03 November 2012

iPad mini first thoughts

I’ve had the new iPad mini for about a day, and have been trying to use it whenever practical (I got the WiFi model so I can’t use it in the car).

My main impression continues to be: it is very light. Partly that’s because I’ve sort of been trained to know how heavy an iPad is: 1.46 pounds (662 g) for my current 3rd generation device. My mini is 0.68 pound (308 g). Somehow it feels almost the same as the iPhone 5, which is 3.95 ounces (112 grams). I’m not sure how to explain that, other than the iPhone 5 always feels really light too, and they must be about the same density. Light is good, and I can’t wait to use it on the subway (the iPad has always been a little tricky to hold while standing and holding on to a rail).

The other thing that is the same is pixel size. It’s true that the iPhone 5 has a retina display and the mini doesn’t. But the mini has exactly the same pixel density as the original iPhone, and the recent iPhones really have the same pixels in terms of layout (the pixels are just capable of better detail).

So buttons, text, any screen element you need to interact with is the same size (in millimetres) on iPad mini and on any iPhone. The basic pixels are the same size, you just have more of them.

By contrast, the iPad (3rd or 4th generation) is blown up slightly, as well as having better pixels.

What this means is that text isn’t as crisp as the iPad retina display, but it does seem better than the iPad 2 (it is smaller but harder to make out the pixels).

I think less expensive and lighter are going to make this the device to recommend to most people. I’m still waiting to see how it works on the commute to have a final judgement for myself. I do think Apple has another winner.

30 August 2011

King of Dragon Pass Is In Review

The iPhone game I’ve been working on is now waiting for review in the App Store!

I originally created King of Dragon Pass for Windows and Mac, but have been porting it to iOS. It’s optimized for the screen size of an iPhone or iPod touch, but runs fine on iPad.

28 February 2011

Review: Seized

Seized: A Sea Captain’s Adventures Battling Soundrels and Pirates While Recovering Stolen Ships in the World’s Most Troubled Waters — with a subtitle like that, do I really need to say more?

This is in fact a first-person account of an honest captain’s dealings with the seamier side of the modern shipping business. In some ports around the world, people abuse local law and make fraudulent claims against ships. The crew (and owner) often have little recourse. Captain Max hated the idea of his ship being stolen by a bogus claim, and managed to get it out of port. He was later called on to do the same.

At other times in his career, he acts as a ship broker, again dealing with locals who may not have quite the same respect for law as he does. In fact, he even uses the law as a weapon in one case.

As a book, I found Seized well-written and interesting. As a gamer, I immediately wanted to make use of it in a game. Surely the players’s spaceship should dock at an outlaw port! And Captain Max might have made a Climb roll or two, but typically he solved problems with his wide array of contacts, his ability to judge people, and his broad knowledge of ships.

It’s the last one that makes me reconsider game scenarios based on Seized. While any reasonable game doesn’t require a player to have the same knowledge as his character, there’s a difference between not knowing what a MacGregor hatch cover is, and knowing that your character knows about their pros and cons of one, and how they may impact his actions. Without sea-going experience, I think it would just be too hard to have a game that revolved around the intricacies of JB Weld.

But again, that sort of thing works fine in a book. Hardberger always explains things so us landlubbers can understand. And the events in the book are always dramatic, because there is always a very real chance of failure (indeed, he recounts stories when things did not end up going well).

Another issue with game scenarios is that I’d been running a Diaspora game, where a spaceship visits a small number of ports. Many of the outlaw ports in Seized can get away with it because a ship may only visit once even if all goes well. In a smaller cluster, ports have a much greater interest in ships returning — there won’t always be another sucker.

A recommended read, and even if I can’t easily duplicate Captain Max’s adventures, there probably will be corrupt judges in one of my future games.

05 February 2011

Review: A History of the World in 6 Glasses

Since I enjoyed Tom Standage’s The Victorian Internet, I picked up A History of the World in 6 Glasses. This covers the history of the six beverages that “chart the flow of world history:” beer, wine, distilled spirits, coffee, tea, and Coca-Cola.

Most of the book was about the history of the drinks, and how they were regarded at the time (for example, Native Americans didn’t want to drink unless they could get drunk). The section I found most interesting was about how tea (and its monopolist, the British East India Company) was a major cause of American independence (the famous Boston Tea Party was the result of a law dictated by the company).

An interesting read, recommended.

13 December 2010

Reviews: Debugging and Write Portable Code

Two books I bought recently were ones I expected to be easy going. They were, but I think they were still worthwhile.

Debugging: The 9 Indispensable Rules for Finding Even the Most Elusive Software and Hardware Problems by David J Agans is about, well, debugging. Anything, not just software. It’s full of war stories from many domains (including cars, houses, and Sesame Street). The rules are how to logically approach problem solving, and make sure the problem is actually solved (rule 9). Most of it is common sense, but it doesn’t hurt to see it distilled. And based on the war stories, it’s easy to get wrong. Of potential use to non-developers: there’s a chapter on applying the 9 rules from the Help Desk, when you can't observe directly.

Interestingly, one of his war stories was kind of mentioned in...





Write Portable Code by Brian Hook. I’d had some dealings with Brian when I was at GameHouse, so I knew he knew his stuff. This book too was largely review (I’ve had to deal with getting code to run on different processors and compilers), but again it’s nice to have things spelled out sometimes. And I’d never heard of compile-time asserts or #pragma STDC before. Some of it’s a bit dated (version control in particular — and it must have been written right before the Mac Intel transition), but much of it is stuff you’d still have to deal with when moving between Mac and Windows — or even Mac and iOS. (Scalability is one aspect of portability.)

12 December 2010

High-Bandwidth Sneakernet

I love the plan to deal with the huge amounts of data expected from a proposed black hole imaging project. Each station will create about 22 terabytes of raw data per day. “No imaginable link from remote mountaintops permits live telemetry of such a torrent. Astronomers will physically pull eight-pack cartridges of disk drives from the data recorders. ‘We’ll mail them,’ says Doelman. ‘You can’t beat the bandwidth of a 747 packed with hard drives.’”