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2010-11-28
, 12:18
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Posts: 992 |
Thanked: 738 times |
Joined on Jun 2010
@ Low Earth Orbit
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#181
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2010-11-28
, 12:49
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Posts: 670 |
Thanked: 747 times |
Joined on Aug 2009
@ Kansas City, Missouri, USA
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#182
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...the answer is clear as to how NOKIA views the n900...and by extension how commercially successful the n900 was, it is quite clear.
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2010-11-28
, 17:14
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Posts: 256 |
Thanked: 92 times |
Joined on Oct 2010
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#183
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ps : " free" phones from providers are not so " free " , how can it be free when u make a 24 - 36 mounth contract ( thats 2 - 3 years ) with a provider and pay mounthly fees !!!
just to give an idea , i have pre paid card ( from wind ) i have 1500 min talk time 1500 sms ( for wind same provider usage ) and 1.5GB data per mounth FOR FREE , i never paid 1 sent ( well i bought the sim for 5 $ ) , THATS FREE , not 20-50 $ contract per mounth + call + data .
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2010-11-28
, 17:30
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Posts: 3,159 |
Thanked: 2,023 times |
Joined on Feb 2008
@ Finland
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#184
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what the hell.. didn't nokia want to sell this phone to an consumer? what about all the commercials.. when i bought this phone, i didn't know it wasen't intendent for a regular joe.. like me. the commercials didn't say i needed to be a tech guy.. didn't say i was a test rabbit so they could develop better phones.. no one did tell me that i lacked intermidiate functions.. certainly not nokia.. all the commercials told me that this was the best phone ever.. i could do everything.. well.. it can't..
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2010-11-28
, 17:47
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Posts: 67 |
Thanked: 14 times |
Joined on Aug 2010
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#185
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2010-11-28
, 23:47
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Posts: 752 |
Thanked: 284 times |
Joined on Sep 2010
@ Malaysia
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#186
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Yeah, Nokia is really ticked off that the N900/Maemo project was such an utter failure. So much so that they bet the future of the company on MeeGo -- the direct offspring of Maemo - and made the N900 the reference device for MeeGo handset development. Clearly they think the N900/Maemo is crap and want to pretend it never happened. And those major OS updates we've gotten were just Nokia's wiley attempts to fool us into thinking they actually were supporting the device.
I'm bent because Nokia hasn't announced support for flash 11.0 or MeeGo 3.0 on the N900. What are they doing??
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2010-11-30
, 08:16
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Posts: 4,384 |
Thanked: 5,524 times |
Joined on Jul 2007
@ ˙ǝɹǝɥʍou
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#187
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simple, why it failed cause there are less intelligent people in the world maybie?
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2010-12-01
, 15:36
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Posts: 4,384 |
Thanked: 5,524 times |
Joined on Jul 2007
@ ˙ǝɹǝɥʍou
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#188
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JS: With Android, you guys had said last year that you were testing out Android, and doing some spot checking...
JC: It wasn't actually last year. It was couple of months ago. I've actually got the Android dev kit installed on a few platforms down here. The official word here is that we are definitely going to get some games compiled on the Android platform, but we are not yet committed to selling something on the Marketplace. Because I'm honestly still a little scared of the support burden and the effort that it's going to take for our products, which are very graphics-intensive.
The iOS platform has really been a pleasure to work on compared to all of the... half of the reason for us ditching the old feature phones was that it was so much more pleasant to develop for iOS. And I fear that we would be slipping back into some of that quagmire on the Android side of things. But there's no doubt that the installed user base is huge, and is getting larger all the time. So it's something that we'll have to keep an eye on. But it's not yet clear whether we're going to have this Rage project available in the Android Marketplace or not.
JS: OK. So you could say that Apple's platform is more console-esque, I suppose.
JC: Yes. The HD version of Rage is 1.4GB installed, and all the world geometry is using 2-bit PowerVR texture compression. If we went to one of the other platforms that's not PowerVR-based, we'd be stuck with a 4-bit texture compression format, and that pushes the size over 2GB. And the Android Marketplace doesn't even let you download more than 20 or 30MB, and you have to end up setting up your own server and doing your own transfer for all of that. Dealing with the user interface of managing space... there's a lot of things that happen automagically for us on iOS that we'll have to deal with particularly on the Android space. And that's not a lot of work that's going to be huge heaps of fun to do. It's going to be dreary, tedious work that I would certainly push on somebody else personally, but I'm not sure that even as a company it's something that we want to be involved in.
Even in the old days of the feature phone world, we always had EA Mobile or JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature phone splits that we had from our four base versions. And we may yet wind up partnering with somebody else to do that level of broad support, but that's a little less satisfying when we're doing something that's pushing the limit graphically, because you don't have a second-tier company port your stuff to other graphics architectures and expect it to remain cutting-edge.
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2010-12-01
, 16:03
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Posts: 1,309 |
Thanked: 1,187 times |
Joined on Nov 2008
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#189
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2010-12-01
, 16:31
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Posts: 319 |
Thanked: 289 times |
Joined on Sep 2009
@ Lisboa, Portugal
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#190
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An interesting article by J Carmack about developing on iOS and Android, mobile gaming, etc:
http://arstechnica.com/gaming/news/2010/11/post-8.ars
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making popcorn, op stop posting |
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