Search Results

Search found 20963 results on 839 pages for 'video game'.

Page 22/839 | < Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >

  • Importing video from a videotape recorded on Soy Handycam

    - by Akhil Langer
    I used Windows Movie Maker to import videos from a videotape recorded on Sony handycam. I imported the video in .avi format( as it was giving the best video quality), but the size of the video is very large (8GB for just 1 hour). Moreover, it takes a lot of time to import the video in Windows Movie Maker (approx. 2.5 hrs. for 1 hour video). Please suggest some other software which is more robust in the sense that it can give good quality video in lesser size and also it should be able to import the video quickly(as I have to import many video cassettes).

    Read the article

  • How to make Windows Media Player play only audio of video files - Windows 7

    - by blasteralfred
    Usually, for any video file, Windows Media Player plays video along with audio, unless user press mute, so that only video comes out. In such a way reverse, is it possible to make media player play videos in which audio may come out, not video, and media player may show a blank screen or default animation instead of video? I use Windows 7. Is it possible to play videos without displaying video in Windows Media Player 12

    Read the article

  • Importing video from a videotape recorded on Sony Handycam

    - by Akhil Langer
    I used Windows Movie Maker to import videos from a videotape recorded on Sony handycam. I imported the video in .avi format( as it was giving the best video quality), but the size of the video is very large (8GB for just 1 hour). Moreover, it takes a lot of time to import the video in Windows Movie Maker (approx. 2.5 hrs. for 1 hour video). Please suggest some other software which is more robust in the sense that it can give good quality video in lesser size and also it should be able to import the video quickly(as I have to import many video cassettes).

    Read the article

  • SQL SERVER – Video – Beginning Performance Tuning with SQL Server Execution Plan

    - by pinaldave
    Traveling can be most interesting or most exhausting experience. However, traveling is always the most enlightening experience one can have. While going to long journey one has to prepare a lot of things. Pack necessary travel gears, clothes and medicines. However, the most essential part of travel is the journey to the destination. There are many variations one prefer but the ultimate goal is to have a delightful experience during the journey. Here is the video available which explains how to begin with SQL Server Execution plans. Performance Tuning is a Journey Performance tuning is just like a long journey. The goal of performance tuning is efficient and least resources consuming query execution with accurate results. Just as maps are the most essential aspect of performance tuning the same way, execution plans are essentially maps for SQL Server to reach to the resultset. The goal of the execution plan is to find the most efficient path which translates the least usage of the resources (CPU, memory, IO etc). Execution Plans are like Maps When online maps were invented (e.g. Bing, Google, Mapquests etc) initially it was not possible to customize them. They were given a single route to reach to the destination. As time evolved now it is possible to give various hints to the maps, for example ‘via public transport’, ‘walking’, ‘fastest route’, ‘shortest route’, ‘avoid highway’. There are places where we manually drag the route and make it appropriate to our needs. The same situation is with SQL Server Execution Plans, if we want to tune the queries, we need to understand the execution plans and execution plans internals. We need to understand the smallest details which relate to execution plan when we our destination is optimal queries. Understanding Execution Plans The biggest challenge with maps are figuring out the optimal path. The same way the  most common challenge with execution plans is where to start from and which precise route to take. Here is a quick list of the frequently asked questions related to execution plans: Should I read the execution plans from bottoms up or top down? Is execution plans are left to right or right to left? What is the relational between actual execution plan and estimated execution plan? When I mouse over operator I see CPU and IO but not memory, why? Sometime I ran the query multiple times and I get different execution plan, why? How to cache the query execution plan and data? I created an optimal index but the query is not using it. What should I change – query, index or provide hints? What are the tools available which helps quickly to debug performance problems? Etc… Honestly the list is quite a big and humanly impossible to write everything in the words. SQL Server Performance:  Introduction to Query Tuning My friend Vinod Kumar and I have created for the same a video learning course for beginning performance tuning. We have covered plethora of the subject in the course. Here is the quick list of the same: Execution Plan Basics Essential Indexing Techniques Query Design for Performance Performance Tuning Tools Tips and Tricks Checklist: Performance Tuning We believe we have covered a lot in this four hour course and we encourage you to go over the video course if you are interested in Beginning SQL Server Performance Tuning and Query Tuning. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology, Video Tagged: Execution Plan

    Read the article

  • Component based game engine design

    - by a_m0d
    I have been looking at game engine design (specifically focused on 2d game engines, but also applicable to 3d games), and am interested in some information on how to go about it. I have heard that many engines are moving to a component based design nowadays rather than the traditional deep-object hierarchy. Do you know of any good links with information on how these sorts of designs are often implemented? I have seen evolve your hierarchy, but I can't really find many more with detailed information (most of them just seem to say "use components rather than a hierarchy" but I have found that it takes a bit of effort to switch my thinking between the two models). Any good links or information on this would be appreciated, and even books, although links and detailed answers here would be preferred.

    Read the article

  • Convert video format to Flash Video automatically

    - by Jessica Boxer
    I need to allow web site users to upload videos to my web site in various common formats. From these I need to convert them to Flash video, and also limit their lengths and size. I need to do this automatically as part of the web site processing. Is there some simple tool that will allow me to do this? If not, can you point me in a direction that might help me out. Thanks.

    Read the article

  • HTML5 <video> element on Android does not play

    - by T1000
    Video tags like below plays fine with iPhone, but not Android: <video id="video" width="320" height="240" poster="video/placeholder.jpg" autobuffer controls> <source src="pr6.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'> <source src="pr6.ogv" type='video/ogg; codecs="theora, vorbis"'> </video> With the above code, Android can't even click the clip. It would just see the poster image. Video tag like below however works with Android: <video src="vpr6.mp4" poster="video/placeholder.jpg" onclick="this.play();"/> However, I still need to multiple sources capability (for Firefox ogv support…). Below code does not work (nor do they work if I stick the javascript into the source tags): <video id="video" width="320" height="240" autobuffer controls onclick="this.play();"> <source src="pr6.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'> <source src="pr6.ogv" type='video/ogg; codecs="theora, vorbis"'> </video> With above code, the clip is clickable in Android, but still does nothing. Can anyone help?

    Read the article

  • Creating a multiplayer card game

    - by Vikram.exe
    Hi, I was trying to make a multiplayer card game. I know networking concepts, so I know how to handle data between successive turns. I Haven't done a similar thing before so if any one could point me to a tutorial, that would be nice. I am comfortable with html/php/javascript and a bit of adobe flash. Please suggest are these sufficient to create a game or should I go for some other language(s)? Which are the best languages that are currently used to create such multiplayer games? Thanks, Vikram

    Read the article

  • Is enemy / bot A.I. part of the model or controller in an MVC game

    - by Iain
    It could be part of the model because it's part of the business logic of the game. It could be part of the controller because it could be seen as simulating player input, which would be considered part of the controller, right? Or would it? What about a normal enemy, like a goomba in Mario? UPDATE: Wow, that's really not the answer I was expecting. As far as I could tell, A.I. is an internal part of the autonomous game system, hence model. I'm still not convinced.

    Read the article

  • 3d / 2.5d game library for iphone and pc

    - by Aaron Qian
    I'm trying to make a 2d shooter game with 3d background. The player and enemies are essentially just quads with textures. The background will be simple 3d polygons with textures and some fog and light. Therefore, I don't need a really powerful 3d library. I tried Unity3D and Torque2D, but I don't like to use their GUI editors. I prefer to work with code. So, is there a cross platform (mainly windows and iPhone) 3d / 2.5d game library, commercial or open source? I assume it will be only limited to c, c++, and object-c due to apple's new ToS.

    Read the article

  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

    Read the article

  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

    Read the article

  • The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video]

    - by Asian Angel
    If you are a Batman fan then you will find this video mashup interesting to watch. YouTube user TrueOneMoreUser has created a unique Dark Knight Trailer using characters from Team Fortress 2 and select scenes from The Dark Knight movie itself. Team Fortress 2 – The Demo Knight [via Geeks are Sexy] Latest Features How-To Geek ETC How To Make Disposable Sleeves for Your In-Ear Monitors Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Bring the Grid to Your Desktop with the TRON Legacy Theme for Windows 7 The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video] Dirt Cheap DSLR Viewfinder Improves Outdoor DSLR LCD Visibility Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu

    Read the article

  • SpaceX’s Dragon Spacecraft Docks with the ISS [Video]

    - by Jason Fitzpatrick
    This weekend was the first time a commercial space craft successfully rendezvoused with the International Space Station. Check out this video to see the opening of the hatch. From the notes on NASA’s video release: Aboard the International Space Station, Expedition 31 Flight Engineer Don Pettit and Joe Acaba of NASA and European Space Agency Flight Engineer Andre Kuipers opened the hatch to SpaceX’s Dragon cargo craft and entered the vehicle May 26, one day after the world’s first commercial cargo spacecraft was berthed to the Earth-facing port of the Harmony module. Dragon will remain berthed to Harmony until May 31, enabling the crew to unload supplies for the station’s residents before it is re-grappled and released to return to Earth for a parachute-assisted splashdown in the Pacific Ocean off the coast of southern California. If you’re interested in learning more about the SpaceX program, hit up the link below. SpaceX How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More 47 Keyboard Shortcuts That Work in All Web Browsers How To Hide Passwords in an Encrypted Drive Even the FBI Can’t Get Into

    Read the article

  • DIY Super Mario “Kite” Lights Up the Sky [Video]

    - by Jason Fitzpatrick
    Throw some LEDs in helium balloons, string them together in a pixel-style grid, and you’ve got yourself a massive and glowing 8-bit sprite (in this case, a giant Super Mario). Read on to watch the video and see how you can build your own. Check out the video notes for more information on constructing it or, hit up the link below for more projects by Mark Rober. Mark Rober’s Project Blog [Make] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

    Read the article

  • SmoothLife Is a Super Smooth Version of Conway’s Game of Life [Video]

    - by Jason Fitzpatrick
    What happens if you change cellular automaton program Game of Life to use floating point values instead of integers? You end up with SmoothLife, a fluid and organic growth simulator. SmoothLife is a family of rules created by Stephan Rafler. It was designed as a continuous version of Conway’s Game of Life – using floating point values instead of integers. This rule is SmoothLifeL which supports many interesting phenomena such as gliders that can travel in any direction, rotating pairs of gliders, wickstretchers and the appearance of elastic tension in the ‘cords’ that join the blobs. You can check out the paper outlining how SmoothLife works here and then grab the source code to run your own simulation here. [via Boing Boing] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

    Read the article

  • National Geographic Channel’s Live Augmented Reality–Awesome Video

    - by Gopinath
    Augmented reality blurs the line between what is real and what is computer generated by enhancing what we see, hear, feel and smell(know more). Appshaker recently launched a live Augmented reality campaign that lets you immerse with the scenes of National Geographic Channel – play with leopards, experience space landing, feel the dinosaurs, splash water along with dolphins and more.  Check the video for yourself to see the awesomeness. 1000s of Hungarians who had chance to feel and experience the above documented Augmented reality would have been few of the luckiest. This article titled,National Geographic Channel’s Live Augmented Reality–Awesome Video, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

    Read the article

  • Inside The Kindle Paperwhite’s Display [Video]

    - by Jason Fitzpatrick
    By far the most praised feature of the new Amazon Kindle Paperwhite ebook reader is the new display; this video takes you behind the scenes with the design team and highlights what exactly makes the evenly lit display work so well. Accounting for the promotional nature of the video, it’s still fascinating to take a look at how they crafted the front plate of the display to yield such an even front-lit effect. You can read more about the Kindle Paperwhite here. [via ExtremeTech] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

    Read the article

  • Lego Sport Champions: Soccer – An 80s Style LEGO Video

    - by Asian Angel
    Are you a fan of LEGO and soccer? Then watch as these two teams use some fancy LEGO footwork to try and win the championship game in this nicely done retro-look video. Wait!! Is that player building a brick wall?? Lego Sport Champions: Soccer [YouTube] Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 Lego Sport Champions: Soccer – An 80s Style LEGO Video Access the Options for Your Favorite Extensions Easier in Firefox Don’t Sleep Keeps Your Windows Machine Awake DropSpace Syncs Android Files to Dropbox Field of Poppies Wallpaper The History Of Operating Systems [Infographic]

    Read the article

  • SQL SERVER – Tricks to Replace SELECT * with Column Names – SQL in Sixty Seconds #017 – Video

    - by pinaldave
    You might have heard many times that one should not use SELECT * as there are many disadvantages to the usage of the SELECT *. I also believe that there are always rare occasion when we need every single column of the query. In most of the cases, we only need a few columns of the query and we should retrieve only those columns. SELECT * has many disadvantages. Let me list a few and remaining you can add as a comment.  Retrieves unnecessary columns and increases network traffic When a new columns are added views needs to be refreshed manually Leads to usage of sub-optimal execution plan Uses clustered index in most of the cases instead of using optimal index It is difficult to debug. There are two quick tricks I have discussed in the video which explains how users can avoid using SELECT * but instead list the column names. 1) Drag the columns folder from SQL Server Management Studio to Query Editor 2) Right Click on Table Name >> Script TAble AS >> SELECT To… >> Select option It is extremely easy to list the column names in the table. In today’s sixty seconds video, you will notice that I was able to demonstrate both the methods very quickly. From now onwards there should be no excuse for not listing ColumnName. Let me ask a question back – is there ever a reason to SELECT *? If yes, would you please share that as a comment. More on SELECT *: SQL SERVER – Solution – Puzzle – SELECT * vs SELECT COUNT(*) SQL SERVER – Puzzle – SELECT * vs SELECT COUNT(*) SQL SERVER – SELECT vs. SET Performance Comparison I encourage you to submit your ideas for SQL in Sixty Seconds. We will try to accommodate as many as we can. If we like your idea we promise to share with you educational material. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Database, Pinal Dave, PostADay, SQL, SQL Authority, SQL in Sixty Seconds, SQL Query, SQL Scripts, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology, Video

    Read the article

  • How Aluminum Anodizing Works [Video]

    - by Jason Fitzpatrick
    Whether we’re talking about a pricey iPod or a cheap carabiner to hold your keys, anodized metals are all around us. Check out this video to see how the process actually works. Courtesy of Bill Hammack, the Engineer Guy, another great video detailing the processes behind products we take for granted. In this installment we learn more about the process of anodizing metals. [via Make] HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

    Read the article

  • How to ‘Bounce’ Drops of Water on Top of a Pool of Water Indefinitely [Physics Video]

    - by Asian Angel
    Normally drops of water are automatically ‘absorbed’ into a larger pool of water when contact is made, but there is one way to stop those water drops from coalescing with the rest: vibration. This awesome video shows the process in action as drops of water remain on top of the pool of water and even form groups of drops! Drops on Drops on Drops Article [Physics Buzz Blog] Drops on Drops on Drops Video [YouTube] [via Neatorama] How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

    Read the article

  • Unity Is The Swiss Army Knife of Game Console Mods

    - by Jason Fitzpatrick
    This expansive console modification blends over a dozen game systems into one unified console with a shared power source and controller. There are console mods and then there are builds like this. This impressive work in progress combines the hardware boards of multiple game systems into a single unified system that shares a single power source, video output, and controller. The attention to detail and outright gaming obsession and geekiness is definitely creeping to the top of the charts with this one. Hit up the link below to check out a detailed post about the build and see additional videos and photos. Bacteria’s Project Unity [via Hack A Day] HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now

    Read the article

< Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >