Story 2014-03-12

How about an array of orbiting servers?

by
in space on (#3FQ)
Servers need energy and cooling, and outer space has quite a bit of clean solar power and of course low enough temperatures to keep equipment cool for a long time. Does that give you any ideas? It certainly inspired the folks at server-sky , who are working on the specs for an array of orbiting servers, transferring computation to where it's potentially cheap and using it to serve the needs of the underserved on earth.
Server Sky thinsats are ultralight aluminum foil substrates that convert sunlight into computation and communications. Powered by solar cells, propelled and steered by light pressure, networked and located by microwaves, and cooled by radiation into deep pace. Arrays of tens of thousands of thinsats act as highly redundant computation and database servers, as well as phased array antennas to reach thousands of transceivers on the ground.

First generation Version 5 thinsats are 20 centimeters across (about 8 inches) and 0.04 millimeters (40 microns) thick, and weigh 3 grams. They can be mass produced with off-the-shelf semiconductor and display technologies. Thousands of radio chips provide intra-array, inter-array, and ground communication, as well as precise location information. Thinsats are launched stacked by the thousands in solid cylinders, shrouded and vibration isolated inside a traditional satellite bus."
Of course when they gain sentience and turn against us by blocking out the sun, then we'll be sorry.

Valve's Direct3D To OpenGL Translation Layer ToGL Published

by
in games on (#3FP)
As GamingOnLinux.com reports, Valve Software - creators of Steam - have posted their Direct3D to OpenGL translation layer onto github. From their readme:
Direct3D ->OpenGL translation layer.

Taken directly from the DOTA2 source tree; supports:

Limited subset of Direct3D 9.0c
Bytecode-level HLSL ->GLSL translator
Some SM3 support: Multiple Render Targets, no Vertex Texture Fetch

This most likely won't build by itself and is provided as-is and completely unsupported. Feel free to use it for your reference, incorporate it into your projects or send us modifications.

Be wary that some parts are hardcoded to match Source Engine behavior; see CentroidMaskFromName() and ShadowDepthSamplerMaskFromName() in dxabstract.cpp.
ToGL may be useful for projects like Wine and for other developers looking to make the porting job easier. They have left in some hardcoded Source Engine stuff as it was literally ripped out from DOTA2.