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<description>Notes from cyhwuhx&#039;s  Evernote Openbook: Shared</description> 

  
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  <item> <title>55 Ways to Get More Energy</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#37df1648-ff18-45e1-ae52-c13d0d86122f</link>
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<p>If you’re tired all the time, a change in what you eat (diet) or what you do all day (activity pattern) may be all you need to turn things around 180°.</p>
<p>You won’t be able to do everything on this list all the time — you’d tire yourself out trying to get more energy — but do try them all to see which ones work for you and your schedule. Add a few of these tips to your regular routine. Or mix them up to keep things interesting.</p>
<p>1. Change your socks for refreshment.</p>
<p>It’s an amazing trick. Bring a change of socks to work, and change your socks midway through the day (say, after lunch). You’ll be amazed at how much fresher you’ll feel. This trick is especially handy on days with lots of walking — like during a hike or family outing to the amusement park.</p>
<p>2. Rock out loud.</p>
<p>Whether you work alone or in a room with coworkers, a quick one-song rock out loud session is an effective way to beat back exhaustion.</p>
<p>In a cube farm? Get everyone to sing along! The key is to choose a song that everyone can sing along with. (I like <a href="http://www.youtube.com/watch?v=qReKppA71DE" shape="rect">Kokomo</a>.) The energy boosting effect comes from bobbing your head and singing out loud. One song, 3 minutes. That’s a quick boost of adrenaline that lasts for a bit. You’ll be singing to yourself the rest of the never ending project delivery night.</p>
<p>3. Get rid of the stuffy nose.</p>
<p>If allergies have your sinuses blocked, you may be feeling more tired and cranky. An over-the-counter allergy medication should clear up your sinuses (and your mind).</p>
<p>4. Work with your body’s clock.</p>
<p>There is a natural ebb and flow of energy throughout the day. We start off sluggish after waking up, even after a solid 8 hours of sleep. Our energy peaks mid-morning, and it’s natural to want a <a href="http://en.wikipedia.org/wiki/Siesta" shape="rect">siesta</a>in the afternoon. We get a second spike of energy in the early evening, followed by our lowest energy point just before bedtime. Once you understand this natural rhythm of energy throughout the day, you can work on the important tasks during your peak hours and avoid early afternoon snoozefests (meetings).</p>
<p>5. Have a piece of chocolate.</p>
&lt;p...</div>
    
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  <item> <title>Brain Boost</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#450946fc-42c7-4631-a456-9cd0b7048e91</link>
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<ul><li>Eat Almonds<br clear="none"/>
Almond is believed to improve memory. If a combination of almond oil and milk is taken together before going to bed or after getting up at morning, it strengthens our memory power. Almond milk is prepared by crushing the almonds without the outer cover and adding water and sugar to it.</li><li>Drink Apple Juice<br clear="none"/>
Research from the University of Massachusetts Lowell (UML) indicates that apple juice increases the production of the essential neurotransmitter acetylcholine in the brain, resulting in an increased memory power.</li><li>Sleep well<br clear="none"/>
Research indicates that the long-term memory is consolidated during sleep by replaying the images of the experiences of the day. These repeated playbacks program the subconscious mind to store these images and other related information.</li><li>Enjoy simple Pleasures<br clear="none"/>
Stress drains our brainpower. A stress-ridden mind consumes much of our memory resources to leave us with a feeble mind. Make a habit to engage yourself in few simple pleasures everyday to dissolve stress from your mind. Some of these simple pleasures are good for your mind, body and soul.</li><li>Fast for a day<br clear="none"/>
Fasting cleans and detoxifies our body. It is known fact that heavy food not only causes stress on our digestive system but also drains our brainpower. Fasting relieves toxic emotions such as anger, grief, worry, and fears - before they accumulate and cause disease. By cleansing toxic emotions, fasting strengthens metal clarity with increases memory, concentration, creativity and insight.</li><li>Exercise your mind<br clear="none"/>
Just as physical exercise is essential for a strong body, mental exercise is equally essential for a sharp and agile mind. Have you noticed that children have far superior brainpower than an adult does? Children have playful minds. A playful mind exhibits superior memory power. Engage in some of the activities that require your mind to remain active and playful.</li><li>Practice Yoga or Meditation<br clear="none"/>
Yoga or Meditation relives stress. Stress is a known memory buster. With less stress, lower blood pressure, slower respiration, slower metabol...</li></ul></div>
    
    ]]></description> <pubDate>Sun, 22 Mar 2009 23:10:38 GMT</pubDate> <guid>http://www.evernote.com/pub/cyhwuhx/Shared#450946fc-42c7-4631-a456-9cd0b7048e91</guid> 
  
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  <item> <title>Elder Game: MMO game development » The Purpose of Loot</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#f54349a4-8d92-4bc5-b019-691eb2ef6a06</link>
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        <div class="ennote"><a shape="rect" href="http://www.eldergame.com/2009/02/03/the-purpose-of-loot/" rel="bookmark" title="Perma-Link: The Purpose of Loot" target="_blank">The Purpose of Loot</a>
    
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    Posted by Eric on February 3rd, 2009<br clear="none"/>
    Filed under: <a shape="rect" href="http://www.eldergame.com/category/design/" title="View all posts in Design" rel="category tag" target="_blank">Design</a><br clear="none"/>
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    <p>I’ve been DM’ing a 4th-edition D&amp;D game for the past few months. It’s very, very different from earlier editions, and there are lots of little gripes from the group about how things have changed, but one gripe stands out more than others: the loot sucks in this edition of D&amp;D.</p>
<p>When you create any sort of roleplaying game’s progression system, you have to decide right at the beginning how important loot is going to be. You can think of it as a percentage of the player’s overall power. Suppose a character didn’t get any magic items for a whole level. Then they fought their evil doppelganger with all the same abilities… PLUS the magic items they should have gotten this level. How much more powerful is their doppelganger? 5%? 25%? 1000%?</p>
<p>Any decently balanced game is designed with the power of the equipment taken into account. The game designer knows approximately how many magic items you should get each level, and how powerful they should be. That way, the game designer can create monster encounters to challenge players with that amount of power.</p>
<p>In earlier editions of D&amp;D, magic items could make some players many times more powerful. Getting a good magic item would often make you MUCH more powerful than you would have become just by gaining another level. Levels meant very little for most classes, but items were incredibly valuable.</p>
<p>In the new D&amp;D, the potency of magic items has been tamped down to a very modest level. Even the most potent items are mere baubles compared to the stuff you got in the last version of the game. Players become much more powerful by leveling up — that’s where the power comes from now. The magic items are a secondary power source.</p>
<p>This causes players not to care about loot. My players often overlook magical items because they don’t even bother to search around before moving on to the next encounter. Sometimes I’ve had to force magic items down their throat in order to make sur...</p></div></div>
    
    ]]></description> <pubDate>Fri, 25 Sep 2009 07:35:38 GMT</pubDate> <guid>http://www.evernote.com/pub/cyhwuhx/Shared#f54349a4-8d92-4bc5-b019-691eb2ef6a06</guid> 
  
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  <item> <title>Ways to make your virtual space more social</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#6d0f4436-497e-448e-a751-ca4b709a4520</link>
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<a href="http://www.raphkoster.com/category/gametalk" shape="rect"></a>
 <a href="http://www.raphkoster.com/2009/01/28/ways-to-make-your-virtual-space-more-social" shape="rect">Ways to make your virtual space more social</a>
<div>January 28th, 2009 (Visited 690 times) Tags: <a href="http://www.raphkoster.com/tag/game-design" shape="rect">game design</a>, <a href="http://www.raphkoster.com/tag/vw-design" shape="rect">vw design</a></div>

<p>I’ve said before that socialization requires downtime, by which I mean that people who are busy pressing a bunch of other buttons or busy watching a dozen different colored bars have pretty much given all their attention to it, and therefore have difficulty having a conversation (or indeed paying attention to anything else, as other people in that person’s house can attest).</p>
<p>This doesn’t mean that you have to force downtime, necessarily. Users can choose to stop doing whatever it is, and choose instead to just hang out. But they often don’t. So why is that, and can we or should we do anything about it?</p>
<p>The short answer is “yes,” and you can just scroll down to the list at the end if you agree and want concrete actionable things you can do to improve the sociability of your game. But if you want to argue, then the next two big blocks of text are for you. </p>
<p>The arc of human activity</p>
<p>This blog post is “downtime” for many of you. We speak of “forced downtime” but let me reverse it for a second — what’s forced is uptime. Players can choose downtime whenever they want. It’s the default state — lounging around doing nothing. Uptime requires action. And you need to nudge people along the curve to get them to take action, because of simple inertia. A body at rest tends to stay at rest. </p>
<p>The result is that we have carefully designed the games to always be prompting players to do something. We use eyelines to tell players to go someplace, we push quests on them with glaring icons and popups, we put constant reminders up that they could be gaining experience and levelling up all over the place, in the game of giving them greater guidance. All the good work we have done to make the experience more directed and minimize confusion and boredom has the side effect of also making it somewhat less social, precisely because there are so many cues driving you to go do something that will occupy all your attention.</p>
<p>So gam...</p></div>
    
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  <item> <title>Immaculate heart college art department rules</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#dae9bca4-b846-41fc-ac50-94774ad3780e</link>
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<ol><li>Find a place you trust and then try trusting it for a while.</li><li>General duties of a student: pull everything out of your teacher, pull everything out of your fellow students.</li><li>General duties of a teacher: pull everything out of your students.</li><li>Consider everything an experiment.</li><li>Be self-disciplined. This means finding someone wise or smart and choosing to follow them. To be disciplined is to follow in a good way. To be self-disciplined is to follow in a better way.</li><li>Nothing is a mistake. There is no win and no fail. There is only make.</li><li>The only rule is work. If you work it will lead to something. It’s the people who do all of the work all the time who eventually catch on to things.</li><li>Don’t try to create and analyse at the same time. They’re different processes.</li><li>Be happy whenever you can manage it. Enjoy yourself. It’s lighter than you think.</li><li>“We’re breaking all of the rules. Even our own rules. And how do we do that? By leaving plenty of room for X quantities.” - John Cage.</li></ol>
<p>Helpful hints: Always be around. Come or go to everything always. Go to classes. Read anything you can get your hands on. Look at movies carefully often. Save everything, it might come in handy later.</p>
<p>There should be new rules next week.</p></div>
    
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  <item> <title>PS3 Anti-aliasing &#039;Cost&#039;</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#13bccd96-cfed-4bab-80be-fc8b6daa26f9</link>
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<div>So yes, I believe you when you say that MS TRCs require anti-aliasing, as I also know this is true. However, it doesn't specify what anti-aliasing method you should use. There are many different methods such as pixel shader anti-aliasing (PSAA), which is done in software, and there's multi-sample anti-aliasing (MSAA), which is done in hardware. The hardware anti-aliasing on the 360 is most certainly not free. The cost arises from the fact that is only has 10mb EDRAM (the on-board super fast memory). For 2xMSAA to work, you need to render to a 2560x720 resolution buffer (twice the width of a 720p buffer) in order for it to work. For 4xMSAA, you need to render to a 2560x1440 resolution buffer (twice the width and height of a 720p buffer) in order for that to work. Now clearly, buffers at that size won't fit into 10mb of EDRAM, so as a result the 360 provides a function called predicated tiling. This allows you to render half, or quarter for 4xMSAA, of the MSAA buffer at a time, which you then &quot;resolve&quot; the back into main memory. Therefore for 2xMSAA, you'd need 2 resolves and for 4xMSAA you need 4 resolves, with each resolve taking upto 1ms of GPU time. That means if you resolve a 4xMSAA buffer, you can use upto 4ms of GPU time, which is a quarter of a 60hz frame. Also, if you have effects like refraction in a scene, you have the added resolves of the framebuffer again in order for that work properly. Predicated tiling can be a pain, and as a result, from my experience, devs tend to choose the PSAA method as it'a lot cheaper to do, and happier to work with when it comes to certain effects. MS are happy for this method to be used as long as you prove that it makes a difference.<br clear="none"/>
<br clear="none"/>
For PS3, it most definitely has hardware AA. It can also do both 2xMSAA and 4xMSAA, however unlike the 360, the RSX can render into any framebuffer size and it &quot;just works&quot;. The cost that arises from PS3 is the edge detection that occurs when rasterising a polygon, in order to correctly smooth out the edge. This is what I believe is free on...</div></div>
    
    ]]></description> <pubDate>Wed, 21 Jan 2009 10:16:48 GMT</pubDate> <guid>http://www.evernote.com/pub/cyhwuhx/Shared#13bccd96-cfed-4bab-80be-fc8b6daa26f9</guid> 
  
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  <item> <title>The Making of &#034;Shadow Of The Colossus&#034;</title> <link>http://www.evernote.com/pub/cyhwuhx/Shared#6629f65c-1cfc-4f9a-bf8d-b4a09893bf7f</link>
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<p>The Making Of &quot;Shadow Of The Colossus&quot;</p>
<p>Translated from: <a href="http://www.watch.impress.co.jp/game/docs/20051207/3dwa.htm" shape="rect">http://www.watch.impress.co.jp/game/docs/20051207/3dwa.htm</a></p>

<p><a href="http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc_files/3dwa01.jpg" shape="rect"></a></p>

<p>With the PS3 being announced for spring 2006, you might think the PS2 is at the point where it's reached it's limit. At this time, the world's attention tends to go to the next generation machine, but this is actually the time where all the technology achieved over the lifetime of the current machine bears fruit, and is the age where the masterpiece games appear.</p>
<p> </p>
<p>You could probably say that this winter, where SOTC (Shadow Of The Colossus) appeared, represents such a maturing period for PS2.</p>
<p> </p>

<p>Shadow Of The Colossus is a good game in itself, but it is the technology which is operational within the machine, PS2-wise, that gives it the true &quot;next-gen impression&quot;.</p>
<p>So now, we have brought together the information from the development of Shadow Of The Colossus, because we had heard discussion on the technology we used and wished to present it.</p>

<p>[Fumito Ueda]</p>

<p>[Hajime Sugiyama]</p>

<p><a href="http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc_files/3dwa0a.jpg" shape="rect"></a></p>

<p><a href="http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc_files/3dwa0b.jpg" shape="rect"></a></p>

<p>&quot;I'm not sure where I could even start talking about it! Really! (laughing). The work on SOTC accumulated little-by-little, so when it finally came together, it seemed completely natural.&quot;</p>
<p> </p>

<p>&quot;I tried hard to make the appearance look natural to the eye. I'm not sure if I was able to achieve it, but it is hard to tell because it is not cartoony. Don't you think? (laughing)&quot;</p>

<p>[Takuya Seki]</p>

<p>[Masanobu Tanaka]</p>

<p><a href="http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc_files/3dwa0c.jpg" shape="rect"></a></p>

<p><a href="http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc_files/3dwa0d.jpg" shape="rect"></a></p>

<p>&quot;Rather than the programmer saying how about like this, he keeps making the kind of environment which the designer can adjust to whatever their heart's desire.&quot;</p>

<p>&quot;You can spend far too much time making detailed adjustments on a case-by-case basis, just to get the exact right motion on each character.&quot;</p>

<p> </p>
<p>* The HDR rendering and dynamic exposure / tone mapping algorithm</p>

<p>After starting SOTC, the first impressive visuals you get are probably the view of the magnificent scenery seen outside from inside the sanctuary. It floods the external scenery which is seen from the interior to white, and light overflows through t...</p></div>
    
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