
- Write a class to load WAVE files as sound effects
- Write a class to use as a Collision Tree, so collisions between objects can be carried out in an ordely way
- Fix a nasty bug in one of MotorJ's collision detecton algorithms
- Write a Blender->NDS Display List exporter
- Write a class to load the NDS Display Lists and use them to animate a biped character
- Standarize the MotorJ API a bit
- Write a small scenario editor using MotorJ for the PC (heh)
- Write a couple of classes to make networking stuff easier
- Finally, build a concept proof using all the aformentioned developments
We stopped developing the concept proof when we started writing the thesis, so we're going to finish it in the next few days.
Developing a multiplayer game, even if it's a very simple one with little to no authentication, down to the socket level, is a very interesting task. Defining how players interact with each other is not obvious: How do you get everyone to see the same world state at the same time? Which data should be sent over the network? Player controls? Player speed? Everything but the kitchen sink? How often? How should the game interpolate the other players' positions between each update? How do you get two objects to collide with each other and react in the same way, in a distributed world?
One of the issues in developing for the Nintendo DS is processor speed. Most of the previous questions are easily solved if you have a Client/Server architecture. Well, when we're talking about the Nintendo DS, a C/S architecture means getting one console to do a tremendous amount of work, something that will very probably slow down the game. So I decided to distribute the task more evenly: each console, except for player 1, cares only for its player and more or less trusts the updates sent by the other consoles, pretty much the way old games (like Descent, Doom and others) worked. Only one console does more work than the others: player 1's console will decide when the game starts and when it ends, and where some in-game objects appear. Just a bit more of work, but nothing serious.
Another idea could be setting a computer to act as a server and the DS consoles to work as pretty much "dumb" terminals, but I really wanted people to be able to play without requiring a computer.
In my next blog posts, I'll try to explain my findings, both here and in the lab's blog. From now on, I'll probably post most messages in English. I've made a few friends over the Internet from far places who might actually be
I also changed my site's theme to something that will hopefully not burn your eyes :P
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