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HP is exploring what they’re calling the “VR snacking” thought: a simple strategy to enhance traditional CAD workflows with the advantages of VR visualization.
From telephones to tractors to planes and workplace constructions, pretty a remarkable deal any heavily produced product these days begins its lifestyles as some nature of computerized design. And yet designing 3D items on established second screens leaves tons to subsist preferred; flat shows can’t bring depth or scale in human phrases, and manipulating 3D visualizations with 2d inputs is cumbersome to declar the least.
rather than hurl out the neatly described CAD playbook by course of trying to stream designers wholly interior of VR, HP is experimenting with the usage of VR headsets to expand natural CAD workflows, including price to the popularity-quo in preference to disrupting it.
whereas there’s already a handful of 3D modeling and design apps made for VR, and a number of which allow CAD information to subsist visualized and reviewed in VR, entering into and out of a headset remains a cumbersome procedure commonly taking a few minutes. That could no longer sound very lengthy, however it capability designers can’t exercise VR headsets to at once and easily investigate their designs devoid of strapping on gadget and launching dedicated apps.
HP Labs, the business’s R&D community, wanted to determine a means to allow designers to achieve brief VR spot checks on their travail so that they could iterate a lot sooner. It in reality boils sum the course down to asking “how can clients transition from laptop to VR and back with as petite friction as possible?”
The business’s solution, which they cognomen “VR snacking,” is elementary with a hint of genius: remove the headset’s straps and mount it on a stand which makes it convenient to pick up, use, and set lower back down.graphic courtesy HP
Now i achieve know that doesn’t sound terribly resourceful—afterall, you may just sit down the headset to your desk next to you—nonetheless it’s in fact very smooth approach for a couple of motives, sum relating to increased hasten and ease of exercise for the sake of sooner design new release.
For one, placing the headset up on a stand with a grip makes it a total lot less demanding to resolve upon up the headset with one hand. Headsets are pretty mountainous and heavy, and preserving one up to your eyes isn’t going to be fun if you’re doing it every jiffy. aiding the headset at a vital factor and making a simple deal with out of the stand makes one-exceeded usage convenient, liberating the other hand to proceed to duty the desktop and interact with the CAD assignment at hand.picture by using road to VR
elevating the headset up off the desk has different merits too. It reduces the gap between the headset and your eyes while allowing you to retain your arm in a lessen, extra at ease location when you cling the headset up to your eyes. both originate it more convenient and quicker to pop into the headset for a short appear to subsist after which fade rectify back to tweaking the design on the computer. And remaining however no longer least, elevating the headset up off the desk potential much less desk litter (the identical rationale I actually gain a headphone stand).
This essential strategy amounts to a major shift in ease of exercise compared to strapping birthright into a headset the old-fashioned customary manner, let solitary standing up and deciding upon up controllers for a room-scale experience. There’s certainly instances where you are looking to diver into VR for the total room-scale journey, however HP thinks the “VR snacking” concept could subsist a winning aggregate for including VR cost to established CAD workflows.
The enterprise’s motivation for this exploration is quite clear: between HP’s enterprise purchasers—which exercise the enterprise’s latest desktop items for CAD in fields fancy structure, engineering, and product design—and their brilliant Jet Fusion 3D printing options, HP obviously merits from improving the workflow of any person doing desktop aided design.
For now HP is only calling this a proof-of-idea. It isn’t lucid how some distance they map to shove the concept, however the time looks especially ripe since their upcoming “Copper” VR headset which aims to recall VR design and visualization travail to the next flush with significantly more desirable decision.
back in 2014, Volkswagen showed off its latest compact crossover concept, the T-Roc. however regardless of how established that segment is in the U.S., Volkswagen additionally made it lucid that the T-Roc might not subsist offered birthright here. As their first constrain showed, we're now not missing out on tons with the bast T-Roc. luckily though, the new T-Roc R appears a salubrious deal more exciting to drive.
as an alternative of the 148-hp engine that powered the one they drove, the T-Roc R gets the Golf R's 2.0-liter rapid-four tuned to originate 296 hp and 295 lb-feet of torque. All-wheel drive comes average, with transferring handled by course of a seven-pace twin-grab gearbox. it can subsist pretty short, too, launching from 0-sixty two mph in a claimed 4.9 seconds.
View eight pictures
The T-Roc R additionally comes with a lowered suspension, higher brakes, 18-inch wheels (19s are not obligatory), and a sportier peek kit. should you truly wish to gain fun, there's a race mode, and steadiness control may besides subsist grew to become off. Oh, and you can't forget the R badges scattered sum through the cabin or the stainless steel pedals.
despite the fact that the T-Roc R might not Come to the U.S., it subsist nevertheless first-rate to descry VW providing more genuine R models. We're always joyful to peer cars net extra vigour although they achieve not Come Stateside. alas for their European readers, Volkswagen did not protest anything else about pricing or an on-sale date. with a bit of luck, we'll net greater info on the professional display in Geneva next month.
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1. Inazuma asks:I know that you and id are doing simultaneous evolution of Q3 for Windows, Mac and Linux. Which of those is your favorite OS to use, and which to program for?
John Carmack Answers:I exercise WinNT, Win98, MacOS 8.x, and linux on a regular basis. I besides disburse some time with MacOS X and irix.
There are individual pros and cons to each system, but if I had to select only a unique platform in its currently shipping condition to travail on for the next year, I would select WinNT.
I'm going to risk my neck here and actually defend microsoft a bit:
There are plenty of reasons to gain issues with MS, but to just originate a blanket statement fancy "everything that comes from microsoft is crap" is just not rational. There are a lot of smart people at microsoft, and they sometimes succumb some nice things. There are some damn useful features of MSDEV that I gain not seen on any other platform - sum the intellisense pop up information and edit-and-continue, for instance.
I chose NT as their evolution environment because, after evaluating sum available platforms, I decided it was the best implement for the job. NT had the added advantage of running the native executables of their largest target market, but the Important point is that it would gain won on its own merits even without it.
It offered character 3D acceleration on intergraph hardware, a stable platform, a salubrious user environment, apps for basics fancy mail and document editing as well as high discontinuance media creation tools, and a salubrious evolution environment.
I made that determination over three years ago, and I assume it has proven to subsist the rectify one. NT is definitely going to subsist the primary evolution platform for their next project, but I will subsist evaluating alternatives for a possible transition after that. The contenders will subsist linux and MacOS X. not any of the other unix workstations would subsist competitive for their purposes, and I don't assume BeOS will offer anything compelling enough (they can always prove me wrong?).
I haven't really been using Win2K, but from a cursory glance, it looks fancy a reasonable evolution over NT 4.0. The only existent downsides to NT 4.0 for me are the imperfect sound latency and destitute input fidelity, and these should subsist fixed in Win2K.
The current MacOS X server is a bit of a disappointment. I really enjoyed NEXTSTEP on a lot of levels, and if it had workstation character 3D acceleration, I probably would gain stayed there. Unfortunately, much of the evolution distress spent on it during its transformation to MacOS X seems to subsist steps sideways instead of forward. Macifying the user interface, porting to PPC, deprecating ObjC for java and C++, etc. They probably sum had to subsist done, but it just hasn't brought anything new to the table. As a user environment, it noiseless feels sluggish, and it noiseless doesn't gain 3D graphics.
Linux has progressed a lot in usability in the time since I made the last platform decision. Sure, the guts gain always been good, but the user environments were very frail compared to windows or the mac. Some people may assume six xterms and a few athena apps are sum the UI that anyone should need, but I disagree. The Linux user environment noiseless isn't as salubrious as windows, but going from redhat 5.2 to redhat 6.0 was a total lot more impressive than going from win95 to win98, or MacOS 7 to MacOS 8. If there is another jump fancy that, I wouldn't feel too imperfect inflicting another non-windows platform on everyone else in the company.
2. DanJose52 asks:How'd you start, personally (I suggest on the inside, fancy emotionally and morally), and how has Id software changed you? for better or worse?
John Carmack Answers:I knew I wanted to travail with computers from a very early age, but there were besides a lot of other stereotypical geek aspects to my life growing up - phreaking, hacking (nobody called it "cracking" back then), rockets, bombs, and thermite (sometimes in not-so-smart combinations), sci-fi, comic books, D&D, arcades, etc.
I was sort of an amoral petite snap when I was young. I was arrogant about being smarter than other people, but unhappy that I wasn't able to disburse sum my time doing what I wanted. I spent a year in a juvenile home for a first offence after an evaluation by a psychologist went very badly.
I went to a couple semesters of classes at the University of Missouri (UMKC), taking nothing but CS classes, but it just didn't appear sum that worthwhile. In hindsight, I could gain gotten more out of it than I did, but I hadn't acquired a really salubrious attitude towards learning from sum possible sources yet.
I dropped-out of college to start programming replete time, but trying to achieve contract programming for the Apple II/IIGS post 1990 was not a salubrious course to originate money, and I only wound up with between $1k and $2k a month. Not having enough money is stressful, and I did some things I didn't want to. I wrote a numerology program for a couple hundred bucks one time...
Softdisk publishing finally convinced me to Come down to Shreveport for an interview. I had been doing contract travail for Jay Wilbur and Tom Hall, so I knew there were some pretty gelid people there, but meeting John Romero and Lane Roath was what convinced me to recall the job. Finally meeting a couple keen programmers that did impressive things and had more experience than I did was great.
After I took the job at Softdisk, I was happy. I was programming, or reading about programming, or talking about programming, almost every waking hour. It turned out that a $27k salary was enough that I could buy sum the books and pizza that I wanted, and I had nice enough computers at travail that I didn't feel the need to own more myself (4mb 386-20!).
I scholarly a huge amount in a short term of time, and that was probably a turning point for my personality. I could noiseless clearly remember my condition of mind when I viewed other people as being ignorant about various things, but after basically doubling my programming skills in the space of six months, I realized how relative it sum was. That has been reinforced several additional times over the seven years since then.
All the time from working at Softdisk, to founding Id and making the products they are know for has been pretty seamless for me. I gain been learning as much as I can, working hard, and doing my best.
I know that most people won't believe it, but a 100x expand in income really didn't gain that mountainous of an impact on me as a person. It is certainly nice to subsist in a position where people can't exert any leverage on you, but it's definitely not the primary focus of my life. I net to drive a ferrari in to work, but my day to day life is almost exactly the selfsame as it was eight years ago. I net up, fade in to work, hopefully achieve some salubrious stuff, then fade home. I'm noiseless happy.
3. by moonboy asks:I once read, in Wired, an article that said you gain an incredible headstart on everyone else for making "virtual worlds" on the Internet using your engine from the Quake games. achieve you gain any goal of doing this? Has anyone approached you about it? It would appear fancy a fantastic exercise of the technology with online gaming being so popular. Entire worlds online could subsist created virtually and very life-like with many different purposes.
John Carmack Answers:Making Snow Crash into a reality feels fancy a sort of virtuous imperative to a lot of programmers, but the efforts that gain been made so far leave a lot to subsist desired.
It is almost painful for me to watch some of the VRML initiatives. It just seems so obviously the wrong course to achieve something. sum of this debating, committee forming, and spec writing, and in the end, there isn't anything to note for it. originate something really gelid first, and worry about the spec after you are sure it's worth it!
I achieve assume it is finally the birthright time for this to start happening for real. While a lot of people could envision the possibilities after seeing DOOM or Quake, it is really only now that they gain general purpose hardware acceleration that things are actually springy enough to subsist used as a creative medium without constantly being conscious of the technical limitations.
Two weeks ago, I pitched a proposal to develop some technology along these lines to the comfort of the company. I may wind up working on some things fancy that in parallel with the next game project.
4. justin_saunders asks:Many people consider you to subsist one of the best programmers in the game/graphics scene, based on your ability to retain pushing the limits of current PC hardware.
I was wondering what measures you exercise to gauge the skill of a programmer, and who, if anyone, you peek up to and consider to subsist a "great" programmer.
John Carmack Answers:Like most things, it is difficult to Come up with a unique weighted sum of the value of a programmer. I prefer to evaluate multiple axis independently.
Programming is really just the mundane aspect of expressing a solution to a problem. There are talents that are specifically related to actually coding, but the existent issue is being able to grasp problems and devise solutions that are detailed enough to actually subsist coded.
Being able to clearly retain a lot of aspects of a knotty system visualized is valuable.
Having a salubrious feel for time and storage that is springy enough to travail over a scope of ten orders of magnitude is valuable.
Experience is valuable.
Knowing the literature is valuable.
Being able to integrate methods and learning from different fields is valuable.
Being consistent is valuable.
Being creative is valuable.
Focus is extremely important. Being able to maintain focus for the length of a project gets harder and harder as schedules grow longer, but it is captious to doing remarkable work. (Side note - every time "focus" is mentioned now, I assume of Vernor Vinge's "A Deepness in the Sky", currently my favorite SF novel)
I certainly respect the abilities of my primary competitors. Back in the DOOM days, Ken Silverman was extremely impressive, and today Tim Sweeny is producing much of value.
5. ajs asks:I read a sort-of-analysis that you wrote course back comparing DirectX 3D handling to Open GL (with Open GL being far preferable to you). achieve you feel that the tools that you and others will need to create the next generation of games exist now under Linux or other Open Source operating systems, or is that noiseless a long course off? What would you recommend that they developers and developer wannabes dedicate their time to?
John Carmack Answers:To develop a game, you need coding tools, pixel art tools, modeling and texturing tools, sound tools, and usually music tools.
Coding tools are basically fine under linux, and there is already plenty of constrain behind their improvement.
Gimp looks serviceable for pixel editing, but I don't know of any professional game developers using it.
I assume there are some basic sound tools available, but I would subsist surprised if they are equal to the best windows or mac tools. That is probably the most approachable sector to travail on improving.
Modeling and texturing tools are the biggest lack, but it is besides the hardest to address. They really need to subsist built on top of solid 3D infrastructure, and that is noiseless in its infancy birthright now. It would probably subsist possible to build a simple, focused modeling and texturing program that could net the job done, but replete featured programs fancy MAX and maya gain an immense amount of travail invested in them. Maybe SGI will net maya ported to linux...
We are going to try to build their next flush editor cross-platform, which will probably sort out a bunch of 3D content creation issues. I will subsist improving the matrox GLX driver as necessary to back the effort.
6. thebrit asks:Is it possible ID may connect Ion Storm for a future project together , or are the 'artistic' differences between you too remarkable ?
John Carmack Answers:Future technology licensing is certainly possible, but as for actually working together, there is very petite desultory of that for a project that they considered important.
If I decided to disburse a petite discretionary time whipping up, say, a color gameboy port of Commander Keen (an concept I gain sort of been toying with), then I might query Tom and John if they wanted to originate some levels for it.
7. Scott Francis[Mecham asks:Recently someone posted about their experience in determining the file structure of the Doom WADfile. How did you feel when people were discovering how to modify Doom, from edifice new levels, to changing the executable itself(dhacked) originally without any information from id? In your opinion, is the modding community a valuable location for creating future game developers?
John Carmack Answers:The hacking that went on in wolfenstein was unexpected, but based on that, DOOM was designed from the beginning to subsist modified by the user community.
The hacking that went on with the leaked alpha version was obviously not approved of, but after the official release I did start getting some specs and code out. I had sent some things out early on to a couple of the people that had done tools for wolfenstein, but in the discontinuance it was pretty much a completely different set of people that did the major travail with DOOM.
The original source I released for the bsp implement was in objective-C, which wasn't the most helpful thing in the world, but it didn't recall long for people to succumb different tools.
Dhacked was a bit of a flabbergast to me, and I always looked at it as something that maybe shouldn't gain been done. I'm not very fond of binary editing an executable. It clearly showed that people were interested in more control, so it probably argued for the greater license given with quake.
I noiseless remember the first time I saw the original Star Wars DOOM mod. Seeing how someone had allot the death star into their game felt so amazingly cool. I was so disdainful of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to travail on was a cogent direction.
A doom/quake add-on has become almost an industry standard resume component, which I assume is a Very salubrious Thing. The best course to sell yourself is to note what you gain produced, rather than disclose people what you know, what you want to do, or what degrees you have.
In the modern gaming era, it is very difficult for a unique person to succumb a complete looking demonstration game from scratch. It does happen, but a much more reasonable scenario is to achieve an add-on that showcases your particular talents, whether they are in coding, design, or media. You want to subsist able to fade to your prospective employer and protest "There is a community of ten thousand people actively playing a mod that I wrote in my spare time. Give me a job and I will subsist able to devote sum of my energy to gaming, and succumb something vastly superior."
8. jflynn asks:Many people assume that the extreme sucessfulness and longevity of DOOM and Quake was partly due to the internet communities that sprung up around them, to dispute playing them and write new levels for them.
How Important achieve you feel a viable gaming community is to the success of a new game today?
John Carmack Answers:I gain always been a tenacious proponent of supporting the gaming community, but arguments can subsist made that it isn't that Important for success.
Most entertainment media is designed to subsist throw-away, where people buy something, gain a salubrious time with it, and dart on. Myst, the most successful computer game of sum time, has no community.
A lot of companies would prefer to peek at their games fancy movie releases. Every couple years, you fade descry the latest by a director you like, then don't assume about it too much until the next one.
The game-as-a-lifestyle nature of community that has sprung up around a few games is an enthralling phenomenon. The plus side is that there is a lot of wonderfully creative things going on, and it does attract more attention over the years than any unique media blitz.
The downside is that it breeds a lot of zealotry, which can subsist a bit ugly. I net some fairly repellent email from people that are too wrapped up in it and disagree with some direction I am taking.
At this point, I assume it is lucid that the community has been a positive thing. I was very pleased when, earlier this year, Kevin Cloud came around and agreed that the community has indeed been salubrious for us. For years, it felt fancy I was just being humored by the other owners at id when I pushed for sum the code releases.
9. mpav asks:This is a fracture from the customary questions from this group, but I thought it would subsist enthralling to know.. You gain a couple of exotic sports cars, one being a 1000 horsepower/750 ft-lbs of torque (insane!) ferrari, and I was wondering which one you generally drive to work?
John Carmack Answers:I drive my twin-turbo F50 almost sum of the time. It took a while to net sum the bugs sorted out, but it is almost a consummate combination birthright now. It is light, nimble, and responsive, and 600 hp at the rear wheels is just about consummate for a street car of that configuration.
I only drive my testarossa now when I am low on gas in the F50 or if I need to drive someplace where I assume the extra inch or two of ground clearance is important. It is heavy and ponderous, but every time I achieve drive it, I am impressed again with the power. 1000 hp at the rear wheels is excessive. It takes a while to spin the turbos up to the replete 24 psi of boost, but when it has a replete head of steam going, it moves fancy nothing else on the road. It runs away from superbikes on the highway. However, when exercising it, you gain a very lucid sense that you are taking your life into your hands.
I will probably subsist getting rid of my TR when my next project car is completed. It is a custom carbon fiber bodied ferrari GTO with a one-of-a-kind billet aluminum twin turbo V12. It is going to originate a bit more power than the TR, but only weigh about 2400 lbs. I gain a suspicion that they will wind up detuning the engine, because 1 hp / 2 lbs is probably quite a bit past unreasonable and into the just-plain-stupid realm.
It was hypothetical to subsist done two years ago -- mechanics are worse than programmers.
I besides gain a petite MGB that I am theoretically working on myself, but I haven't had time to finger it in six months?
10. Hobbex asks:Though it unlikely that games will ever subsist free (ala beer), since so much distress goes into them from sum angles (not just code, but besides art, music, design etc), but that does not necessarily preclude open source game engines.
Admittedly (and I don't suggest this as a slam against you) game engines today achieve suffer from many of the selfsame problems that Open Source activists beset in Operative systems and other software: bugs, instability and sometimes even bloat and vaporware.
Do you assume that Open Source will play a portion in the future of game development?
John Carmack Answers:I gain spent a lot of time thinking about that.
I was trying arduous to net an article together about game code licensing to fade out with the interview questions, but I just didn't originate it in time. I had written three pages of article and four pages of other stuff that I had ripped out because it was going off on various tangents.
First, it is enthralling to examine how coding is similar or dissimilar to art, music, design, etc. Most GPL works don't gain to kisser the issue, because the travail is clearly dominated by code. A few petite icons aren't enough to originate people really assume about it. The dispute is significant for games, because coding is only about a third or less of the travail in most cases. The arguments that RMS puts forth for the ethical rightness of free software besides appear to apply to sum digital media. If you recall them seriously, the spirit of the GPL seems to want to protest that sum digital media should subsist free. That isn't a pragmatic battle to try and fight.
If you just focus on the code, I assume there is indeed a viable business model for a line of titles based on open source code with proprietary data. It will recall either a very minute company, or a very gutsy mountainous company to recall the first step. The payoff won't subsist until the second product.
I assume open source is at its best with games (and probably most other things) in a post-alpha model. Fixing, improving, and edifice upon an existing core is obviously extremely fruitful in an open source model.
Going open-source from evolution day one with a game probably doesn't originate much sense. Design by committee doesn't travail particularly well, and for something with as much celebrated appeal as games, the signal to uproar ratio would probably subsist very low.
I tagged along at the beginning of a from-scratch open source gaming project (OGRE), and it more or less went how I feared it would - lots of discussion, no code.
While the mod communities may not subsist exactly OpenSource?, I assume they travail very well. There is some value in having focused areas to travail in, rather than just having the entire thing dumped in your lap.
I am going to subsist releasing the majority of the code for Q3 soon, but there will noiseless subsist proprietary bits that they reserve sum rights to. They originate a fairly salubrious chunk of income from technology licensing, so it would recall some damn salubrious arguments to convince everyone that giving it sum away would subsist a salubrious idea.
Something that is often overlooked about Id is that Kevin and Adrian together own 60% of the company. They are artists, and most definitely achieve not "get" free software.
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