From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #5625 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Monday, January 4 2021 Volume 14 : Number 5625 Today's Subjects: ----------------- Especially when we have young children at home. ["Infrared Thermometer" <] Ear Cleaner that's Safe for Your Ears ["Qgrips" ] Banned âAfrican Peni's Ritualâ Unlocks Your Peni'sâ ["Primal Grow Pro" Subject: Especially when we have young children at home. Especially when we have young children at home. http://americanrecovery.us/xs2AMuIvwZb9WJnnJ7wnRngx29VUWuF_mt74NSSonsw7wlzj http://americanrecovery.us/3bm0WOysMfbLkWH-PwIbDwe0cVesttQz-uizlmy5G7-q0IIo obe Flash Player (labeled Shockwave Flash in Internet Explorer, Firefox, and Google Chrome) is discontinued computer software for content created on the Adobe Flash platform. Flash Player is capable of viewing multimedia contents, executing rich Internet applications, and streaming audio and video. In addition, Flash Player can run from a web browser as a browser plug-in or on supported mobile devices. Flash Player was created by Macromedia and has been developed and distributed by Adobe Systems since Adobe acquired Macromedia in 2005. Flash Player was distributed as freeware. It was discontinued on December 31, 2020, its download page disappeared on January 2, 2021, and a built-in time bomb from versions newer than 32.0.0.371 will display a static icon with an information page link starting on January 12, 2021. Flash Player ran SWF files that could be created by Adobe Flash Professional, Adobe Flash Builder or by third party tools such as FlashDevelop. Flash Player supported vector graphics, 3D graphics, embedded audio, video and raster graphics, and a scripting language called ActionScript. ActionScript is based on ECMAScript (similar to JavaScript) and supports object-oriented code. Flash Player was distributed free of charge and its plug-in versions are available for every major web browser and operating system. Google Chrome, Internet Explorer 11, in Windows 8 and later, and Microsoft Edge came bundled with a sandboxed Adobe Flash plug-in. Flash Player once had a large user base, and was a common format for web games, animations, and graphical user interface (GUI) elements embedded in web pages. Adobe stated in 2013 that more than 400 million out of over 1 billion connected desktops update to the new version of Flash Player within six weeks of release. However, Flash Player has become increasingly criticized for its performance, consumption of battery on mobile devices, the number of security vulnerabilities that had been discovered in the software, and its closed platform nature. Apple co-founder Steve Jobs was highly critical of Flash Player, having published an open letter detailing Apple's reasoning for not supporting Flash on its iOS device family. Its usage has also waned because of modern web standards that allow some of Flash's use cases to be fulfilled without third-party plugi ------------------------------ Date: Mon, 4 Jan 2021 06:05:39 -0500 From: "Qgrips" Subject: Ear Cleaner that's Safe for Your Ears Ear Cleaner that's Safe for Your Ears http://vestwoding.icu/KPsZQIWFdVq1imeQ9z0wBhEBR4sLGN4zYcDX1bIkgVp4-rE6 http://vestwoding.icu/ucEeQnhpkdRZwmxVxvyYMopeYO4Jyu9dA2Y2THWKnz9D1hhF ome game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or to assemble it from other game-middleware components. These types of engines are generally referred to as a "graphics engine", "rendering engine", or "3D engine" instead of the more encompassing term "game engine". This terminology is inconsistently used, as many full-featured 3D game engines are referred to[by whom?] simply as "3D engines". Examples of graphics engines include: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern game- or graphics-engines generally provide a scene graph - an object-oriented representation of the 3D game-world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds. As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given project. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that a project re-start from the beginning), an engine-development team may elect to update their existing engine with newer functionality or compone ------------------------------ Date: Mon, 4 Jan 2021 05:58:46 -0500 From: "Primal Grow Pro" Subject: Banned âAfrican Peni's Ritualâ Unlocks Your Peni'sâ Banned bAfrican Peni's Ritualb Unlocks Your Peni'sb http://primalsurvey.icu/fQOP7yqBE0ORCVoqpF2B_Bwi8Eteuoj0c0SSAa9P7b_YNBWw http://primalsurvey.icu/tgWa7c0lCG_rBSqb2kKAxHISeKB5xEUJ3JJsR2Gh8x8seLJR efore game engines, games were typically written as singular entities: a game for the Atari 2600, for example, had to be designed from the bottom up to make optimal use of the display hardwarebthis core display routine is today called the kernel by retro developers. Other platforms had more leeway, but even when the display was not a concern, memory constraints usually sabotaged attempts to create the data-heavy design that an engine needs. Even on more accommodating platforms, very little could be reused between games. The rapid advance of arcade hardwarebwhich was the leading edge of the market at the timebmeant that most of the code would have to be thrown out afterwards anyway, as later generations of games would use completely different game designs that took advantage of extra resources. Thus most game designs through the 1980s were designed through a hard-coded ruleset with a small number of levels and graphics data. Since the golden age of arcade video games, it became common for video game companies to develop in-house game engines for use with first party software. While third-party game engines were not common up until the rise of 3D computer graphics in the 1990s, there were several 2D game creation systems produced in the 1980s for independent video game development. These include Pinball Construction Set (1983), ASCII's War Game Construction Kit (1983), Thunder Force Construction (1984), Adventure Construction Set (1984), Garry Kitchen's GameMaker (1985), Wargame Construction Set (1986), Shoot-'Em-Up Construction Kit (1987), Arcade Game Construction Kit (1988), and most popularly ASCII's RPG Maker engines from 1998 onwards. Klik & Play (1994) is another legacy offering that's still avail ------------------------------ Date: Mon, 4 Jan 2021 03:40:00 -0500 From: "Stoop swipers" Subject: Sending You This 10-Million Volt Stun Gun Sending You This 10-Million Volt Stun Gun http://flashpowers.co/cGtYJuFWCd11T-HPWKEMnVwUY-MrEiHxtOF9zoylYo9R22mC http://flashpowers.co/BXbFDIbI0T5JLYuTmqtAV91Lvau_Ho4h6xsDF6KwLGJ9Nzmt ntil version 10 of the Flash player, there was no support for GPU acceleration. Version 10 added a limited form of support for shaders on materials in the form of the Pixel Bender API, but still did not have GPU-accelerated 3D vertex processing. A significant change came in version 11, which added a new low-level API called Stage3D (initially codenamed Molehill), which provides full GPU acceleration, similar to WebGL. (The partial support for GPU acceleration in Pixel Bender was completely removed in Flash 11.8, resulting in the disruption of some projects like MIT's Scratch, which lacked the manpower to recode their applications quickly enough.) Current versions of Flash Player are optimized to use hardware acceleration for video playback and 3D graphics rendering on many devices, including desktop computers. Performance is similar to HTML5 video playback. Also, Flash Player has been used on multiple mobile devices as a primary user interface render ------------------------------ Date: Mon, 4 Jan 2021 05:14:33 -0500 From: "Verizon Reward Feedback" Subject: Verizon reward - Open immediately! Verizon reward - Open immediately! http://tinnitusterminator.us/HVzi3gi6i_lVDpZV8TMN0QA5fbECDCD8EgHvvMX3n9GtVdXN http://tinnitusterminator.us/WsItppt50sJ7dMemTt9F7jsgU3Us76klGogUnJVNUN_1ido9 n many cases, game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. Game-engine developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most game-engine suites provide facilities that ease development, such as graphics, sound, physics and artificial-intelligence (AI) functions. These game engines are sometimes called "middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market b all critical factors in the highly competitive video-game industry. As of 2001, Gamebryo, JMonkeyEngine and RenderWare were widely-used middleware programs of this type. Like other types of middleware, game engines usually provide platform abstraction, allowing the same game to run on various platforms (including game consoles and personal computers) with few, if any, changes made to the game source-code. Often, programmers design game engines with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game-middleware components. Some game engines comprise a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated product. However achieved, extensibility remains a high priority for game engines due to the wide variety of uses for which they are applied. Despite the specificity of the name "game engine", end-users often re-purpose game engines for other kinds of interactive applications with real-time graphical requirements - such as marketing demos, architectural visualizations, training simulations, and modeling environme ------------------------------ Date: Mon, 4 Jan 2021 08:01:55 -0500 From: "Medical Research" Subject: What CBD Makers NEVER Tell You About CBD What CBD Makers NEVER Tell You About CBD http://carbofixfirst.icu/zSAtds_C9jYuF_K11D9QfV5R0xv1AeRojx0Q6jiVFR7ueqre http://carbofixfirst.icu/IUbctq_xqco330tttvNuRifrvTR3HbG4DjvtDBQuxE2o7i0 n the broader sense of the term, game engines themselves can be described as middleware. In the context of video games, however, the term "middleware" is often used to refer to subsystems of functionality within a game engine. Some game middleware does only one thing but does it more convincingly or more efficiently than general purpose middleware. For example, SpeedTree was used to render the realistic trees and vegetation in the role-playing video game The Elder Scrolls IV: Oblivion and Fork Particle was used to simulate and render real time particle system visual effects or particle effects in Sid Meier's Civilization V. The four most widely used middleware packages that provide subsystems of functionality include RAD Game Tools' Bink, Firelight FMOD, Havok, and Scaleform GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and Granny 3D rendering. Firelight FMOD is a low cost robust audio library and toolset. Havok provides a robust physics simulation system, along with a suite of animation and behavior applications. Scaleform provides GFx for high performance Flash UI and high-quality video playback, and an Input Method Editor (IME) add-on for in-game Asian chat support. Other middleware is used for performance optimisation - for example 'Simplygon' helps to optimise and generate level of detail meshes, and 'Umbra' adds occlusion culling optimisations to 3d graphics. Some middleware contains full source code, others just provide an API reference for a compiled binary library. Some middleware programs can be licensed either way, usually for a higher fee for full source cod ------------------------------ End of alt.music.moxy-fruvous digest V14 #5625 **********************************************