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June 2nd, 2011, 01:59 Posted By: wraggster
We're live from Microsoft Windows president Steven Sinofsky's keynote at D9, and there's something rather exciting on stage -- a pair of experimental Windows 8 dev boards running an OS that looks very much like Windows Phone 7's Metro UI. All Things D sat down with the man earlier today and got a sneak peek at what to expect starting with the live tiled screen you see above -- and yes, like Windows Phone 7, this OS is designed for touch.
There'll be two kinds of applications for Windows 8, one that runs in a traditional desktop, and the other pseudo-mobile apps based on HTML5 and Javascript, but both environments -- rather, the entire OS -- have been designed from the ground up for touchscreen use. Keyboard and mouse will still be options for both sets of programs, but there are multiple virtual sets of keys for different form factors, including a split keyboard for vertical slate use. Multitasking is simply a matter of swiping running apps into the center of the screen, and you can pull windows partway to "snap" them in place alongside other windows -- even mixing and matching traditional desktop programs with web apps simultaneously (like Twitter alongside your spreadsheet). There's a new version of Internet Explorer 10 (which runs Silverlight) and an app store built into the touchscreen interface. Microsoft says the new OS will run on laptops, tablets and desktops when it appears -- whenever that might be.
All Things D didn't have any details on when we'll get pricing or availability, but we're looking at some Intel Atom-based demo units on stage right now, and Microsoft says it will have ARM designs (the OS will support NVIDIA, TI and Qualcomm) viewable on the Computex show floor, and more will be revealed at a developer conference in September. We should note that "Windows 8" is just a codename for what we're seeing here -- "we'll figure out the real name in due time," Sinofsky told the crowd -- but we don't see much harm in calling it Windows 8 for now.
http://www.engadget.com/2011/06/01/m...et-prototypes/
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June 2nd, 2011, 00:08 Posted By: wraggster
[Update: Infinity Ward's @fourzerotwo took to Twitter to say, "Lots of false #MW3 info being reported as fact. There is no Stopping Power, OMA, Commando, or Nukes. Beyond that, you'll have to wait & see." The below rumor does say no Nukes, never mentions One Man Army or Commando, and the Stopping Power they do mention is specifically a new "Team Perk" variant.]
Kotaku's Modern Warfare 3-leaking mole is back, dropping deets on the game's multiplayer offerings. Before we get into the meat of things, it's worth pointing out that, according to this report, a Zombies mode will not make an appearance in MW3; the Treyarch-developed mode has so far only appeared in its own Call of Duty offerings and that trend will continue.
More importantly for the game's dedicated multiplayer ... err, players, comes the first rumors of the game's killstreaks and perks, both of which are reported to be getting tweaked by co-devs Infinity Ward and Sledgehammer Games. Most MW2 players will be happy to learn that the Tactical Nuke killstreak that rewarded 25 consecutive kills with oblivion (and the end of the match) has been nuked. New killstreaks include a remote-controlled helicopter, a remote turret, an EMP grenade, and more.
The most notable scuttlebutt is the addition of "Team Perks," which are – as you no doubt have already deduced – perks that your entire team works to unlock. It's unclear what defines a "team" but we imagine this is something that Elite will help coordinate. Rumored team perks include Stopping Power, which dishes out increased bullet damage; Stun Protection, which prevents your team from being stunned by flash grenades; Health Regen, which regenerates your team's health over time; and Blast Shield, which isn't clear.
New non-team perks for MW3 include Blind Eye, which makes you "immune to computer-controlled and player-controlled killstreaks"; Assassin makes you "immune to UAV, thermal, and heartbeat sensors"; Point Guard, which counts every two assists as a kill, helping less lethal players still earn killstreaks; Dead Silence, which makes you dead silent (duh); and Recon, which is still unclear.
Lastly, if you're hoping for dedicated servers, you may want to sit down: looks like they're still out, as they were in MW2. Last year's Black Ops did support dedicated servers, albeit in a limited capacity, so it's not clear if MW3 is rolling back to Infinity Ward's previous offering, or adopting something closer to what Treyarch used.
http://www.joystiq.com/2011/06/01/ru...tactical-nuke/
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June 1st, 2011, 23:49 Posted By: wraggster
Details of Call of Duty: Modern Warfare 3's multiplayer modes have appeared, courtesy of a Kotaku source.
According to the tipster, multiplayer will be split between traditional maps and co-op Spec Ops maps. As reported last week, the latter will include both a survival mode and mission-based stages.
It's thought that around 20 maps are currently being worked on, though it's not clear how many will come with the game and how many will be offered post-launch as DLC.
As with Modern Warfare 2, there are no plans to bring over Treyarch's zombie modes.
Perks and killstreaks are back, with a number of tweaks. First up, you'll be able to earn team perks. No word on exactly how this will work but it would seem to tie in nicely with the new Elite social platform announced earlier this week.
Details of four team perks were handed over by the source:
Stopping Power: Increased bullet damage
Blast Shield: Unclear
Health Regen: Regenerate health over time
Stun Protection: Prevent stunning from flash grenades
In addition to those, there'll be a number of new standard perks, reportedly including the following:
Blind Eye: This makes you immune to computer-controlled and player-controlled killstreaks. The pro version makes your launchers lock on faster and gives you extra bullet damage to vehicles.
Assassin: This makes you immune to UAV, thermal, and heartbeat sensors. The pro version also makes you immune to CUAV, EMP and no longer shows your name in red or the crosshair in red when you're targeted.
Point Guard: Every two assists count as a kill towards your killstreak.
Dead Silence: You make no noise.
Recon: Gives you a special kind of radar to spot enemies, most likely. We're not sure on this one.
As for killstreaks, the controversial Tactical Nuke has apparently been ditched. In its place are a number of new additions, including:
EMP Grenade: Temporarily takes out all area electronics
Littlebird: A tiny remote-controlled helicopter
Precision Airstrike: Calls in an airstrike on a targeted area
Stealth bomber: Calls in a B2 Spirit to carpet bomb along a line designated by the player
Remote Turret: A remote controlled turret
Directional UAV: A UAV that can be directed into areas to scan for enemies
Remote Mortar: Direct a mortar team using a zoomable camera view of the map to call in strikes
Airdrop Trap: A booby-trapped airdrop
Ammo Resupply: An ammo reloading airdrop
Escort Airdrop: A protected airdrop
Specialist Strike Package: This one remains a mystery to us
Finally, the insider claims that, as with MW2 and Black Ops, there are no plans to support dedicated servers.
The latest entry in the juggernaut FPS franchise launches on PC, PlayStation 3 and Xbox 360 on 8th November. Take a look at our recent first impressions piece for more.
http://www.eurogamer.net/articles/20...r-details-leak
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June 1st, 2011, 23:23 Posted By: wraggster
Darksiders II has made its first official public appearance, via the cover of US retailer mag Game Informer, which features cover art drawn by comic book luminary Joe Madureira.
"Fans of the first Darksiders are already familiar with Vigil's fiction - the eternal war that rages between the forces of Heaven and Hell," the mag says. "With Darksiders II, Vigil looks to deliver a richer experience as players explore more dungeons, talk with a variety of NPCs, and experiment with a detailed loot system.
"The horseman War has been sidelined, so it's up to his brother, Death, to travel through the world of the Abyss and attempt to restore humanity after its destruction during the Apocalypse."
Speaking to CVG earlier this year THQ core games boss Danny Bilson suggested that Darksiders 2 will be bigger than the first.
"[Darksiders] did about twice as much as Red Faction," he said. "It's done pretty well. I believe that franchise building isn't about a zillion units out of the gate, it's about building a fan base, building a community of people that dig it, listening to them, doing what you think is good...
"The second one will be twice as big as the first one and the third one you get to big numbers. That's my strategy."
More details on the THQ sequel should arrive at E3 next week. Stay tuned.
http://www.computerandvideogames.com...VG-General-RSS
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June 1st, 2011, 00:29 Posted By: wraggster
It's been nearly twenty years since Linus Torvalds let loose Linux on an unsuspecting world, and yesterday he finally updated the open source OS kernel to version 3.0. This third iteration, currently named 3.0.0-rc1, comes 15 years after 2.0 first hit the web and brings driver support for Microsoft Kinect -- a move that should have visions of sugar plum fairies (or maybe just Android avatars) dancing in hackers' heads. Also included is code optimized for AMD's Fusion and Intel's Ivy and Sandy Bridge silicon, and some updated graphics drivers, too. Despite these tasty new treats, Torvalds is quick to point out that this new release is an evolutionary change and unleashing the big three-oh was all about moving into a third decade of distribution, not about overhauling the OS. There's still work to be done, as it is a release candidate in need of refinement, but curious coders can grab the latest Linux at the Kernel.org source link below.
http://www.engadget.com/2011/05/30/l...elebrate-20-y/
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June 1st, 2011, 00:21 Posted By: wraggster
Age of Empires Online goes live worldwide on 16th August, publisher Microsoft Game Studios has announced.
There are two ways to get involved with Gas Powered Games' free-to-play strategy MMO. First up, you can jump right in via the game's website and then purchase extra content at your leisure. There's an estimated 40 hours of gameplay available without the need for opening your wallet.
Secondly, there's also a retail version on shelves for your local equivalent of $19.99 which includes:
The Premium Greek Civilisation which unlocks the power of Rare and Epic items, Advisors to enhance your civilization, the Player vs. Player Arena and more
Windy's Wild Widgets Store to give your civilization an edge with the ability to buy and sell special items (available exclusively at retail)
Hotkey quick reference card
Limited-edition poster and Advisor cards
Instructions to download the free-to-play experience
A number of premium content packs are planned, the first of which will give freemium players access to all the extras included in the retail edition, at exactly the same price.
Pro Civilisation Packs, which offer additional civilisations for $19.99 a pop, are also incoming, as are $9.99 Booster Packs, which add new storylines and game modes.
The first Booster Pack, available from launch, is called the Defense of Crete and tasks you with seeing off wave after wave of invaders on the titular island.
There will also be in-game item packs called Empire Extras available for $4.99 each. The first batch offers the following:
Bountiful Bushes: Beautiful Egyptian themed shrubbery (Available for Egyptians)
Ornate Ornaments: Amazing Egyptian themed statues and decorations (Available for Egyptians)
Glorious Gardening: Greek themed bushes and fountains (Available for Greeks)
Startling Statuary: Greek themed statues (Available for Greeks)
http://www.eurogamer.net/articles/20...e-release-date
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June 1st, 2011, 00:15 Posted By: wraggster
Something called Warhammer 40,000: Kill Team has popped up on the Australian Classification Board site.
The listing, spotted by Joystiq, doesn't give much away other than that it's been rated 'M for Mature' and is developed by THQ Digital Studios UK – the same outfit behind the recent Red Faction: Battlegrounds downloadable title.
Could it be some kind of tie-in with the impending Warhammer 40,000: Space Marine shooter perhaps? We're onto THQ now in search of answers.
http://www.eurogamer.net/articles/20...l-team-sighted
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June 1st, 2011, 00:14 Posted By: wraggster
Halo creator Bungie might finally be ready to lift the lid on its unannounced new project, judging by an update on its site.
A blog post on Bungie.net from community manager Eric Osborne apologised for a lack of recent updates, explaining that he had had his hands full in recent weeks.
"Yup, truth told we have been less and less active on Bungie.net as of late," he wrote.
"Part of that is owed to my aforementioned travel arrangements, but a significant amount of my time is also now being dedicated to other upcoming endeavors that won't make a splash on the front page until Bungie Day closes in around us.
"Unfortunately, that means there are just too many balls in the air for me to juggle without letting a few fall to the ground. More explicit details about those balls in the weeks ahead."
"Bungie Day", when the studio celebrates its strange fascination with the number seven, falls on 7th July every year.
Can't wait that long? Elsewhere in the post, Osborne teased that "breadcrumbs tucked away into the folds of Bungie.net that just might lead to something [Bungie artist Stosh has] been working on for a little bit now."
Bungie has remained tight-lipped regarding its post-Halo Activision project, though speculation has recently pointed towards a sci-fi MMO codenamed Destiny.
http://www.eurogamer.net/articles/20...w-game-in-july
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May 31st, 2011, 23:40 Posted By: wraggster
"Blizzard has lifted the veil of secrecy surrounding StarCraft 2: Heart of the Swarm at a recent media event held at Blizzard HQ in California, where press were treated to a hands-on preview of the game. Gamers can expect 20 new single-player missions with Kerrigan as a playable hero, and while they're tight-lipped about multiplayer they have confirmed in a FAQ that there will be new units and maps."
Eurogamer's detailed preview sums up the expansion's relation to Wings of Liberty thus: "Heart of the Swarm is still evolution rather than revolution," adding, "What they've clearly got right is the atmosphere. The hubs between missions, and the whole look of Heart of the Swarm's interface and environment, are infused with the moist and creeping personality of the Zerg, every surface chitinous, every hole infested."
http://games.slashdot.org/story/11/0...tails-Released
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May 31st, 2011, 23:37 Posted By: wraggster
AMD's manager of Fusion software marketing Terry Makedon revealed that 'AMD as a company made a very, very big bet when it purchased ATI: that things like OpenCL will succeed. I mean, we're betting everything on it.' He also added: 'I'll give you the fact that we don't have any major applications at this point that are going to revolutionize the industry and make people think "oh, I must have this," granted, but we're working very hard on it. Like I said, it's a big bet for us, and it's a bet that we're certain about.'
http://slashdot.org/story/11/05/31/1...e-On-the-GPGPU
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May 30th, 2011, 13:30 Posted By: wraggster
It's been a long time since we've heard much on the new rune system in Diablo 3. For those who have forgotten -- it's been a while since BlizzCon 2008, after all -- Diablo 3 players can modify every class skill with a runestone. In the early version of the system, runestones came in fairly self-explanatory flavors. A multistrike rune, for instance, would add extra hits to a given skill.
Now, Blizzard has revealed the latest version of the rune system, which has undergone a few changes. There is a set number of rune types -- five, to be exact -- though each type won't behave the same way for every skill. For example, an indigo rune will add fire damage to the Monk's Sweeping Wind skill. The same rune completely changes the Wizard's Ray of Frost, turning it from a piercing ice beam into a swirling blizzard that surrounds the player.
Head over to the Diablo 3 website to learn more about runestones and check out videos of their effects in action.
http://www.joystiq.com/2011/05/29/bl...-3-runestones/
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May 30th, 2011, 13:26 Posted By: wraggster
NVIDIA just took the wraps off of a couple of new mobile GPUs at Computex and announced a slew of notebooks designs that will feature the new chips. The new GeForce GTX 560M and GT 520M will be arriving very soon, in notebooks from Asus, Alienware, Clevo, Toshiba, MSI, Samsung and others. The GeForce GT 520MX is an entry level DirectX 11 GPU designed for thin, light, highly mobile platforms. It sports 48 CUDA cores with a 900MHz graphics clock, 1800MHz shader clock, and 900MHz memory clock. Decidedly more powerful, the GeForce GTX 560M is outfitted with 192 CUDA cores and clocks in at 775MHz, with 1559MHz shaders, and 1250MHz for GDDR5 memory.
http://hardware.slashdot.org/story/1...MX-Mobile-GPUs
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May 30th, 2011, 13:23 Posted By: wraggster
Boxed version of download game due autumn; Time between digital and retail releases will be shorter, says Telltale
Prehistoric monsters will be competing with some of the biggest names in games this Q4.
Telltale Games – which specialises in episodic digital downloads – confirmed to MCV that it is planning to release a retail version of its upcoming Jurassic Park title and Back To The Future: The Game.
The games are due for release in the autumn, alongside the likes of Modern Warfare 3, Battlefield 3 and Assassin’s Creed Revelations.
“Our plan is to bring these titles to the UK and Europe in the fall of this year,” Telltale’s vice president of publishing James Lamorticelli told MCV.
“We still see retail as an important part of our business – we love that we can deliver these video games to consumers who don’t or can’t purchase them digitally.”
Previous retail releases from Telltale have been published by Lace Mamba Global and Mastertronic. The firm is holding meetings at next month’s E3 to find partners for Jurassic Park and Back to the Future.
Lamorticelli also said Telltale plans to reduce the time it takes between releasing downloadable games and boxed SKUs.
“With episodic games, it’s difficult to launch simultaneously at digital and at retail,” he said. “Our intent is to get there, and with Jurassic Park that window will be much shorter.”
Jurassic Park will arrive on Xbox 360 and PC.
http://www.mcvuk.com/news/44502/Jura...4-blockbusters
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May 29th, 2011, 23:18 Posted By: wraggster
GameStop encourages customers who pre-ordered more than a year ago to verify their reservation with their local store. 'Provided the customer has a receipt, we will honor even those pre-orders taken long ago. At this time, we expect that all pre-order customers will receive Duke's Big Package at time of purchase, regardless of when the reservation was made.'"
If you have an especially old order, though, you might want to visit the store with your original punchcard, or a daguerreotype of it.
http://games.slashdot.org/story/11/0...kem-Pre-Orders
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May 29th, 2011, 14:36 Posted By: wraggster
News via http://thatotherdev.com/2011/05/08/t...4-–-windows/
Here is a another small update to Tick Tock Moddable.
I added a simple menu that you can use to choose what mod you want to load. I also added a Wii style pause menu. That pause menu doesn’t really scale properly yet for different resolution but its still usable even you aren’t running the game at 640×480.
Now you can enter and exit any object in the game world. Really this should be limited to vehicles but for the time being you can also enter crates and even the blasts in the 1bit Invaders mod. I like the idea of being able to hide (even if its not really hiding yet since the zombies still always know you are there) in the crates in They Do Not Die so I’m actually considering leaving it enabled for them. The controls and more noticeably the collision detection isn’t correct yet with vehicles. But I assure you that it will later work more like it does in Tick Tock Car Race.
I added a port/mod of UFO Racers. Its even less playable then the other mods but its something that will be improved upon over time.
I fixed the problem with non power of two resolutions with OpenGL but for reasons that I’m not going to bother getting into now I’ve disabled OpenGL support for now (turning it on in the settings.ini file won’t do anything). It will be brought back later.
Now the game can optionally (its on by default) remember what the floor looks like regardless of how far you travel (with it turned off things like blood and corpses disappear when you get too far away from them).
Displaying the frame rate is optional now (its also on by default).
If you are only going to play one I still recommend you play the They Do Not Die mod.
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May 29th, 2011, 14:33 Posted By: wraggster
News via http://thatotherdev.com/2011/05/18/a...-significance/
Here is something old and seemingly random.
According to the earliest file date modified it was first made on or before the 26th of March 2005 and if my memory serves me correctly then this game was the very first piece of original stand alone software that I ever made. It was initially made using DarkBasic and later updated with DarkBasic Pro.
Its a simple first person shooter. You use the space key to shoot and the arrow keys to both move and turn. There are a few boxes that can be picked up for additional health or ammunition. The antagonist is a semi transparent smiley face. Both the ghostly smiley face and your shots pass through the environment without any collision detection. The game shuts down when either you or the smiley face run out of health.
Its worth noting that the title of this game is shitty shooter (which I apparently consistently misspelled as shity shooter). The purpose of it was not to be a good game but simply to be a game of self acknowledged low quality. I’m not sure that I gave it any thought at the time but retrospectively I believe that setting such humble ambitions played a meaningful part in why I’m still making games. Way too many wannabe developers get immediately burnt out by trying and failing to make an MMO. Although that’s not to say that I don’t have my own share of overly ambitious and inevitably abandoned games. You have likely seen some of them and I will likely post more of them in the future.
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May 29th, 2011, 10:56 Posted By: wraggster
According to statistics generated by Microsoft's new free malware scanning and scrubbing tool, Safety Scanner, one in every twenty Windows PCs are infected with malware. Microsoft's Safety Scanner was downloaded 420,000 times in just one week of availability and it cleaned up malware or signs of exploitation from more than 20,000 Windows PCs, according to statistics generated by Microsoft's Malware Protection Center. This resulted in an infection rate of nearly 5%."
That seems an awfully low number, based on how quickly Windows machines are scanned for plunder after going online; though it's a few years old, here's a report that suggests (as of 2007, at least) a grace period of less than 10 seconds. That was just one instance, and an intentionally vulnerable machine, but have improvements in security software software, and in Windows itself, made things so much better since then?
http://it.slashdot.org/story/11/05/2...s-PCs-Infected
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May 28th, 2011, 23:04 Posted By: wraggster
If you think that your water cooled rig is pretty sweet, check out this creation by Dutch PC enthusiast [Peter Brands] (Google Translation).
With his computer tweaked as far as he could imagine, he decided to spruce up his office a bit. In the process, he ended up tweaking his computer just a little bit more. After seeing a build put together by another computer enthusiast, he set off to construct a desk in which he could show off his computer. He spent some time drawing up plans with Google Sketchup and with the help of a friendly neighbor, started construction of his desk/PC case.
The desk is constructed from 3mm thick aluminum, and houses most of his computer’s components under a thick piece of glass. The only portion of the computer that is not enclosed in the desk is the 9-fan radiator he used for his water cooling setup. That part resides in his crawl space, which he connects to his PC via a pair of large water hoses he punched through his tile floor. If you are interested, you can see all 800+ pictures of the build here.
Simply awesome!
http://hackaday.com/2011/05/26/my-de...computer-case/
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May 28th, 2011, 18:57 Posted By: wraggster
The folks at Return Infinity just released a new version of their BareMetal OS, a 64-bit operating system written entirely in assembly.
The goal of the BareMetal project, which includes a stripped-down bootloader and a cluster computing platform is to get away from the inefficient obfuscated machine code generated by higher level languages like C/C++ and Java. By writing the OS in assembly, runtime speeds are increased, and there’s very little overhead for when every clock cycle counts.
Return Infinity says the ideal application is for high performance and embedded computing. We can see why this would be great for really fast embedded computing – there are system calls for networking, sound, disk access, and everything else a project might need. There’s also ridiculously small system requirements – the entire OS is only 16384 bytes – lend itself to very small, very powerful computers.
With projects that are computationally intensive, we think this could be a great bridge between an insufficient AVR, PIC or Propeller and a full-blown linux distro. There’s just some questions about the implementation – we feel like we’ve just been given a tool we don’t even know when to use. Any hackaday readers have an idea on how to use an OS stripped down to the ‘bare metal?’ What, exactly, would need 64 bits, and what hardware would it run on?
Check out the Return Infinity team calculating prime numbers on their BareMetal Node OS after the jump.
http://hackaday.com/2011/05/27/64-bi...y-in-assembly/
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