Sage Weil is the creator of the webring concept. He came up with the concept in May 1994, using his own centralized cgi-script. This idea eventually became what is now known as Webring. It was later sold to GeoCities.
Meanwhile Sage continued his work at DreamHost. There he helped to develop tools such as DreamBook (a guestbook tool).
Presently he is working towards his PhD at the University of California, Santa Cruz, where he is working on scalable metadata management as part of Ceph, a petascale file system.
Meanwhile Sage continued his work at DreamHost. There he helped to develop tools such as DreamBook (a guestbook tool).
Presently he is working towards his PhD at the University of California, Santa Cruz, where he is working on scalable metadata management as part of Ceph, a petascale file system.
1632 Tech Manual, 1632 Slush, and 1632 Slush Comments are each specialized sub-forums of a specific sub-community of the general online community known as Baen's Bar which is a web site focused on the publishers works and forums to let fans interact with writers. The first sub-form, 1632 Tech Manual (from early 2000) is dedicated to developing the background for collaborative fiction in the first Assiti Shards type fictional universe — 1632 universe or "1632-verse" — that began in the novel 1632 by Eric Flint, and the second two are spin-offs related to the fact that the series generated a lot of unsolicited fan-fiction.
The later two forums were eventually created and set aside as a submission venue and talk forum about such submitted work for the initial anthology and the eventual series of serialized e-zines, The Grantville Gazettes all of which resulted from (originally) unsolicited manuscripts plus Flint's decision to make the milieu a Shared universe by inviting in other writers. About that time, Flint was contributing a short story and contracting for a novella to the Honorverse spin-off series "Crown of Slaves" and had become good friends with David Weber, who has opened that sub-series in similar fashion to other writers. Weber expressed an interest in writing within 1632-verse, and that discussion may have given Flint the idea of soliciting manuscripts from other writers on the huge infant canvas. It is certain, he had no plans for a sequel beyond the initial novel.
The 1632 Slushpile
"Slushpile" is publishing trade jargon referring to the pile(s) of unsolicited submissions to a periodical. In the "Continuing adventure" of the Grantville Gazettes According to Flint, the unsolicted stories began shaping the background thought in the series milieu, and the magazine "idea" was born whilst he tried to recoup some of the time costs involved in examining the fan-fiction. Also, he judged some of the tales to be professional quality, and indeed, incorporated many of them into about half of . The flag ship novel was written as a stand-alone literary work, an experiment with the new Assiti Shards story premise, and was but one of three such universes planned by Flint in 2000. However, the sensation and interest engendered by the novel's publication subsequently caused the other works to be temporarily shelved. The other long delayed books in the overall Assiti Shard series which are currently in production under contract are:
* Timespike, with Marilyn Kosmatka, first draft complete.
* 1776, a solo novel.
* By Any Other Name, with Sarah Hoyt, first draft complete.
According to Flint, "The above is the probably order in which the books will be published, because Jim Baen really wants the 1776 novel as soon as possible."
The "1632 Tech Manual" forum has had a large role in developing the overall series as its discussions revolve around the course of likely events, reactions and developments as the fictional town of 3,000 souls transplated into the middle of the religious based Thirty Years' War.
The later two forums were eventually created and set aside as a submission venue and talk forum about such submitted work for the initial anthology and the eventual series of serialized e-zines, The Grantville Gazettes all of which resulted from (originally) unsolicited manuscripts plus Flint's decision to make the milieu a Shared universe by inviting in other writers. About that time, Flint was contributing a short story and contracting for a novella to the Honorverse spin-off series "Crown of Slaves" and had become good friends with David Weber, who has opened that sub-series in similar fashion to other writers. Weber expressed an interest in writing within 1632-verse, and that discussion may have given Flint the idea of soliciting manuscripts from other writers on the huge infant canvas. It is certain, he had no plans for a sequel beyond the initial novel.
The 1632 Slushpile
"Slushpile" is publishing trade jargon referring to the pile(s) of unsolicited submissions to a periodical. In the "Continuing adventure" of the Grantville Gazettes According to Flint, the unsolicted stories began shaping the background thought in the series milieu, and the magazine "idea" was born whilst he tried to recoup some of the time costs involved in examining the fan-fiction. Also, he judged some of the tales to be professional quality, and indeed, incorporated many of them into about half of . The flag ship novel was written as a stand-alone literary work, an experiment with the new Assiti Shards story premise, and was but one of three such universes planned by Flint in 2000. However, the sensation and interest engendered by the novel's publication subsequently caused the other works to be temporarily shelved. The other long delayed books in the overall Assiti Shard series which are currently in production under contract are:
* Timespike, with Marilyn Kosmatka, first draft complete.
* 1776, a solo novel.
* By Any Other Name, with Sarah Hoyt, first draft complete.
According to Flint, "The above is the probably order in which the books will be published, because Jim Baen really wants the 1776 novel as soon as possible."
The "1632 Tech Manual" forum has had a large role in developing the overall series as its discussions revolve around the course of likely events, reactions and developments as the fictional town of 3,000 souls transplated into the middle of the religious based Thirty Years' War.
Dimension 3 (or Dim3) is a 3D game engine for Mac OS X, created by Brian Barnes. Dim3 is free and open source, and aims to give developers of any ability a free and open source engine to create a wide range of games. It utilizes the javascript and XML languages for development.
Strengths
The core design of Dim3 is to enable even an inexperienced person the ability to create 3D games on a Mac for Mac or Windows users. Dim3 utilizes JavaScript as the scripting language, and uses XML for Map and Model data. A community forum exist that is open to anyone, and allows Dim3 users to talk about Dim3, find fixes for bugs, submit version request, or just show off their games.
Weaknesses
Dim3 is a constantly changing and evolving game engine. Since there is only one programmer working on Dim3, the man who actually created it, it lacks advanced features found in large scale, commercial game engines, such as Ragdoll physics, soft body physics, advanced collision detection, Self-shadowing and full-screen shader effects.
Components
Dim3 comes as five separate components.
* The Engine
* The Data folder
* The Editor
* The Animator
* The Server
Engine
The engine is the backbone that runs the games and is currently available for Mac, Microsoft Windows and Linux.
Data folder
The data folder contains all the components of a game like textures, models, maps and scripts, as well as sounds and movies.
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Editor
The editor is used to create maps.
Maps are made of floors, walls and ceilings and can contain water, lights, sounds and script spots. Script spots are locations that are linked to scripts, and can be used for objects bots, player spots or items, depending on the script linked to them. Map creation is sped up through custom primitives; basic commonly used shapes. Maps can also be made in any 3d program, and imported as an obj. The Editor also supports map creation from heightmaps, and also includes a random map generator, which creates a simple indoor map.
250px
Animator
The animator is used to import and animate models like characters, weapons, enemies, and most other objects in a game. The animator has an limit of 8000 polygons per mesh. Imported models are given bones, by assigning them to a series of vertices. Bones are arranged in poses, which are keyframed/tweened in sequences to form animations. The animator can also create particles and other visual effects.
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The Server
The server is used to host network games on a local network or the internet. The map and game type can be changed from the server interface. The server also logs all messages and events during an online game.
The Demo Game
A demonstration 'game' is included with the package. While not a game in itself, it shows off aspects of the engine and scripting, and includes examples useful to inexperienced users. Attempts have been made by the community to create a full game to show off the engine, though as yet nothing has come of it.
Games using the Dim3 Engine
Finished games:
* a futuristic FPS
* a Multiplayer FPS
* a space FPS
* a racing game
* [http://web.mac.com/mkjonathan/iWeb/Durandalski%27s%20games/Gangsta%20Clash.html Gangsta Clash] a Multiplayer FPS
* a FPS about fighting viruses
*
Games currently in development:
* Marathon fangame(in dev)
* FPS (in dev)
Strengths
The core design of Dim3 is to enable even an inexperienced person the ability to create 3D games on a Mac for Mac or Windows users. Dim3 utilizes JavaScript as the scripting language, and uses XML for Map and Model data. A community forum exist that is open to anyone, and allows Dim3 users to talk about Dim3, find fixes for bugs, submit version request, or just show off their games.
Weaknesses
Dim3 is a constantly changing and evolving game engine. Since there is only one programmer working on Dim3, the man who actually created it, it lacks advanced features found in large scale, commercial game engines, such as Ragdoll physics, soft body physics, advanced collision detection, Self-shadowing and full-screen shader effects.
Components
Dim3 comes as five separate components.
* The Engine
* The Data folder
* The Editor
* The Animator
* The Server
Engine
The engine is the backbone that runs the games and is currently available for Mac, Microsoft Windows and Linux.
Data folder
The data folder contains all the components of a game like textures, models, maps and scripts, as well as sounds and movies.
250px
Editor
The editor is used to create maps.
Maps are made of floors, walls and ceilings and can contain water, lights, sounds and script spots. Script spots are locations that are linked to scripts, and can be used for objects bots, player spots or items, depending on the script linked to them. Map creation is sped up through custom primitives; basic commonly used shapes. Maps can also be made in any 3d program, and imported as an obj. The Editor also supports map creation from heightmaps, and also includes a random map generator, which creates a simple indoor map.
250px
Animator
The animator is used to import and animate models like characters, weapons, enemies, and most other objects in a game. The animator has an limit of 8000 polygons per mesh. Imported models are given bones, by assigning them to a series of vertices. Bones are arranged in poses, which are keyframed/tweened in sequences to form animations. The animator can also create particles and other visual effects.
250px
The Server
The server is used to host network games on a local network or the internet. The map and game type can be changed from the server interface. The server also logs all messages and events during an online game.
The Demo Game
A demonstration 'game' is included with the package. While not a game in itself, it shows off aspects of the engine and scripting, and includes examples useful to inexperienced users. Attempts have been made by the community to create a full game to show off the engine, though as yet nothing has come of it.
Games using the Dim3 Engine
Finished games:
* a futuristic FPS
* a Multiplayer FPS
* a space FPS
* a racing game
* [http://web.mac.com/mkjonathan/iWeb/Durandalski%27s%20games/Gangsta%20Clash.html Gangsta Clash] a Multiplayer FPS
* a FPS about fighting viruses
*
Games currently in development:
* Marathon fangame(in dev)
* FPS (in dev)
Meierism is a highly disorienting neurological condition which affects human visual perception. Sufferers of the disease view humans, animals, parts of humans and inanimate objects as substantially smaller than in reality. Most often, the object perceived appears further away or extremely close all at the same time. For example, a normal sized car, may appear as a small toy and a pet dog may be perceived as being the size of a mouse.