Thursday, May 6, 2010

Pamela Anderson, waltzes home and Train whizzes by in Week 7's........

On the week 7 elimination episode of Dancing With the Stars, Pamela Anderson, the magically babelicious pop culture icon who reduced Tom Bergeron to a 12-year-old boy, said farewell to sequins, fringe, and the daily execution of splits. Her poise, ability to assume characters, and sweet nature will be missed. Honestly, it seemed like she knew she'd be gone. She was calm and cracking jokes, as if she'd already had a decent cry before the liiiiiive taping. Due to a vague-sounding injury, Pam got to close out her DWTS experience in a lovely pastel princess gown and perfect makeup instead of a black pleather raincoat and streaks of sweat. Hey, you gotta keep it classy, even on reality TV.

Your votes had set the stage for a shocking elimination! I wouldn't call Pam's oust that shocking, but it did provide the graphics department with a great excuse to splatter sliver lightning bolts all over the contestants' headshots. I have to say, when Tom said ''One of these couples will be in the bottom two'' and the audience gasped, I thought it would be Nicole and Derek. Alas, the ''fast, furious, and fabulous'' Erin and ''her Russian'' could not survive the unflattering bloodbath (of light) of the dreaded bottom two.

My favorite part of Tuesday's show was Niecy's previously taped outburst backstage. ''Why do people keep asking me that? Did I think .............

Read More:ezto.in

Friday, April 9, 2010

Global News gadgets on sale












Sources:G News CNN News

Friday, March 6, 2009

TH396 - Head Spa Medi-Point Massager

This patented Italian design incorporates Japanese engineering and utilizes acupressure to relax and soothe your problems away.

It’s like thousands of tiny fingers simultaneously massaging your scalp. Simply place our Brain Spa Head Massager on your head and feel the tension miraculously leave your body. Suitable for any age, this massager stimulates blood circulation and helps to relieve stress. Use it at your desk at work. You can use it on your morning commute in traffic. Use it while relaxing at home in front of the TV after a long day. Its rechargeable battery makes it totally portable and easy to use anytime and anywhere. It’s like a Spa for your brain.







International leading technology.

Obvious effect in test.

All physical process.

Comfortable

Safe.

Health cares the brain and relaxes at anytime anywhere.

Innovative shape design

Convenient to use.

Measures: 10"x 6.5"x 7"

Saturday, February 28, 2009

User-created modifications


The multi-purpose nature of personal computers often allows users to modify the content of installed games with relative ease. Since console games are generally difficult to modify without a proprietary software development kit, and are often protected by legal and physical barriers against tampering and homebrew software, it is generally easier to modify the personal computer version of games using common, easy-to-obtain software. Users can then distribute their customised version of the game (commonly known as a mod) by any means they choose.

The inclusion of map editors such as UnrealEd with the retail versions of many games, and others that have been made available online such as GtkRadiant, allow users to create modifications for games easily, using tools that are maintained by the games' original developers. In addition, companies such as id Software have released the source code to older game engines, enabling the creation of entirely new games and major changes to existing ones.

Modding had allowed much of the community to produce game elements that would not normally be provided by the developer of the game, expanding or modifying normal gameplay to varying degrees. One notable example is the Hot Coffee mod for the PC port of Grand Theft Auto: San Andreas, which enables access to an abandoned sex minigame by simply modifying a bit of the game's data file.

Contemporary gaming

By 1996, the rise of Microsoft Windows and success of 3D console titles such as Super Mario 64 sparked great interest in hardware accelerated 3D graphics on the PC, and soon resulted in attempts to produce affordable solutions with the ATI Rage, Matrox Mystique and Silicon Graphics ViRGE. Tomb Raider, which was released in 1996, was one of the first third person shooter games and was praised for its revolutionary graphics. As 3D graphics libraries such as DirectX and OpenGL matured and knocked proprietary interfaces out of the market, these platforms gained greater acceptance in the market, particularly with their demonstrated benefits in games such as Unreal. However, major changes to the Microsoft Windows operating system, by then the market leader, made many older MS-DOS-based games unplayable on Windows NT, and later, Windows XP (without using an emulator, such as DOSbox).


The faster graphics accelerators and improving CPU technology resulted in increasing levels of realism in computer games. During this time, the improvements introduced with products such as ATI's Radeon R300 and NVidia's GeForce 6 Series have allowed developers to increase the complexity of modern game engines. PC gaming currently tends strongly toward improvements in 3D graphics.

Unlike the generally accepted push for improved graphical performance, the use of physics engines in computer games has become a matter of debate since announcement and 2005 release of the nVidia PhysX PPU, ostensibly competing with middleware such as the Havok physics engine. Issues such as difficulty in ensuring consistent experiences for all players, and the uncertain benefit of first generation PhysX cards in games such as Tom Clancy's Ghost Recon Advanced Warfighter and City of Villains, prompted arguments over the value of such technology.

Similarly, many game publishers began to experiment with new forms of marketing. Chief among these alternative strategies is episodic gaming, an adaptation of the older concept of expansion packs, in which game content is provided in smaller quantities but for a proportionally lower price. Titles such as Half-Life 2: Episode One took advantage of the idea, with mixed results rising from concerns for the amount of content provided for the price.

Early growth

Although personal computers only became popular with the development of the microprocessor, mainframe and minicomputers, computer gaming has existed since at least the 1960s. One of the first computer games was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT employee Steve Russell, developed Spacewar! on a PDP-1 computer used for statistical calculations.

The first generation of PC games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. The first text-adventure, Adventure, was developed for the PDP-11 by Will Crowther in 1976, and expanded by Don Woods in 1977. By the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI Gold Box games such as Pool of Radiance, or Bard's Tale.

By the mid-1970s, games were developed and distributed through hobbyist groups and gaming magazines, such as Creative Computing and later Computer Gaming World. These publications provided game code that could be typed into a computer and played, encouraging readers to submit their own software to competitions.

Microchess was one of the first games for microcomputers which was sold to the public. First sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape.

Personal computer game

A personal computer game (also known as a computer game or simply PC game) is a game played on a personal computer, rather than on a video game console or arcade machine. Computer games have evolved from the simple graphics and gameplay of early titles like Spacewar!, to a wide range of more visually advanced titles.

PC games are created by one or more game developers, often in conjunction with other specialists (such as game artists) and either published independently or through a third party publisher. They may then be distributed on physical media such as DVDs and CDs, as Internet-downloadable shareware, or through online delivery services such as Direct2Drive and Steam. PC games often require specialized hardware in the user's computer in order to play, such as a specific generation of graphics processing unit or an Internet connection for online play, although these system requirements vary from game to game.