free

joined 10 months ago
MODERATOR OF
 
 

I know I am probably the last person in the world still running X11 on a Mac, but some time around macOS 14.7.3, XQuartz stopped working with OpenGL programs that use EGL instead of GLX. If someone could tell me how to fix this, that would be great:

libEGL warning: egl: failed to create dri2 screen MESA: error: Failed to attach to x11 shm MESA: error: Failed to attach to x11 shm MESA: error: Failed to attach to x11 shm ...


From jwz via this RSS feed

 
 
 

One of the disposable e-cigarettes studied released more lead during a day's use than nearly 20 packs of traditional cigarettes:

"When I first saw the lead concentrations, they were so high I thought our instrument was broken," Salazar said. [...]

"We found that these disposable devices have toxins already present in the e-liquid, or they're leaching quite extensively from their components into e-liquids and ultimately transferred to the smoke," Salazar said.

Leaded bronze alloy components in some devices leached nickel and lead to the e-liquid. Nickel was also released from heating coils, and antimony was present in unused e-liquids at high levels, both of which increase the risk of cancer.

The researchers also assessed the health risk for daily users. Vapors from three of the devices had nickel levels and two devices had antimony levels that exceeded cancer risk limits. Vapors from four of the devices had nickel and lead emissions that surpassed health-risk thresholds for illnesses besides cancer, such as neurological damage and respiratory diseases.

I'll bet Bobby Brainworms think you need a lot more lead and antimony supplements in your diet. But he's not going to state that outright, he's just asking questions...

Previously, previously, previously, previously, previously, previously, previously.


From jwz via this RSS feed

 
 
 

Developer Unknown Worlds has shared a letter asking for patience from Subnautica fans after publisher Krafton announced the departure of its senior leadership⁠—including studio co-founder Max McGuire⁠—and the installation of Dead Space producer and Striking Distance (The Callisto Protocol) CEO, Steve Papoutsis, as the new studio head.

The news prompted a backlash from fans, including a popular post calling for a boycott of the upcoming Subnautica 2 on the PC gaming subreddit. We don't know what prompted the removal of Unknown Worlds designer/director Charlie Cleveland, CEO Ted Gill, and co-founder Max McGuire.

Beneath the boilerplate language of Krafton's original announcement are references to "development momentum," as well as the publisher's "milestones" and "development metrics." Boycott post author PeterRockLife cites this as a main concern, interpreting it as Krafton punishing developers who were taking their time.

If it's actually an instance of a team spinning its wheels and failing to make progress, the studio and publisher haven't convincingly made the case. But leaving aside specific theories of what happened, opinion on Reddit and the Steam discussions for Subnautica 2 definitely favors the departed devs, and I don't see Unknown Worlds' letter winning back hearts and minds.

It's largely lacking in substantive information or argument. An update to Subnautica's early access timeline is "coming soon"—it's hard to imagine it hitting its 2025 early access launch window at this rate. The letter does not mention Cleveland, Gill, or McGuire by name, nor does it elaborate on why they were shuffled out.

The letter does firmly deny that the game will be live serviceified or otherwise experience a monetization change. I haven't seen concerns about this specifically regarding Subnautica 2, but such tactics are an understandable ambient gamer bête noire, one the largely mobile gaming-focused Krafton clearly wanted to get ahead of.

The most persuasive part of the letter, to my eye, concerns the remainder of the dev team that hasn't left the project:

"The team has already done on Subnautica 2, we also understand that it means we’ll need to ask you to remain a little patient and support us as he comes on board.

"An update to our schedule and more information, including the Early Access timeline, will be coming soon!"

Unknown Worlds and Krafton have an uphill battle winning back fan sentiment regardless. As for the leadership shakeup, I suspect we'll hear more about the circumstances behind it with time.

2025 games: This year's upcoming releasesBest PC games: Our all-time favoritesFree PC games: Freebie festBest FPS games: Finest gunplayBest RPGs: Grand adventuresBest co-op games: Better together


From PCGamer latest via this RSS feed

 
 

It's sometimes weird to see what academics make of videogames, coming to the medium as they do with a very different set of principles and goals than most gamers and critics. One recent paper in the Journal of Rural Studies is about a game that's a phenomenon in its own right: Farming Simulator. Specifically, Farming Simulator 22.

In the paper "Agricultural videogames and 'good farming,'" authors Simon Foureaux and Thomas Daum of the University of Gothenburg outline how they think Farming Simulator 22 encourages an overall harmful view of the farmer's job: To produce as many crops on as much land as possible using as much big machinery and fancy fertilizers as they can to keep as many people as possible fed, clothed, and cared for as cheaply as possible.

"The gameplay ignores environmental feedback loops like soil health and biodiversity," the authors say.

It's what they call a "productivist" view of what a good farmer is, which the authors hold in contrast to the evolution of farming to a sustainable model that respects its environment and intends to keep producing food into the future rather than exhaust the land in a way that damages society and the environment. "(I'm greatly simplifying a series of complex arguments here.)

The authors spend a lot of time proving one point: That videogames, specifically Farming Simulator, have become a key piece of media for helping people understand how things should be done.

That's not too surprising to us as the gaming faithful—and we've even seen Farming Simulator spoken of as influential in the advertising of farm equipment before. The authors hope, then, is that by having games like Farming Simulator present better ideas of what it means to be a "good farmer," they could help the farm-adjacent mainstream understand that sustainability is a better path than maximalist farms that produce above all else.

Perhaps of greatest interest to us is the special attention that mods are given by the authors—they note that while Farming Simulator doesn't really embrace alternative agriculture, mods for it have, "tweaking gameplay mechanics, for example, on crop rotations, Conservation Agriculture, and weather patterns."

They also highlight a well-regarded mod called Precision Farming that was developed by Giants alongside John Deere and EIT Food, a European "Food Innovation Initiative." It implements some principles of sustainable agriculture and gives your farm an overall environmental sustainability score, but as the authors point out, still entirely within the realm of how much money it makes, saves, or costs you. Still, the additions to realism and the scientific concerns are enough that it has been upkept and even has a version 3.0 for the latest Farming Simulator. (Which I now want to try.)

You can read the full paper from the Journal of Rural Studies on ScienceDirect.

As for the world of Farming Simulator, well, Farming Simulator 25 released last year to some pretty remarkable numbers—which really only cements its place as a series worthy of academic interest, study, and critique.


From PCGamer latest via this RSS feed

view more: next ›