The episode where syndereN gets hacked
Play • 1 hr 18 min
00:00 Start
02:57 NBA
04:32 syndereN hacked
10:28 Team Secret awards
16:18 New Hero Freya teased?
22:28 Valve employee manually sends someone to low priority
37:03 Penguin Commandos
39:09 Artifact 2.0 Progress
56:36 MK11 adds Rambo
59:45 Nintendo sends cease and desist
1:10:15 SUNSfan's revelation
1:16:31 In Bruges Weekly Question
The Pylon Show
The Pylon Show
NEW YEAR! Self Improvement, How to learn StarCraft, Korean & Time Management Ep.116 of ThePylonShow
2021 is finally here! On this episode we talk about Self Improvement, Getting back in shape, How to learn StarCraft, Korean & Time Management with our guests Nathanias & NeuroZerg hosted by Artosis on Ep.116 of ThePylonShow ★ 0:00:00 > Intro Video ★ 0:00:24 > Welcome back / Show road map / Guest introductions ★ 0:02:55 > Surviving 2020 / 2020 in review ★ 0:08:30 > Community new years resolutions ★ 0:09:12 > GG-E-Mini - Time management ★ 0:18:25 > GiGaGaSC2 - How to stay on top of SC ★ 0:27:11 > Savko - How to stop dying to marine, tank, liberator pushes ★ 0:33:41 > iMECH_KolosS - Solidify mech play & reach masters ★ 0:39:00 > Thaniri - Finish an entire season in GM ★ 0:45:54 > wawajps - Play ranked SCR and LoTV consistently ★ 0:49:33 > GrosPapa - Enjoy ladder again ★ 0:55:18 > Xayad - Opportunities to help other players improve ★ 0:59:00 > vyzioin - Startupbiz goal ★ 1:01:19 > SpiritBuddy - Learn StarCraft more efficiently ★ 1:07:24 > Effay - Improve my Zerg in BW ★ 1:16:06 > somedrunkcanadian - Been told be my doctor I cant become Artosis ★ 1:24:30 > m5m - Hard-stuck in diamond as T ★ 1:28:55 > Zip - We have limited time, do you want to master other things? ★ 1:30:03 > Feardragon - Increase UpATreeZelda's hatred of twitch chat ★ 1:30:47 > Blechfaust - Improving my scouting ★ 1:36:05 > Apoptosis - Getting Twitch partnership ★ 1:40:06 > Maynarde - Get back on the wagon ★ 1:42:41 > DayvieSam - Unlock 1000 win badges ★ 1:46:13 > AllelujahTv - Streamlining systems and collaboration ★ 1:49:06 > Chaobaozi - Adulting at life ★ 1:51:18 > RedGunnerGuy - Stay on schedule with content and life ★ 1:53:38 > Scimo - B-rank as Toss in BW ★ 1:57:04 > BodyVii - Get Swole, Stay Swole, Go Hiking! ★ 2:01:20 > Subsourian - Foster the lore community ★ 2:03:19 > Alisaunder - Learn Korean ★ 2:04:18 > Optiknights - Connect with the community ★ 2:05:39 > SafteScizors - Get better than average at BW ★ 2:06:45 > agmcleod - Lose covid weight ★ 2:07:21 > 00MuchRazMataz - Organization and room layout ★ 2:11:18 > A1ewanRichards - Grow my Twitch channel ★ 2:12:40 > ReReReReFridgeRaider - Be Cooler ★ 2:14:34 > Tron Carter - Manage moods and worries ★ 2:19:11 > Takkarya - Practice piano, get masters 3 with Z ★ 2:21:45 > Sva3 - Books, Gain MMR in Chess blitz, Stream for fun ★ 2:24:51 > Via - Job motivation ★ 2:26:11 > Polly - Leave comfort zone ★ 2:30:06 > Our own personal resolutions for 2021 ★ 2:37:06 > Podcast PSA / A wild Cobra appears! ★ 2:38:18 > Patreon Q&A ★ 2:38:23 > How do you finish a long project? ★ 2:42:30 > What StarCraft unit adjusted to any size would be the best to keep around? ★ 2:44:45 > How do you promote content so that people give it a fair chance? ★ 2:47:39 > Here's to 2021! ★ 2:48:04 > What's the trouble with the windows key you & Tasteless seems to have? ★ 2:50:42 > The SC2 community supports you McMonroe! ★ 2:51:02 > Did you guys get good presents? ★ 2:53:10 > Do you find that 'chat' feels akin to a team at your back? ★ 2:56:30 > What is one thing you most and least want in 2021? ★ 3:00:17 > What do you wish from the community for next year? ★ 3:03:16 > How do you guys do public speaking so easily? ★ 3:08:23 > Final thoughts / Wrap up / Thanks for watching ThePylonShow is live streamed every Wednesday at 5:45pm PT on Follow Artosis: - & Pylon: - Special thanks to the Pylon Show Team: - Producer: - Shownotes - Alisaunder: - Timestamps: - VFX Artist: - Asst. podcast editor: - WebDev: NeosteelEnthusiast Track: Koven - Never Have I Felt This [NCS Release]Music provided by NoCopyrightSounds.Watch:
3 hr 11 min
Broken Silicon
Broken Silicon
Moore's Law Is Dead
83. Intel going Fabless, Global Foundries for RDNA2, Next Gen Memory | Dave Eggleston
Dave Eggleston has been a Product Engineer, VP, and CEO at multiple Semiconductor Companies over the past 40 years. He joins Tom to discuss the past, present, and future of memory. [SPONSOR:] 25% software discount code: brokensilicon 3% discount code for everything: dieshrink Win10 pro oem key 13$: Win10 Home oem key 11$: Win10 pro oem key FOR 2PC 20$: Office 2019 key 29$: Win10 pro oem+Office 2019 41$: 0:00 Dave Eggleston Background(AMD, Micron, Global Foundries) 17:54 Future of Global Foundries, & TSMC’s potential domination 21:44 Why doesn’t AMD Manufacture Cards at Global Foundries? 31:05 Can and/or should Intel spin off their fabs? 36:14 How has memory evolved over the last 40 years? 45:45 How has storage design changed over time? What’s the hardest part of designing storage? 49:35 Why did it take so long to get PCIE Gen4 SSDs? Why did HMC? 57:20 Why isn't there more focus on performance versus capacity? 1:03:54 Is Intel Optane a failure? Is it being properly utilized? 1:18:07 CXL – will it replace NVMe? What is the future of memory? 1:23:58 The Future of Consumer Storage 1:41:57 What type of memory will next gen consoles like PS6 utilize? 2:01:07 The Future of Chip Design & Processing
2 hr 14 min
The Cane and Rinse videogame podcast
The Cane and Rinse videogame podcast
Cane and Rinse
Devil May Cry 5 – Cane and Rinse No.448
“Rest in peace, little chicken. It's been a bash.” Join Josh, James and Leah as we reunite with the Sparda family to remove a overgrown tree that’s threatening the local infrastructure in Red Grave City. In amongst all the combo chaining and demon juggling this series is famed for, we ask what each of the three playable characters brings to the proceedings and discuss just how far in advance we guess every “twist” in the narrative. So unsheathe rebellion and get ready to rock, as we cover Capcom’s 2019 title, Devil May Cry 5.   Music featured in this issue: 1. Title Screen by Kota Suzuki2. Devil Trigger (Opening Remix) by Casey Edwards feat. Ali Edwards Cane and Rinse 448 edited by Jay Taylor You can support Cane and Rinse and in return receive an often extended version of the podcast four weeks early, along with exclusive podcasts, if you subscribe to our Patreon for the minimum of $2 per month (+VAT).  Do you have an opinion about a game we're covering that you'd like read on the podcast? Then venture over to our forum and check out the list of upcoming games we're covering. Whilst there you can join in the conversations with our friendly community in discussing all things relating to videogames, along with lots of other stuff too. Sound good? Then come and say hello at The Cane and Rinse forum
2 hr
Retro Asylum -  The UK’s No.1 Retro Gaming Podcast
Retro Asylum - The UK’s No.1 Retro Gaming Podcast
Retro Asylum
Episode 240: Exile
In this, the very first show of 2021, Dean, Chris and Mads talk about their experiences playing December's game club game Exile on the BBC Micro. Thanks to all of our Patreon’s who made this episode possible. William E Rimmer Ninjixel TJ Andy Hudson Ricardo Engel Adrian Nelson Alastair Barr Straight2Video RoseTintedSpectrum Matthew W James Bentley Wiedo Belochkin Tony Parkinson Gaz H Mal Woods Zach Glanz Richard Rogers Cane and Rinse LamptonWorm Salvio Calabrese Mitsoyama Rhys Wynne Clint Humphrey MARK BYLUND Paul Ashton Chris Rowe Jon Sheppard Laurent Giroud Martin Stephenson Aaron Maupin Jim-OrbitsIT Jon Veal Thomas scoffham Andy Marsh Patrick Fürst Laurens Andrew Gilmour Stephen Stuttard Matt Sullivan Magnus Esbjörner Darren Coles Garry Heather Edward Fitzpatrick Nick Lees Blake Brett Q and A with Peter Irvin. Q: Where did the concept of the game come from? Was it influenced by earlier videogames? A: The concept for Exile started as just the idea of a man with a jetpack exploring an underground cavern system, having to solve problems to progress, fighting off hostiles. It wasn’t influenced by other games, more from TV/film - like Star Trek, Blakes 7, Forbidden Planet. Q: Was the game built around the plot or did the mechanics of the game come first? A: The mechanics came first and we kept adding stuff to the game engine until we knew what the limits were and how far we could go with the resources available. The plot crystallised over time, after we worked out what could be achieved, then we had to populate the map to match and make a playable game. Major way points were decided, like the Rune Door and Triax’s lab, and the scattering of other puzzles, equipment and encounters designed to get the player equipped to pass through these way points. However we sometimes had “we could add this cool thing” moments and had to include that - like the digital speech on the large RAM BBC micro version. Q: Nowadays, there is infinite memory to craft a story and provide lots of context for the game. That was not possible for you. How early did you develop the idea of a novella? A: To include a novella was decided quite late in the day. Yes, it was a way to help explain the game back story better but it was also a way to add perceived value to the game, and reduce piracy - the thinking being that people would pay more and pirates would think they were missing out on important stuff if they did’t have the full package, though I’m not convinced by that. Q: How much of what you and Jeremy learned from Thrust did you carry forward into Exile? A: With Thrust, Jeremy showed that implementing physics well - gravity, thrusting, multi-body mechanics - was actually rewarding for the player; it was pleasing just to fly around. We were both interested in physics so that had to be a big part of Exile, and a lot of time was spent getting the physics engine right - all the acceleration rates, gravity, impacts, wind forces, floating, etc work in balance and to feel ok but coded with very little memory. Q: Were there any interesting alien life forms that you prototyped but had to cut? A: There were a few but the details are lost to me by the passing of time. Most memorable now was a dog - which was to be the player’s faithful companion, helping out as best he could. He was included from the beginning as it came over from an unfinished game I was doing before Exile called “Wizard’s Walk” - a wizard travelling down a long pretty cave populated by hazards. The dog used too much RAM for its graphics in Exile - it needed extra frames due to walking up diagonals. It also had to be indestructible, and manage to get around the map as well as the player or the game wouldn’t work, so it ended up being removed and we put in Fluffy which was small alien bundle of pixels and trivial code to control. Q: Some game reviews show screenshots that are clearly from a different game map. Were review copies sent out that were radically different or were these more likely pictures from earlier prototype builds? A: I don’t recall any wrong maps being reviewed. Perhaps on the Amiga version? The BBC Micro Exile game map was generated by a tiny algorithm to produce the straight tunnels, a scattering of caverns, some individual tiles and areas that could be hand-defined (like for the top ship, the top underground base, Triax’s lab, various doors, etc. The map code was fixed in stone at a very early stage because changing it would have meant repopulating the entire game. Q: The manual quite bluntly tells players that it’s a game which requires thought. Where you worried that people wouldn’t “get it”? A: Exile was hard to play in parts and required people to use their brains in some places to solve the natural puzzles. That wasn’t the way games were back then - most were short duration entertainment requiring little thought. We designed Exile as the sort of game we wanted to play, hoped others would accept it, but knew if they got stuck they could ask their friends or get advice from one of the games magazines. It isn’t a “levels game” where you just shoot your way through and collect stars, it was more like a movie - one big adventure. It was also more difficult than it should have been partly due to the limitations and efficiencies of the physics engine and shared general purpose code between many creatures. Many people didn’t complete Exile, or even get as far as the excitement of destroying the maggot machine, the earthquake and the flooding caverns, but I like to think they still got value for money. It’s hard to balance a game for all abilities when the resources are so tight and trying not to allow dead ends in progress were the player to have inadvertently wasted all the required resources to overcome upcoming obstacles, but in retrospect perhaps some things should have been easier. Q: The purple, vertical blast door near the start has a gap at the top which can be flown through, with enough time and patience. Did you know about it when the game shipped, but decided it wasn't a big enough game-breaker to fix? A: There were many such collision “features” - a side effect of a general purpose physics engine with limited resources to prevent special cases. Anyway, quantum tunnelling happens in physics, so surely that’s fine! Q: Are there any (other) bugs in the game which you look back on now and think “ah, if only we could patch it!”? A: There were many of what I call “features” rather than bugs in Exile and I think we knew about most of the ways things could go wrong but had no spare RAM to fix. My favourite one was, with your back to a vertical door, holding something, suddenly turning around while thrusting forward and do a throw - the thrown object can usually be made to appear on the other side of the door to you. Sometimes you could use a similar system to get yourself through! There were so many things to balance - like the relationship between the speed of a firer, the speed and dimensions of bullets and the thickness of doors, otherwise they could tunnel through the door or bullets hit the firer. Q: Did it bother you that the published solutions made use of physics/engine glitches to get the coronium rocks out of the eastern area, instead of the 'correct' solution which involves creating additional coronium by luring slimes through a piece of solid rock, converting them to yellow balls, then passing them through the underwater structure containing red blobs to the west of the windy shaft? A: No, I’m not really bothered about players making use of things they found. Exile is about exploration and experiment, so finding shortcuts, even if relying on “features” is still in that spirit. We wanted several ways to do many of the puzzles anyway, and the eastern tunnels were meant to be a natural area uncorrupted yet by Triax, where the player could experiment to di…
2 hr 5 min
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