Traditional Values

As you may have heard, Dan Cathy, president of Chic-Fil-A, came out and denounced same-sex marriage, citing support for the “biblical definition of a family”. As you can imagine, this turned into a huge media firestorm, which consequently got the fast food chain banned from Chicago. Then Santorum and Huckabee decided to get behind the company’s statement and declared a “Chic-Fil-A day”.

“We are very much supportive of the family — the biblical definition of the family unit. We are a family-owned business, a family-led business, and we are married to our first wives. We give God thanks for that.”
-Dan Cathy

I believe the first thing to do when investigating this delicate situation is to look further into what exactly was said by Cathy. Most news sources are citing this interview. In it, Cathy states that the company is firmly based around Christian values. Just to clarify, I am totally on board with that. It’s pretty incredible that a huge company, especially a fast food chain, would have the balls to do that in this modern age of anti-Christian rage. Some examples of this support include being closed on Sunday and training employees in Christian values and excellent customer service.

While citing the Bible as providing a Christian definition of marriage is fine (it is quite clear on the subject that marriage is only between a man and a woman), I don’t think it should be used to dictate the law. And I really don’t think it is proper to cite the Bible as a reason against homosexuality. Not only is the good book’s stance questionable when it comes to gays, but it also has some other “values” that the company seems to disregard. Take for example, Leviticus 19:19.

“Keep my decrees. Do not mate different kinds of animals. Do not plant your field with two kinds of seed. Do not wear clothing woven of two kinds of material.”
-New International Version

Wat. Guess you’re going to Hell for wearing those polyester-cotton blends. In fact, it seems that Chic-Fil-A employee uniform shirts are 55/45 cotton/poly.

“…a deep blue, ¾-sleeve, 55/45 cotton/poly woven shirt with stain-protection and wrinkle-resistant treatments, and flat-front, 60/40 cotton/poly pants with soil-release properties.”
Nicole Rollender

And that chicken Chic-Fil-A is serving? Bet that was bred to be the meatiest chicken possible.

“We are proud to have many long-standing relationships with our chicken suppliers, who highly value their association with the family farms where the chickens grow. Often these farms are diversified – they raise a variety of crops and livestock. Our suppliers follow strict animal welfare and nutrient management practices.”
Chic-Fil-A’s website

But wait! Many, including myself, would argue that when Jesus makes the New Covenant, the Mosaic Law no longer applies to Christians. Ok, so that nullifies any argument made with the Old Testament. And by the way, those arguments tend to cite the destruction of Sodom and Leviticus 18:22 and 20:13.

“You shall not lie with a male as one lies with a female; it is an abomination”
-Leviticus 18:22
“If there is a man who lies with a male as those who lie with a woman, both of them have committed a detestable act.”
-Leviticus 20:13

Ok, so where in the New Testament is homosexuality denounced? In fact, the subject is only mentioned in 3 passages: 1 Romans:26–27, 1 Corinthians 6:9–10, and 1 Timothy 1:8–11.

Do you not know that wrongdoers will not inherit the kingdom of God? Do not be deceived! Fornicators, idolaters, adulterers, male prostitutes, sodomites, thieves, the greedy, drunkards, revilers, robbers—none of these will inherit the kingdom of God.
-1 Corinthians 6:9–10, NRSV

Now we know that the law is good, if one uses it legitimately. This means understanding that the law is laid down not for the innocent but for the lawless and disobedient, for the godless and sinful, for the unholy and profane, for those who kill their father or mother, for murderers, 10 fornicators, sodomites, slave traders, liars, perjurers, and whatever else is contrary to the sound teaching that conforms to the glorious gospel of the blessed God, which he entrusted to me.
-1 Timothy 1:8–11, NRSV

Two of these passages, specifically those in 1st Corinthians and 1st Timothy, only mention homosexuals in passing, if at all. The offending terms are placed in the middle of a generic laundry list of undesirable people. This is the equivalent of using the term “gang banger” to refer to any sort of any delinquent. Moreover, the translation of the Greek to “male prostitutes” and “sodomites” is questionable. Here I cite from William O’ Walker.

“The Greek word translated as ‘male prostitutes’ is the adjective malakoi (plural of malakos). This adjective means ‘soft,’ as in a ‘soft’ bed or a ‘soft’ pillow. When applied to people, it can mean ‘lazy,’ ‘self-indulgent,’ ‘cowardly,’ ‘lacking in self-control,’ and the like. When applied to males, it generally refers to what are commonly regarded as feminine-like ‘weaknesses:’ such men might be regarded as ‘soft,’ ‘flabby,’ ‘weak,’ ‘cowardly,’ ‘unmanly,’ or ‘effeminate.’ But to call a male ‘effeminate’ might or might not carry implications of homosexuality.”
The Fourth R

He goes on to explain how the terms “arsenokoitai” and “malakoi” could be interpreted in many different ways.

People have assumed that malakoi does refer to homosexuality in 1 Corinthians primarily because the next term in the list is arsenokoitai (defined below)—the assumption being, of course, that the two words are somehow linked in meaning because they appear side by side in the list. This, however, is by no means necessarily the case. “The greedy” and “drunkards” are also juxtaposed in the list, and it would be difficult to see any link between them.

But even if malakoi and arsenokoitai are somehow linked in meaning, it is not at all clear just how arsenokoitai should be translated. It comes from two Greek words: arsen, which means “male” (as opposed to “female”), and koite which literally means “bed” but by extension can be a euphemism for sexual intercourse (like “going to bed” with someone). This would appear to suggest that arsenokoitai refers to males who “go to bed” with other males. But Dale B. Martin has pointed out that the meaning of a compound word cannot necessarily be determined by breaking it apart, looking at the meaning of each of its parts, and then simply combining these meanings to determine the meaning of the compound word. As an example, Martin cites the English word, “understand,” which has nothing to do with either “standing” or “being under.”

Numerous other examples could be cited, but I want to mention one that is closer to the topic under consideration. The word I have in mind is the vulgar term, “mother-fucker.” We know what this word means literally. But when people use it, they typically are not referring to someone who has sexual intercourse with his mother (or even with someone else’s mother). In fact, the word normally does not refer to sexual activity at all. The point is, however, that its original sexual meaning is often not apparent in its actual usage. And the same thing may very well be true of the Greek word arsenokoitai. It is a rare word. According to Martin, though, when the word does appear independently, it is typically found in conjunction not with sins of sexual immorality but rather with sins related to economic injustice or exploitation. … We often use sexual language to talk about things that have nothing to do with sex. For example, someone might say, “I really fucked up!” without having sex in mind at all. Or think about how we sometimes use the word “screw.” If I say, “I really got screwed on that business deal,” I’m not talking about sex, but I am talking about exploitation. … The bottom line is that we simply do not know what the word meant or how it was used in the first century.

In a way similar to how slave traders quoted parts of the Bible that, out of context or interpreted in certain ways, seemed to legitimatize their actions, those opposed to homosexuality or homosexual marriage could easily use these passages to support their advocation of the “traditional” family.

Leaving those passages aside for now, let’s examine what Paul says about homosexuality in his letter to the Roman church. In short, homosexuality is not mentioned as a sin, per se, but as punishment by God for idol worship. I’m not sure what the Bible has to say about Masochism, but if it does forbid the enjoyment of punishment, then why are anti-gay groups only targeting gays? They should also go after the greedy (recording industry), gossips and slanderers (news corporations), and God-haters (anti-Christian groups). Also those who disobey their parents.

“For although they knew God, they neither glorified him as God nor gave thanks to him, but their thinking became futile and their foolish hearts were darkened. Although they claimed to be wise, they became fools and exchanged the glory of the immortal God for images made to look like a mortal human being and birds and animals and reptiles.

Therefore God gave them over in the sinful desires of their hearts to sexual impurity for the degrading of their bodies with one another. They exchanged the truth about God for a lie, and worshiped and served created things rather than the Creator—who is forever praised. Amen.
Because of this, God gave them over to shameful lusts. Even their women exchanged natural sexual relations for unnatural ones. In the same way the men also abandoned natural relations with women and were inflamed with lust for one another. Men committed shameful acts with other men, and received in themselves the due penalty for their error.

Furthermore, just as they did not think it worthwhile to retain the knowledge of God, so God gave them over to a depraved mind, so that they do what ought not to be done. They have become filled with every kind of wickedness, evil, greed and depravity. They are full of envy, murder, strife, deceit and malice. They are gossips, slanderers, God-haters, insolent, arrogant and boastful; they invent ways of doing evil; they disobey their parents; they have no understanding, no fidelity, no love, no mercy. Although they know God’s righteous decree that those who do such things deserve death, they not only continue to do these very things but also approve of those who practice them.”

-1 Romans 1:21-32, NIV

As for the argument that homosexuality is somehow a “sin against nature” or otherwise unnatural, I find it interesting that such an argument would be made in the first place. First of all I’m not even sure what that is supposed to mean; would a proponent of that argue that anything specifically human is a sin against nature? In that case, homosexuality wouldn’t even fall under that category, since animals also show homosexual behavior. On the other hand, technology, speech, and writing actually ARE sins against nature.

But why hold up animals as a standard for behavior? Animals eat their children sometimes, but we don’t do that. At least not usually. Well, think about it this way: animalistic behaviors in humans can be divided into three categories; necessary, unnecessary, and harmful. Necessary behaviors are things like breathing, eating, pooping, etc. Unnecessary are things like playing. Both of these categories are legal. Harmful activities, like killing, raping, cannibalism, and infanticide are, with the last one being an exception, illegal. Since innocent homosexual behavior is neither harmful nor necessary, I see no reason to think it any more unnatural than playful behavior.

Of course, I digress. When Dan Cathy said that his company adheres to Christian values and he supports the “biblical” definition of a family, he wasn’t denouncing homosexuality (although I’m sure he has some beef with it). After really thinking about the controversy, I don’t actually see any conflict of interest.

All Cathy is saying is that he and his company stand behind one definition of a term. The government might stand behind a different definition. Activists may support another. The point is that if I announce “I believe that marriage can only happen between two people of the Caucasian race, regardless of gender” (which I don’t), that doesn’t mean that I can legally discriminate against married couples that fit a different definition. In fact, what I think doesn’t matter to anyone, until I make actions based on those opinions.

Obviously, whether or not the government thinks gay marriage should be legal is a MUCH bigger deal. And while we’re on the subject, I might as well give my two cents.

The only reason marriage exists in the legal system at all is because of tradition; but while its there, it might as well serve its purpose. When you think about it, the only possible reason the government should care about whether two people are symbolically bound together in an arbitrary ceremony is that children are born afterwards. The difference in taxes and other legal differences as a result of marriage are merely helpers to this function; marriage is not for the taxes, the taxes are for marriage. The government needs to ensure that children are being raised in an environment that will not turn them into criminals.

Based off of this definition of why legal marriage exists, one could make the argument that gay marriage should not be legally recognized because two people of the same sex cannot produce children. But by the same logic, a marriage in which one or more of the partners is sterile should also not be recognized legally. But of course both straight and gay married couples have the option of adoption. Following this line of reasoning to its conclusion, allowing gay marriage but disallowing gay adoption is paradoxical and a waste of government resources. The two rights should, by necessity, come bundled together.

Thus, the only remaining line of defense for those opposed to gay marriage and/or adoption would be that children raised by a gay couple are somehow deficient when compared to those raised “traditionally”. In response, I quote Judith Stacey, a professor at USC and holder of the Streisand Professorship in Contemporary Gender Studies. From the sound of the article the quote comes from, homosexual parenting is actually beneficial in many ways.

“We found that despite the ‘no differences’ mantra, many studies do report evidence of some intriguing differences, and even of some potential advantages of lesbian parenthood. A difference is not necessarily a deficit.”
Judith Stacey

Snow Crash

Oh. Yes. I am going to start off this post by talking about the absolutely brilliant book by Neal Stephenson (see Cryptonomicon), Snow Crash. The book that popularized the use of the word “avatar” as it applies to the Web and gaming. The book that inspired Google Earth. And despite being 20 years old, it is more relevant than ever and uses the cyberpunk theme to hilarious and thought-provoking extents. It paints the picture of an Internet/MMO mashup, sort of like Second Life, based in a franchised world. Governments have split up and been replaced in function by companies; competing highway companies set up snipers where their road systems cross, military companies bid for retired aircraft carriers, and inflation has caused trillion dollar bills to become nigh worthless.

In the book, a katana-wielding freelance hacker named Hiro Protagonist follows a trail of mysterious clues and eventually discovers a plot to infect people with an ancient Sumerian linguistic virus. The entire book is bizarre, but it has some great concepts and is absolutely entertaining. Stephenson never fails to tell a great story; his only problem is wrapping them up. Anyways, I highly suggest you read it.

Well, I’ve been thinking about games again. I have two great ideas in the works, and one of them is “hacking” game based roughly in the Snow Crash universe. It doesn’t really use any of the unique concepts from it besides the general post-fall world setting and things like the Central Intelligence Corporation. It probably won’t even use the Metaverse, although it depends how much I choose to expand the game from the core concept. The player does play, however, as a freelance hacker who may or may not wield swords (not that it matters, since you probably won’t be doing any running around).

I’m writing up a Project Design Document which will cover all the important points of the game:
Download the whole document

The Future of the Source Engine

Valve’s Source and GoldenSource engines and Epic’s Unreal engines have had a long, acrimonious feud. Both Golden Source and the Unreal Engine debuted in 1998 in Half Life and Unreal, respectively. Both were considered revolutionary games at the time. Unreal blew technical and graphical expectations out of the water. Half Life left a legacy as one of the most influential games in the FPS genre.

Unreal Engine screenshot Unreal Engine screenshot
i2Zan0DmFkTfy Golden Source screenshot

Fast forward 6 years. Valve, in the meantime, has released Team Fortress Classic and Counterstrike, both extremely revolutionary games. The Unreal and Unreal 2 engines (the latter was released 2 years prior) had become extremely popular platforms for game developers, mostly because of the engines’ notable modularity and room for modification.

In 2004, Valve debuts the Source engine with Half Life 2, a ground breaking game that completely demolishes competition and sets a long-lasting legacy in terms of story, gameplay, and graphics. For comparison, Unreal Tournament 2004 was published the same year.

Unreal Engine 2 screenshot Source screenshot

In another 7 years, Unreal Engine 3 has been released and games like Gears of War and Batman: Arkham City have been developed using it. Valve has just published their first widely supported game, Portal 2. The Source engine has been evolved over the years, and many graphical upgrades have been applied along with compatibility with major game consoles.

Batman: AC screenshot

However, it becomes readily apparent that the visual styles of these two engines have diverged in the years since 1998. The Unreal line of engines have supported games like Bioshock and Mass Effect, but have also bourn the brunt of AAA games. Such games are known for their muted brown-grey color pallete, uninteresting story, and factory-made gameplay. Unreal Engine games are commonly criticized for having character models that look “plastic” (a result of game developers setting specular too high on materials), awkward character animations, and overuse of lens flares and bloom.

Games on the Source engine, on the other hand, consistently revolutionize some aspect of gaming. For example, Team Fortress 2, Portal, and Left 4 Dead are widely known for innovative gameplay. Unfortunately, Valve has lagged behind in terms of pushing the graphical frontier. Half Life 2 was smashingly good for its time, much in the same way that Halo stunned the gaming world back in 2001. However, every Source game since its debut has looked more and more aged.

Even worse, developers are driven away from using the Source engine due to a set of tools that have barely evolved since they were developed in 1998. Hammer, the level creation program, and Face Poser, the character animation blender, are unwieldy and unfinished; Source SDK tools are notorious for their bugs and frequent crashes.

Conversely, the Unreal toolset is streamlined and easy to jump into. This appeal has drawn more and more amateurs and professional developers alike. The editor allows you to pop right into the game to see changes, whereas the Source engine still requires maps to be compiled (which can take minutes) in order for the most recent revision to be played. Unreal’s deformable meshes dwarf the Source engine’s awkward displacement system.

However, I have a feeling that a couple of factors are going to come together and boost both engines out of the recent stigma they have incurred. The biggest factor is that at some point the AAA game industry is going to collapse. The other critical event is Half Life 3.

Yes! Do I know something you don’t? Have I heard a rumor lurking the Internet about this mysterious game? No. But I do know history. And that is more useful than all the forum threads in the universe.

Half Life was released in 1998. Half Life 2 was released in 2004. Episode 2 was released in 2007. Half Life 2 took 6 years to develop, despite being on a side burner for some of that time. By extrapolation, Half Life 3 should be nearing release in the next 2 years. However, circumstances are different.

The Source engine was developed FOR Half Life 2. Graphics were updated. But the toolset remained the same. In the time between HL2 and now, Valve has been exploring other genres. Team Fortress 2, Portal 2, and Left 4 Dead 2 all took a portion of the company’s resources. In addition, that last few years have been spent intensively on developing Dota 2 (which, by the way, was the cause of the free release of Alien Swarm). The second Counterstrike was contracted out. So Half Life 3 has been a side project, no doubt going through constant revisions and new directions.

However, unless Valve is going to release Day of Defeat 2 or Ricochet 2 (yeah right) in 2013, production on Half Life 3 is going to kick into high gear. There is one fact that drives me to believe even more heavily in this theory.

Since 2011, and probably even earlier, Valve has been pumping a huge amount of effort into redesigning their entire suite of development tools. It had become readily apparent to everyone at the company that the outdated tools were making it impossible to develop games efficiently.

“Oh yeah, we’re spending a tremendous amount of time on tools right now. So, our current tools are… very painful, so we probably are spending more time on tools development now than anything else and when we’re ready to ship those I think everybody’s life will get a lot better. Just way too hard to develop content right now, both for ourselves and for third-parties so we’re going to make enormously easier and simplify that process a lot.”
-Gabe Newell

Because both TF2 and Portal 2 have been supported continuously since their release, they have been the first to see the effects of this new tool development. Valve seems to have used these games as testing grounds, not only for their Free to Play business model and Steam Workshop concept, but also for new kinds of development tools. First, the Portal 2 Puzzle Maker changed the way that maps were made. In the same way that Python streamlines the programming process, the Puzzle Maker cuts out the tedious technical parts of making a level.

The second tool released was the Source Filmmaker. Although it doesn’t directly influence the way maps are made, its obviously been the subject of a lot of thought and development. The new ways of thinking about animation and time introduced by the SFM are probably indicative of the morphing paradigms in the tool development section at Valve.

Don’t think that Valve is going to be trampled by any of its competitors. Despite Unreal Engine’s public edge over the Source engine, especially with the recent UE4 reveal, the AAA game industry is sick, and no other publisher has a grip on the PC game market quite like Valve does. And although 90% of PC gamers pirate games, PC game sales are hardly smarting. In fact, the PC game market is hugely profitable, racking up $19 billion in 2011. This is just a few billion shy of the collective profits of the entire console market. Yet the next best thing to Steam is, laughably, EA’s wheezing digital content delivery system Origin.

Numbers Source

Anyways, here’s hoping for Half Life 3 and a shiny new set of developer tools!

A Problem with Films

The eponymous film industry has been approaching a point of conflict with technology. Especially in recent years, more films have started used framerates that are significantly greater than the traditional 24 fps. This is caused by the increasingly movement from film-based camera to tape (or digital) cameras. However beneficial this switch might be, the public hasn’t received it very well so far. For example, Peter Jackson decided to film The Hobbit at 48 fps, but so far people have found the screened clips unpleasant.

The problem is that faster frame rates tend to take away the “cinematic” aesthetic that separates feature films from home videos and cheap television. Unfortunately, there is no way to fix this; our minds and eyes associate 24 fps with movies. This is a stigma that won’t go away anytime soon as long as movie continue to use obtusely slow frame rates. There will, by necessity, be a period in which all movies look “cheap”. Once the transition is made, however,

The same thing occurred with 3D films. At first people were averse to the concept, because it violated their concept of what the “movie experience” was like. However, more and more films took to the technique, and eventually the majority of moviegoers became comfortable with the feeling. I experienced this recently, when I saw Prometheus and decided to watch it in 2D. Mere minutes in to the film, I already have a faint feeling in the back of my head that something wasn’t right; my eyes have become trained to expect 3D sensations when I sit down in a movie theater.

Historically, this trend of initial rejection has been true for all new advances in film. Color film, synced sound, computer generated graphics, etc. Take, for instance, this excerpt of an article I snagged from IGN. It voices the feelings that movie audiences will be experiencing at some point in the next 10 years. However, I think this is a positive switch.

“I didn’t go into CinemaCon expecting to write anything less than great things about The Hobbit, but the very aesthetic chosen by Peter Jackson has made me very nervous about this film. It just looked … cheap, like a videotaped or live TV version of Lord of the Rings and not the epic return to Tolkien that we have all so long been waiting for.”

Source Filmmaker: First Impressions

Meet the Pyro

Meet the Pyro

As you may have heard, the Source Filmmaker was released two weeks ago at the conclusion of the Pyromania Update for Team Fortress 2. To get it at first, everybody was required to submit a survey form that included basic hardware and software specs about your computer, including whether or not a microphone was attached. The idea was that a limited, graded release would help give a taste of what the tool is like without flooding the Internet with videos. However, after three weeks of semi-open beta, the SFM team has gone public. You can download it here. Here are my first impressions of the tool (there is a TL;DR at the bottom).

The Source Filmmaker is a tool that allows “players” to set up scenes within any Source game, and then edit the resulting clips as if they were in an video editing program. This hybrid system passes over a lot of the conventional paradigms in film making. You can simultaneously modify how you want a shot to look AND change how the sequence is cut together. Scenes still have props, actors, lights, and cameras. However, if you decide while editing that you want a shot of the same scene from a different angle, you can create a new shot from a new angle in seconds.

This is definitely the direction that movies are headed as a medium. Computer graphics have reached a level of visual fidelity that allows filmmakers to create entire new elements and mix that with live footage. For instance, Sky Captain (an awesome movie, by the way) was shot entirely on blue-screen in some guys basement. All the environments and non-human actors were computer generated. This allowed the maker to move the actors around as he pleased. If he didn’t like the direction they were facing or their position on-screen, he could simply move them around like another 3D asset.

Sky Captain and the World of Tomorrow

Sky Captain and the World of Tomorrow

So far I’ve used the Source Filmmaker for a little over one week, on and off (I made this). From what I hear, experts at the program can deftly make complex scenes in minutes. However, I have yet to figure out all the hotkeys and efficient methods, so it takes me a long time to even sketch out a rudimentary scene. My speed is hampered, in some part, by the strange choice of hotkeys; The lower left part of the keyboard seems to have shortcuts distributed at random. Yes, every program has such a learning period in which shortcuts are committed to muscle memory. The SFM, though, for all its similarities to 3D programs, seems to have flipped the traditional hotkey set.

I digress, however. The primary aspect of SFM that impedes my work in the program is the tool’s concept of time and animation. To illustrate, let me explain the structure of the program: Each file is called a “session”; a self-contained clip. A single map is associated with each session. A session contains a strip of “film” which is composed of different shots.

Shots are independent scenes within the same map. Each shot has a scene camera and various elements that expand upon the base map set. Each shot also has an independent concept of time. You can move a shot “fowards” or “backwards” in time, which doesn’t move the clip in relation to other clips, but changes which segment of time the shot is showing within its universe. You can also change the time scale, which slows down or speeds up the clip.

If you move a shot to be before another shot, it will not change the shot, only the sequence in which the shots are displayed. This can be confusing and/or annoying. For instance, if you have a shot of someone talking, and you want to have a close-up shot or a different angle inside of that clip, there are two ways to do so. You could go into the motion editor and move the camera within the specific segment of time within the shot. The easier way, however, is to split the shot into three clips. The end clips remain the same, and inherit the elements from the single parent shot (which doesn’t exist anymore). In the middle clip, however, you change the camera to show a close-up angle. Both of these methods look the same; until you change your mind.

After you split a clip up into different shots, you can’t (to the best of my knowledge) add in a common element that spans all three shots, even though the elements that were there beforehand were inherited by all three. If you move a prop in one shot, it doesn’t translate over. This problem lends itself to a strange workflow, in which you set up the entire scene from one camera view, and only when you are satisfied do you split it up into different clips.

But how about the other method I mentioned? The motion editor allows you to select “portions of time” within a shot’s universe. You can make changes to objects and their properties, but the changes will only be visible within that time segment. For smooth transitions, it allows you to “partially” select time, and blend between two different settings. This feature can be extremely useful and powerful, but it is also a pain in the ass. While trying to hand-animate actors, I often find myself getting annoyed because I want to go back to the same time selection and add in something, or smooth over multiple curves. Since each entity stores its animation separately (each bone in a actor’s skeleton, for instance), I often find myself annoyed because I change an animation, but forgot about a bone. The animation ends up completely screwed, and its easier to start over than fix it.

Yes, a lot of this pain is due to my inexperience with the workflow. I’m sure I’ll get the hang of working with the strange animation system. But for any filmmaker or animation starting out, it will be quite a jump from the traditional keyframe methodology. In the Valve-made tutorials the guy talks about the graph editor, which seems to liken itself to a keyframed timelines. However, I have yet to glean success from the obtuse interface, and in any case the “bookmarking” system seems unnecessarily complex.

I want to cover one more thing before wrapping up. What can you put in a scene? Any model from any source game can be added in and animated. There are also new high-res versions of the TF2 characters. Lights, particle systems, and cameras are also available. For each of these elements, you need to create and Animation Set, which defines how the properties of the elements change over time. IK rigs can be added to some skeletons, and any property of any object in the session can be edited in real time via the Element Viewer. Another huge aspect of the program is the ability to record gameplay. At any time, you can jump into the game and run around like you are playing. All the elements of the current shot are visible as seen by a scene camera. You can even run around while the sequence is playing. You can also capture your character’s motion in “takes”. This is great for generic running around that doesn’t need gestures or facial animations. If you need to change something, you can convert the take into an animation set, which can be edited.

On the note of character animation, lip syncing is extremely easy. Gone are the pains of the phoneme editor in Face Poser. You can pop in a sound clip, run auto-detect for phonemes, apply to a character, and then go in with the motion editor and manually change facial animation and mouth movements.

TL;DR: To summarize my feelings, any person who admires the Meet the Team clips or the Left 4 Dead 2 intro trailer should definitely check out the Source Filmmaker. It’s free, and the current tutorials let you jump into making cool short clips; every clip looks really nice after rendering. The program does require a lot of memory and processing power though, so you will be unable to work efficiently if your computer doesn’t get decent framerates in TF2.

The World in 15 Years

It’s been a while since I’ve just written something for fun without justifying myself, so I decided to make a post where I just make shit up. Basically, I’ve been thinking about something I heard a while back, which went along the lines of: science fiction is about personalizing issues in the present day and bringing abstract problems to a level in which the characters deal with it directly. While I disagree with the statement to some extent, I also agree with it the more I think about it. Fallen Angels makes climate change a very tangible force that the characters have to deal with, for instance. Power Nap (a webcomic) expands the sense that corporations take advantage of their employees for productivity beyond reasonable limits, and personalizes it for the protagonist.

So, I momentarily abandoned my plans for writing a space opera. Most of all, I just wasn’t ready for a writing project of that magnitude. But more importantly, it didn’t MEAN anything to me. I wanted to write a story that took some problem or idea that affected me and make it very real and tangible. With the latest set of vicious storms in my area knocking out power for days, even disabling emergency services and perhaps water utilities for a time, I began thinking about how reliant our global society is on electronics and the electricity to power them. This coupled with the thoughts that had been stewing about in my head ever since I casually skimmed a National Geographic article. The article was not that interesting, but the subject matter was one that hadn’t really occurred to me before: a freak solar flare, like one that happened in 1859, could essentially fry the entire power grid and all of our electronics. This, to me, proposes a much more interesting and up-to-date apocalyptic scenario than the standard nuclear armageddon.

That got me thinking about the near future, and so I’ve compiled a list of some things I think will be likely to occur in the next 15 years. I tried to not be too optimistic. Yes, I know that some of it is inconsistent, and some of it is much more detailed than other parts.

-China becoming more democratic, but increases censorship nonetheless
-Huge number of economically successful high-tech countries in East and Southeast Asia
-Pacific Rim emerges as haven for free data sharing, as well as Eastern Europe

-Poor countries still poor
-Communication technologies become even more widespread
-Corrupt governments overthrown in continuous cycles of bloody revolution
-Raw material supply becomes unreliable
-Poor corrupt countries may fall into anarchy

-Rest of world becoming more socialist in terms of government handling of resources
-USA increasingly resistant to government regulation of resources and thus begins to lag in large societal changes and technological adoption
-More and more unrest as the US government fails to agilely address new problems
-Increased attempts by media-industry-controlled government factions to eradicate un-supervised data sharing on Internet
-USA oversteps some boundaries trying to persecute free data sharing companies in Asia, world becomes weary of US intellectual property pushes

-Everything goes to shit in Greece with communist election, pulls out of EU
-Spain pulls out of EU because of financial collapse
-Germany pulls out of EU in anticipation of EU and Euro collapse
-Euro goes to hell
-European economy collapses, lots of companies migrate their finances to US or Asia in anticipation
-Several brief civil wars break out in countries hit hard, tourism in Europe goes to shit, causes more economic decay

-DARPA project kicks off space recycling
-Retired space stations are cannibalized
-Expanded commercial industry, competition with SpaceX
-Asteroid mining just starting, expected influx of resources (Earth mining becomes ridiculously expensive as resources are depleted)
-Plans for mars still just plans (commercial and governmental)
-Commercial space station with sponsors (Red Bull module?)

-More advances in mobile technology
-Competition in information glasses (see Google Glass)
-Increased presence of laplets (netbook / tablet hybrid, see Microsoft Surface)
-Increases in high-speed Internet availability
-Cloud gaming (processing on external machines, screen streamed)
-Some cities are implementing ubiquitous wifi
-Self-driving cars prevalent
-Resource sharing via private companies becomes more accepted

-Cures for blindness, etc
-Advances in prosthetics, mind-controlled apparatus
-More use of robotics, especially in operations
-Cancer research still unable to cure cancer
-Pushback against genetic engineering to solve rampant problems (e.g. anti-sepsis bacteria, clotting-inducers, artificial immune boosters, disease-vector re-engineering)
-Technological advances in molecular synthesis jeopardizes pharmaceutical industry

-Niche markets of supersonic flights and new efficient airships are filled
-Ocean drilling for oil becomes extremely common, Gulf spill stigma overcome
-Oil synthesization expanding as a market, more viable as oil is used up and Middle Eastern oil is unavailable
-Price of flights start to increase, flying starts to become less popular

-Increased reliance on new breed of safe fission power
-Global warming still “on the rise”, even though it has been partially linked to various natural processes
-Carbon emissions significantly reduced in Europe and America, increased in Asia
-Attempts to limit number of chemical rockets used, rejection
-Anti-desertification movement gains momentum, Saharan reduction initiated
-Still huge pushes towards recycling

I might update this post with some short descriptions of why I make some of these predictions, but until then you should leave a comment agreeing or disagreeing. Also follow me on Twitter @mattlevonian if you like my blog.

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