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I think the current procedure is to get in the docked Soyuz capsules in case they need to escape.

For example: http://www.space.com/15031-space-junk-station-astronaut-thre...


I've seen the "I'm not a Robot" checkbox in Humblebundle.com.


If anyone is interested, there was good Defcon talk about camera "security" a while back: https://www.youtube.com/watch?v=B8DjTcANBx0


Pretty cool.

I've been using SolEol for months and it's pretty great.


If Microsoft did anything like that they would be flushing their 2.5 billion dollars down the drain. The community that surrounds Minecraft is why it's worth so much.


I've seen too many times in the past where big organizations do things that don't seem to be in their best interest. Microsoft is made up of many people and one VP may decide that short term profits for a quarter (which increases his bonus for the year) trumps the wellness of a community. And he'll rationalize his decision as being better for the community.


Hah, almost like SwiftKey's April Fools video: https://www.youtube.com/watch?v=-QfhTWJIDCM



Now we need a 3D one.


There has already been a 3d one and a 4d one.


Where would a noob to this kind of stuff start? I'd like to draw a rectangle to the screen. :)


I found NeHe's tutorials to be easy to follow especially since code that's ready to compile is provided at the end of each lesson: http://nehe.gamedev.net/

Most of them focus on OpenGL for windows.

I just searched and found this WebGL tutorial which says it's based on NeHe's so it's hopefully good: http://learningwebgl.com/blog/?p=28

Disclaimer: I'm not a game developer and I barely dabble in the 3D world, so take my links with a huge grain of salt :)


Stay away from NeHe tutorials, they are badly written and really old. Pretty much everything they cover is deprecated and done in otherwise old fashioned ways.

This is a big problem with OpenGL tutorials in general, a lot of them cover old stuff that shouldn't be used any more.

The entire OpenGL fixed function pipeline is deprecated, replaced by programmable shader pipeline. It's a lot more work to get simple stuff done with shaders but it pays off in the end.

If you're looking to write a game (and not an engine) it may be a good idea to get an engine and not write "raw" OpenGL at all.


If all you're looking to do is simple stuff (like get a rectangle on the screen), shaders are not required, correct?


You do need shaders for pretty much everything.

But if you only want to draw a rectangle with a solid color, you can do that using the scissor test and clearing "the screen". But that's about all you can do without shaders.


They are, unless you use old deprecated versions of OpenGL.


So the simplest program using the simplest shader would use a pass-through shader that doesn't modify the inputs?


My understanding is that the NeHe tutorials are archaic and do not properly reflect modern OpenGL usage. Iirc the legacy constructs used in NeHe have been dropped in mobile implementations of OGL.


http://www.arcsynthesis.org/gltut/ That's an excellent resource for modern OpenGL, I have links for a few others at home that I can't recall off the top of my head.


http://open.gl teaches the basics of using OpenGL to develop modern graphics applications.


Here:

  Rectangle(100, 100, 400, 400)
That or something very similar [1] draws a rectangle from pixel position (100,100) to (400,400) in many high level 2D graphics environments. Just posting this to point out that you do not have to make things more complicated than necessary.

OpenGL is a standard for hardware accelerated 3D graphics and it is inherently complex because of that. If you just want to do 2D do not bother with it.

[1] http://love2d.org/wiki/love.graphics.rectangle


If you're not feeling ready for 3D graphics, Khan Academy has a neat set of interactive lessons where you learn to draw and animate basic shapes using the HTML5 Canvas API (Javascript):

https://www.khanacademy.org/cs/programming



Udacity has a nice looking WebGL intro course:

https://www.udacity.com/course/cs291


Seems like he improved readability just now. :)

https://github.com/ENFOS/FlowupLabels.js/commit/eac25eda2534...


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