Selasa, 31 Maret 2020

How Valve brought Half-Life to VR - Engadget

It's hard to believe that a new Half-Life game is actually here. Half-Life: Alyx is everything I've ever wanted from a flagship VR game. It takes full advantage of the immersiveness of virtual reality, and while it might not be the sequel many gamers have been waiting for, it's still an important move for Valve. It's not treating VR like a special mode bolted on top of another game, like Resident Evil 7 or Fallout 4. After years of investing in the medium, Valve has proved it's possible to make a lengthy, big-budget title that will actually get gamers excited and maybe even convince them to buy pricey headsets en masse.

[Check out the full interview above on the Engadget Podcast! Subscribe to the show on iTunes and Spotify.]

Dario Casali, a level designer at Valve, told Engadget that "[Half-Life: Alyx] started out as an exploration of VR rather than saying we're going to just work with Half-Life IP. After we shipped The Lab [a series of small VR experiences] and we were working on the Vive, we decided we were going to push into the VR space a little harder. And with the hardware we were developing, we wanted a big software app that would push the hardware along."

Surprisingly, Casali said the company didn't immediately jump to Half-Life as the ideal series to bring to VR. Portal also seemed like a good fit, especially since The Lab takes place within its universe. But the teleportation mechanics would have been difficult to bring into VR without making players queasy. Valve also excluded multiplayer games right off the bat, since there weren't nearly enough VR owners to make that worthwhile. Then the company built a 20-minute VR demo using assets from Half-Life 2, and everything clicked.

"With that demo, we realized that the Half-Life mechanics translated pretty well to VR, and in many cases they became even more compelling than we remembered," Casali said. "So based on the strength of that demo, and the interest that that revived in the company -- because everybody's very fond of Half-Life at Valve -- it wasn't a difficult sell."

As a series that's practically synonymous with gaming innovation, it also made plenty of sense for Valve to use Half-Life as its lens for exploring VR. The first title was a landmark achievement in unstructured narrative while Half-Life 2 and its episodes focused on physics and lighting in bold new ways. But after exploring ways to follow up on the cliffhanger ending of Half-Life 2: Episode 2, Valve simply chose to do... nothing. As co-founder Gabe Newell told IGN, the company didn't want to spit out another sequel to increase quarterly sales figures. But VR? Now, that's an interesting challenge.

Half-Life: Alyx builds atop the VR gameplay innovation we've seen from Valve and other developers over the past four years. But for it to truly stand out, it had to bring something new to the table. Enter the gravity gloves, which let you reach out and grab small objects in the environment. You just point your finger, flick your wrist and catch the item as it's flying toward you. It's a bit complex at first, but several hours into the game it practically becomes second nature.

Valve

"We felt that the gravity gun was such an iconic part of Half-Life 2... we're definitely exploring everything from the franchise to see how it works in VR," said Valve developer Kerry Davis. "And one of the first things we discovered is being able to get to an object from a distance, without having to always go right up to it, is great in VR, because movement is sort of one of the highest friction areas of the experience. And it was a mix of saying, 'Oh, we have this sort of gravity gun feel,' and 'we have a really great mechanic that makes it easier to play a game in VR.'"

Valve didn't want to make the gravity gloves a separate weapon like the gravity gun, according to Davis. Instead, the company wanted you to always have them on, so you could use them naturally. In that same vein, the Alyx team also avoided adding any buttons or switches to make the gloves work, as that's the "least VR thing you can do."

"It's fun watching people play the game," Davis said. "They start off and they work at it, and they're clearly thinking about it as they perform the action. But then pretty quickly as they play, it becomes more and more second nature. And before they know it, they're not even thinking about the fact that they're pulling objects to them. They're just doing it because that's what you do as you move through this world. And so it's really satisfying to see it become a natural extension of your physical movements."

There's plenty of behind-the-scenes magic in Half-Life: Alyx that smooths out every interaction you have in the game, according to Davis. When using the gravity gloves, objects come toward you in a smooth arc so they're easy to catch. If you're reaching toward an important item like ammo, the game anticipates that you want to pick it up. Even opening and closing doors was a unique challenge. In the real world, it's easy to tell if you need to push or pull -- but you don't get that feedback in VR. So the Alyx team came up with a simple solution: Let doors open both ways. The usability for the player -- successfully getting through a barrier -- is more important than faithfully recreating the actual mechanics of doors.

Valve

No matter how great Half-Life: Alyx might be (and trust me, it's very good), the vast majority of gamers won't be able to play it. The game demands a decent gaming rig and a VR headset. Thankfully, you don't have to get Valve's $1,000 Index, but even a cheaper Windows Mixed Reality device could be too pricey for many players. The company's insistence on making VR a thing has rightfully made many consumers angry.

"We definitely know that there are roadblocks to a lot of people owning VR hardware at the moment," Casali said. "We still have tethers in some cases and tracking devices [to deal with]. I think that accessibility needs to improve a decent amount before we have very widespread use of the hardware. But we're definitely at that point where we need software to be driving interest in the platform at the same time. And that's what we're trying to do here. ... If a month from now, after somebody who's played Half-Life: Alyx is playing on their console and thinking, 'Boy, I wish this was in VR,' then we've done a good job at driving interest in the platform that way."

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

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2020-03-31 21:14:31Z
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How Valve brought Half-Life to VR - Engadget

It's hard to believe that a new Half-Life game is actually here. Half-Life: Alyx is everything I've ever wanted from a flagship VR game. It takes full advantage of the immersiveness of virtual reality, and while it might not be the sequel many gamers have been waiting for, it's still an important move for Valve. It's not treating VR like a special mode bolted on top of another game, like Resident Evil 7 or Fallout 4. After years of investing in the medium, Valve has proved it's possible to make a lengthy, big-budget title that will actually get gamers excited and maybe even convince them to buy pricey headsets en masse.

[Check out the full interview above on the Engadget Podcast! Subscribe to the show on iTunes and Spotify.]

Dario Casali, a level designer at Valve, told Engadget that "[Half-Life: Alyx] started out as an exploration of VR rather than saying we're going to just work with Half-Life IP. After we shipped The Lab [a series of small VR experiences] and we were working on the Vive, we decided we were going to push into the VR space a little harder. And with the hardware we were developing, we wanted a big software app that would push the hardware along."

Surprisingly, Casali said the company didn't immediately jump to Half-Life as the ideal series to bring to VR. Portal also seemed like a good fit, especially since The Lab takes place within its universe. But the teleportation mechanics would have been difficult to bring into VR without making players queasy. Valve also excluded multiplayer games right off the bat, since there weren't nearly enough VR owners to make that worthwhile. Then the company built a 20-minute VR demo using assets from Half-Life 2, and everything clicked.

"With that demo, we realized that the Half-Life mechanics translated pretty well to VR, and in many cases they became even more compelling than we remembered," Casali said. "So based on the strength of that demo, and the interest that that revived in the company -- because everybody's very fond of Half-Life at Valve -- it wasn't a difficult sell."

As a series that's practically synonymous with gaming innovation, it also made plenty of sense for Valve to use Half-Life as its lens for exploring VR. The first title was a landmark achievement in unstructured narrative while Half-Life 2 and its episodes focused on physics and lighting in bold new ways. But after exploring ways to follow up on the cliffhanger ending of Half-Life 2: Episode 2, Valve simply chose to do... nothing. As co-founder Gabe Newell told IGN, the company didn't want to spit out another sequel to increase quarterly sales figures. But VR? Now, that's an interesting challenge.

Half-Life: Alyx builds atop the VR gameplay innovation we've seen from Valve and other developers over the past four years. But for it to truly stand out, it had to bring something new to the table. Enter the gravity gloves, which let you reach out and grab small objects in the environment. You just point your finger, flick your wrist and catch the item as it's flying toward you. It's a bit complex at first, but several hours into the game it practically becomes second nature.

Valve

"We felt that the gravity gun was such an iconic part of Half-Life 2... we're definitely exploring everything from the franchise to see how it works in VR," said Valve developer Kerry Davis. "And one of the first things we discovered is being able to get to an object from a distance, without having to always go right up to it, is great in VR, because movement is sort of one of the highest friction areas of the experience. And it was a mix of saying, 'Oh, we have this sort of gravity gun feel,' and 'we have a really great mechanic that makes it easier to play a game in VR.'"

Valve didn't want to make the gravity gloves a separate weapon like the gravity gun, according to Davis. Instead, the company wanted you to always have them on, so you could use them naturally. In that same vein, the Alyx team also avoided adding any buttons or switches to make the gloves work, as that's the "least VR thing you can do."

"It's fun watching people play the game," Davis said. "They start off and they work at it, and they're clearly thinking about it as they perform the action. But then pretty quickly as they play, it becomes more and more second nature. And before they know it, they're not even thinking about the fact that they're pulling objects to them. They're just doing it because that's what you do as you move through this world. And so it's really satisfying to see it become a natural extension of your physical movements."

There's plenty of behind-the-scenes magic in Half-Life: Alyx that smooths out every interaction you have in the game, according to Davis. When using the gravity gloves, objects come toward you in a smooth arc so they're easy to catch. If you're reaching toward an important item like ammo, the game anticipates that you want to pick it up. Even opening and closing doors was a unique challenge. In the real world, it's easy to tell if you need to push or pull -- but you don't get that feedback in VR. So the Alyx team came up with a simple solution: Let doors open both ways. The usability for the player -- successfully getting through a barrier -- is more important than faithfully recreating the actual mechanics of doors.

Valve

No matter how great Half-Life: Alyx might be (and trust me, it's very good), the vast majority of gamers won't be able to play it. The game demands a decent gaming rig and a VR headset. Thankfully, you don't have to get Valve's $1,000 Index, but even a cheaper Windows Mixed Reality device could be too pricey for many players. The company's insistence on making VR a thing has rightfully made many consumers angry.

"We definitely know that there are roadblocks to a lot of people owning VR hardware at the moment," Casali said. "We still have tethers in some cases and tracking devices [to deal with]. I think that accessibility needs to improve a decent amount before we have very widespread use of the hardware. But we're definitely at that point where we need software to be driving interest in the platform at the same time. And that's what we're trying to do here. ... If a month from now, after somebody who's played Half-Life: Alyx is playing on their console and thinking, 'Boy, I wish this was in VR,' then we've done a good job at driving interest in the platform that way."

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

Let's block ads! (Why?)


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2020-03-31 20:32:18Z
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Apple acquires Dark Sky weather app, and that’s bad news for Android users - Ars Technica

Popular weather app and data-collection service Dark Sky has been acquired by Apple for an undisclosed sum, a blog post from the Dark Sky team announced. The post claims that Dark Sky will now “reach far more people, with far more impact, than we ever could alone.”

The iOS app will not see any changes “at this time,” and it will continue to be listed on the App Store. Android and Wear OS are a different story, though. The Android app will no longer be available for download, and “service to existing users and subscribers will continue until July 1, 2020, at which point the app will be shut down.” Active subscribers will get a refund.

As for the website, which is also popular:

Weather forecasts, maps, and embeds will continue until July 1, 2020. The website will remain active beyond that time in support of API and iOS App customers.

A lot seems to be up in the air about where this will go in the long term, though. Dark Sky is notable in part for its big data-driven Dark Sky Forecast API, which provides customers with hyper-local weather data for use in their own apps or services. That API will no longer accept new signups, though “service for existing customers is not changing today.” The API will function for existing customers through the end of 2021.

That API and the related data operation may be the main reason Apple is interested in Dark Sky; the service is known for providing smart notifications and highly localized data about precipitation, among other things, in much more detail than Apple’s own Weather app.

The blog post also notes that Dark Sky will now be subject to Apple’s privacy policy, and the app’s developer is already listed as “Apple” in the App Store.

Listing image by Dark Sky

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2020-03-31 19:34:00Z
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How Valve brought Half-Life to VR - Engadget

It's hard to believe that a new Half-Life game is actually here. Half-Life: Alyx is everything I've ever wanted from a flagship VR game. It takes full advantage of the immersiveness of virtual reality, and while it might not be the sequel many gamers have been waiting for, it's still an important move for Valve. It's not treating VR like a special mode bolted on top of another game, like Resident Evil 7 or Fallout 4. After years of investing in the medium, Valve has proved it's possible to make a lengthy, big-budget title that will actually get gamers excited and maybe even convince them to buy pricey headsets en masse.

[Check out the full interview above on the Engadget Podcast! Subscribe to the show on iTunes and Spotify.]

Dario Casali, a level designer at Valve, told Engadget that "[Half-Life: Alyx] started out as an exploration of VR rather than saying we're going to just work with Half-Life IP. After we shipped The Lab [a series of small VR experiences] and we were working on the Vive, we decided we were going to push into the VR space a little harder. And with the hardware we were developing, we wanted a big software app that would push the hardware along."

Surprisingly, Casali said the company didn't immediately jump to Half-Life as the ideal series to bring to VR. Portal also seemed like a good fit, especially since The Lab takes place within its universe. But the teleportation mechanics would have been difficult to bring into VR without making players queasy. Valve also excluded multiplayer games right off the bat, since there weren't nearly enough VR owners to make that worthwhile. Then the company built a 20-minute VR demo using assets from Half-Life 2, and everything clicked.

"With that demo, we realized that the Half-Life mechanics translated pretty well to VR, and in many cases they became even more compelling than we remembered," Casali said. "So based on the strength of that demo, and the interest that that revived in the company -- because everybody's very fond of Half-Life at Valve -- it wasn't a difficult sell."

As a series that's practically synonymous with gaming innovation, it also made plenty of sense for Valve to use Half-Life as its lens for exploring VR. The first title was a landmark achievement in unstructured narrative while Half-Life 2 and its episodes focused on physics and lighting in bold new ways. But after exploring ways to follow up on the cliffhanger ending of Half-Life 2: Episode 2, Valve simply chose to do... nothing. As co-founder Gabe Newell told IGN, the company didn't want to spit out another sequel to increase quarterly sales figures. But VR? Now, that's an interesting challenge.

Half-Life: Alyx builds atop the VR gameplay innovation we've seen from Valve and other developers over the past four years. But for it to truly stand out, it had to bring something new to the table. Enter the gravity gloves, which let you reach out and grab small objects in the environment. You just point your finger, flick your wrist and catch the item as it's flying toward you. It's a bit complex at first, but several hours into the game it practically becomes second nature.

Valve

"We felt that the gravity gun was such an iconic part of Half-Life 2... we're definitely exploring everything from the franchise to see how it works in VR," said Valve developer Kerry Davis. "And one of the first things we discovered is being able to get to an object from a distance, without having to always go right up to it, is great in VR, because movement is sort of one of the highest friction areas of the experience. And it was a mix of saying, 'Oh, we have this sort of gravity gun feel,' and 'we have a really great mechanic that makes it easier to play a game in VR.'"

Valve didn't want to make the gravity gloves a separate weapon like the gravity gun, according to Davis. Instead, the company wanted you to always have them on, so you could use them naturally. In that same vein, the Alyx team also avoided adding any buttons or switches to make the gloves work, as that's the "least VR thing you can do."

"It's fun watching people play the game," Davis said. "They start off and they work at it, and they're clearly thinking about it as they perform the action. But then pretty quickly as they play, it becomes more and more second nature. And before they know it, they're not even thinking about the fact that they're pulling objects to them. They're just doing it because that's what you do as you move through this world. And so it's really satisfying to see it become a natural extension of your physical movements."

There's plenty of behind-the-scenes magic in Half-Life: Alyx that smooths out every interaction you have in the game, according to Davis. When using the gravity gloves, objects come toward you in a smooth arc so they're easy to catch. If you're reaching toward an important item like ammo, the game anticipates that you want to pick it up. Even opening and closing doors was a unique challenge. In the real world, it's easy to tell if you need to push or pull -- but you don't get that feedback in VR. So the Alyx team came up with a simple solution: Let doors open both ways. The usability for the player -- successfully getting through a barrier -- is more important than faithfully recreating the actual mechanics of doors.

Valve

No matter how great Half-Life: Alyx might be (and trust me, it's very good), the vast majority of gamers won't be able to play it. The game demands a decent gaming rig and a VR headset. Thankfully, you don't have to get Valve's $1,000 Index, but even a cheaper Windows Mixed Reality device could be too pricey for many players. The company's insistence on making VR a thing has rightfully made many consumers angry.

"We definitely know that there are roadblocks to a lot of people owning VR hardware at the moment," Casali said. "We still have tethers in some cases and tracking devices [to deal with]. I think that accessibility needs to improve a decent amount before we have very widespread use of the hardware. But we're definitely at that point where we need software to be driving interest in the platform at the same time. And that's what we're trying to do here. ... If a month from now, after somebody who's played Half-Life: Alyx is playing on their console and thinking, 'Boy, I wish this was in VR,' then we've done a good job at driving interest in the platform that way."

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

Let's block ads! (Why?)


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2020-03-31 19:28:36Z
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Virtual meeting with black University of Texas students cut short by racist 'Zoom bombing' | TheHill - The Hill

A virtual meeting that included a group of black students at the University of Texas at Austin was cut short Monday after it was interrupted by visitors who logged on and began using racial slurs.

The incident occurred during an online meeting hosted by the Heman Sweatt Center for Black Males, a university initiative that aims to support African American male students, where Director Ryan Sutton was talking about staying focused on school amid the coronavirus pandemic, the Austin American-Statesman reported.

Approximately halfway through the meeting, which was shared on Zoom, students reported that unknown users appeared in the video chat yelling racial slurs, according to the newspaper. Jamal Dudley, a freshman studying engineering, captured some of the remarks in a video.

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University President Greg Fenves said in a tweet Monday that the school is investigating the incident and called it “reprehensible."

The Sweatt Center condemned the actions in a tweet the same day.

“We denounce the actions of the hackers in our call and are working to better our newly found space on Zoom,” the center said.

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Students at the university are completing their coursework online due to the coronavirus pandemic, the Statesman reported.

The FBI released a warning about “Zoom bombing” and other virtual threats Monday, saying it has received “multiple reports of conferences being disrupted by pornographic and/or hate images and threatening language.”

Officials have urged Zoom and other video platform users not to make meetings and classrooms public.

New York Attorney General Letitia James sent a letter to Zoom on Monday asking what new measures the video platform is taking to ensure user privacy as traffic increases due to the coronavirus pandemic.

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2020-03-31 18:06:21Z
52780700183549

How Valve brought Half-Life to VR - Engadget

It's hard to believe that a new Half-Life game is actually here. Half-Life: Alyx is everything I've ever wanted from a flagship VR game. It takes full advantage of the immersiveness of virtual reality, and while it might not be the sequel many gamers have been waiting for, it's still an important move for Valve. It's not treating VR like a special mode bolted on top of another game, like Resident Evil 7 or Fallout 4. After years of investing in the medium, Valve has proven it's possible to make a lengthy, big-budget title that will actually get gamers excited and maybe even convince them to buy pricey headsets en masse.

[Check out the full interview above on the Engadget Podcast! Subscribe to the show on iTunes and Spotify.]

Dario Casali, a level designer at Valve, told Engadget that "[Half-Life: Alyx] started out as an exploration of VR, rather than saying we're going to just work with Half-Life IP. After we shipped The Lab [a series of small VR experiences] and we were working on the Vive, we decided we were going to push into the VR space a little harder. And with the hardware we were developing, we wanted a big software app that would push the hardware along."

Surprisingly, Casali says the company didn't immediately jump to Half-Life as the ideal series to bring to VR. Portal also seemed like a good fit, especially since The Lab takes place within its universe. But the teleportation mechanics would have been very difficult to bring into VR without making players queasy. Valve also excluded multiplayer games right off the bat, since there weren't nearly enough VR owners to make that worthwhile. Then the company built a 20-minute VR demo using assets from Half-Life 2, and everything clicked.

"With that demo, we realized that the Half-Life mechanics translated pretty well to VR, and in many cases they became even more compelling than we remembered," Casali said. "So based on the strength of that demo, and the interest that that revived in the company -- because everybody's very fond of Half-Life at Valve -- it wasn't a difficult sell."

As a series that's practically synonymous with gaming innovation, it also made plenty of sense for Valve to use Half-Life as its lens for exploring VR. The first title was a landmark achievement in unstructured narrative, while Half-Life 2 and its episodes focused on physics and lighting in bold new ways. But after exploring ways to follow up on the cliffhanger ending of Half-Life 2: Episode 2, Valve simply chose to do... nothing. As co-founder Gabe Newell told IGN, the company didn't want to spit out another sequel to increase quarterly sales figures. But VR? Now that's an interesting challenge.

Half-Life: Alyx builds atop the VR gameplay innovation we've seen from Valve and other developers over the last four years. But for it to truly stand out, it had to bring something new to the table. Enter the gravity gloves, which let you reach out and grab small objects in the environment. You just point your finger, flick your wrist, and catch the item as it's flying towards you. It's a bit complex at first, but several hours into the game it practically becomes second nature.

Valve

"We felt that the gravity gun was such an iconic part of Half-Life 2... we're definitely exploring everything from the franchise to see how it works in VR," said Valve developer Kerry Davis. "And one of the first things we discovered is being able to get to an object from a distance, without having to always go right up to it is great in VR, because movement is sort of one of the highest friction areas of the experience. And it was a mix of saying, oh we have this sort of gravity gun feel, and we have a really great mechanic that makes it easier to play a game in VR."

Valve didn't want to make the gravity gloves a separate weapon like the gravity gun, according to Davis. Instead, the company wanted you to always have them on, so you could use them naturally. In that same vein, the Alyx team also avoided adding any buttons or switches to make the gloves work, as that's the "least VR thing you can do."

"It's fun watching people play the game," Davis said. "They start off and they work at it, and they're clearly thinking about it as they perform the action. But then pretty quickly as they play, it becomes more and more second nature. And before they know it, they're not even thinking about the fact that they're pulling objects to them. They're just doing it because that's what you do as you move through this world. And so it's really satisfying to see it become a natural extension of your physical movements."

There's plenty of behind the scenes magic in Half-Life: Alyx that smooths out every interaction you have in the game, according to Davis. When using the gravity gloves, objects come towards you in a smooth arc so they're easy to catch. If you're reaching towards an important item like ammo, the game anticipates that you want to pick it up. Even opening and closing doors was a unique challenge. In the real world, it's easy to tell if you need to push or pull -- but you don't get that feedback in VR. So the Alyx team came up with a simple solution: Just let doors open both ways. The usability for the player -- successfully getting through a barrier -- is more important than faithfully recreating the actual mechanics of doors.

Valve

No matter how great Half-Life: Alyx might be (and trust me, it's very good), the vast majority of gamers won't be able to play it. The game demands a decent gaming rig and a VR headset. Thankfully, you don't have to get Valve's $1,000 Index, but even a cheaper Windows Mixed Reality device could be too pricey for many players. The company's insistence on making VR a thing has rightfully made many consumers angry.

"We definitely know that there are roadblocks to a lot of people owning VR hardware at the moment," Casali said. "We still have tethers in some cases and tracking devices [to deal with.] I think that accessibility needs to improve a decent amount before we have very widespread use of the hardware. But we're definitely at that point where we need software to be driving interest in the platform at the same time. And that's what we're trying to do here... If a month from now, after somebody who's played Half-Life: Alyx is playing on their console and thinking "Boy, I wish this was in VR," then we've done a good job at driving interest in the platform that way."

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

Let's block ads! (Why?)


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2020-03-31 18:50:15Z
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Apple purchases hyperlocal weather app Dark Sky, ending API and killing Android apps - 9to5Mac

In a big move to improve its weather app, Apple has purchased the highly popular iOS app Dark Sky. Along with the acquisition comes the end of Dark Sky for Android as well as an end to the API that’s used by popular apps like Carrot Weather, and more.

Dark Sky announced the news in a blog post today. The news will certainly mean much improved native weather app for iOS but also brings with it some downsides like ending access to the API in 2022 and killing off the Android app.

For the API, Dark Sky has stopped taking new signups and it will officially stop functioning for existing users come 2022. That’s going to impact many apps and services like the popular Carrot Weather, Google Chrome weather extensions, DuckDuck Go, Microsoft, Runkeeper, Yelp, and more.

For now, Dark Sky for iOS will remain available for purchase, but Apple certainly will have plans to roll it into iOS natively at some point in the future.

The native iOS Weather app hasn’t seen a major overhaul since iOS 7. Back then it was still powered by Yahoo Weather before making the switch to The Weather Channel with iOS 8.

When it comes to Dark Sky for Android, the app is no longer available for download and existing users will have to find a replacement weather app come July 1, 2020.

Details on how much Apple paid for Dark Sky weren’t shared.

Here’s the full announcement from Dark Sky:

Today we have some important and exciting news to share: Dark Sky has joined Apple.

Our goal has always been to provide the world with the best weather information possible, to help as many people as we can stay dry and safe, and to do so in a way that respects your privacy.

There is no better place to accomplish these goals than at Apple. We’re thrilled to have the opportunity to reach far more people, with far more impact, than we ever could alone.

What happens to our existing products?

iOS App

There will be no changes to Dark Sky for iOS at this time. It will continue to be available for purchase in the App Store.

Android and Wear OS App

The app will no longer be available for download. Service to existing users and subscribers will continue until July 1, 2020, at which point the app will be shut down. Subscribers who are still active at that time will receive a refund.

Website

Weather forecasts, maps, and embeds will continue until July 1, 2020. The website will remain active beyond that time in support of API and iOS App customers.

API

Our API service for existing customers is not changing today, but we will no longer accept new signups. The API will continue to function through the end of 2021.

As part of this transition, use of Dark Sky by Apple is subject to the Apple Privacy Policy, which can be found at apple.com/privacy.

Thank you!

To our customers, family and friends, we are grateful for your support over the past eight years. We look forward to continuing to build great products, so stay tuned…

The Dark Sky Team

FTC: We use income earning auto affiliate links. More.

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2020-03-31 17:45:23Z
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Apple Acquires Weather App Dark Sky - MacRumors

Apple has acquired weather app Dark Sky, Dark Sky's developers announced today. Dark Sky is one of the most popular weather apps on the App Store, known for its accuracy and storm warnings.

Our goal has always been to provide the world with the best weather information possible, to help as many people as we can stay dry and safe, and to do so in a way that respects your privacy.

There is no better place to accomplish these goals than at Apple. We're thrilled to have the opportunity to reach far more people, with far more impact, than we ever could alone.

There will be no changes to the Dark Sky for iOS app, and it will continue to be available for purchase in the ‌App Store‌. Apple does not appear to be making the app free at this time, and it continues to be priced at $3.99.

In the future, Apple could be planning to build Dark Sky into its own weather app, which relies on data from The Weather Channel at this time.

Dark Sky features include minute-by-minute weather predictions based on precise location, hour-by-hour weather forecasts for the next day and week, detailed weather animations, and advanced notification updates that include down-to-the-minute alerts before rain starts and severe weather alerts. The app also includes a Today Widget, a Time Machine feature so you can see weather in the past or present, and an Apple Watch app.

Dark Sky for Android and Wear OS is being discontinued on July 1, 2020. The website's weather forecasts, maps, and embeds will be available until July 1, 2020, and the website itself will remain available in support of API and iOS app customers.

Dark Sky says its API service for existing customers is not changing, but new signups will no longer be accepted. The API will work through the end of 2021, but after that time, developers will need to find another solution. The end of Dark Sky's API will impact other popular weather apps like Carrot, which uses the Dark Sky API.

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2020-03-31 17:30:46Z
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The Morning After: Are classic Mario games coming to the Switch in 2020? - Engadget

Hey, good morning! You look fabulous.

For streaming services and games companies, we're all a captive audience at the moment. For Disney+, the newest challenger, it's an opportunity. With lots of kids at home, an almost infinite run of Disney, Pixar, Marvel and Star Wars content will save the sanity of many parents. Games, too, are suddenly appearing in stores, in rumors or at your front door as companies try to capitalize on all this stay-at-home time. For Final Fantasy VII Remake, it's a matter of getting the game to those who preordered it by the launch date, with the coronavirus affecting distribution. For Nintendo, well, it's still at the rumor stage, but releasing decades worth of Super Mario games for the Switch sounds like a very, very good idea to me.

-- Mat


The subscription service is evolving beyond productivity apps.Office 365 is turning into Microsoft 365 as it moves into your life

On April 21st, Microsoft is renaming its Office suite service to Microsoft 365 as it adds more AI- and cloud-powered tools to make you more productive. It all costs the same -- $7 a month/$70 a year for personal use and $10 a month/$100 a year for the family plan -- but the scope of the service is much broader. For one, Microsoft is launching a new Family Safety app for tracking screentime and other aspects of your digital life.

New features include expanded functionality for Microsoft Editor, the company's AI tool for writing help. You can use it on Microsoft Edge and Google Chrome with a browser extension and highlight a sentence to get some rewriting suggestions. Meanwhile, PowerPoint's Presenter Coach will also monitor your pitch and suggest speech variations to add some sparkle to your sales deck. PowerPoint Designer is also adding access to over 8,000 images and 175 looping videos from Getty.


Will anyone call in a ringer from the NBA 2K League?NBA reportedly plans 'players-only' 2K tournament that will air on ESPN

If Yahoo NBA reporter Chris Haynes' league sources are right, then today we should hear more about an NBA esports tournament. According to the rumors, a 10-day 16-player tournament will pit representatives from each team against each other in NBA 2K20 while the league itself takes a coronavirus-induced hiatus.

While the NBA's existing esports league probably has better video game players, putting basketball stars on the sticks could -- like Fox's NASCAR/iRacing broadcasts -- bring even more exposure to this as a viable spectator sport. Here's hoping they don't run into any gamebreaking bugs during the ESPN broadcast.


Spice up your quarantine with an airstrike or two.'Modern Warfare 2' remaster reportedly goes on sale... today?

If you prefer the 2009 edition of Call of Duty: Modern Warfare 2, then stay tuned -- a leak on the German PlayStation store indicated that a remastered version for modern consoles is going to be released today.


They believe Instacart hasn't offered enough COVID-19 protections.Instacart workers go on strike after rejecting mild concessions

Instacart didn't have success trying to avert a strike over a lack of COVID-19 protections. The Gig Workers Collective declared Monday that a shopper strike was "still on" after asserting that Instacart's concessions were inadequate. That included a change that set the tip default to a customer's previous amount, which will likely offer "no meaningful benefit," the shoppers said, as that previous amount will most likely have come from the pre-outbreak era. Add to that no sick pay for workers who have to stay home due to health conditions and the lack of hazard pay discussions. An average pay per order of less than $10 still leaves shoppers "risking their lives for pocket change."


It could include 'Paper Mario,' 'Super Mario 64' and 'Galaxy' re-releases.Nintendo is reportedly planning to remaster classic Mario games this year

This year marks the 35th anniversary of Super Mario Bros. and Nintendo is reportedly working on several Mario games for this year, including remastered versions of some classic titles, to mark the occasion.

While there are a few old Mario games already available through the NES and SNES Switch Online services, Nintendo plans to remaster "most" of the Mario back catalog, according to Video Games Chronicle. That could include Super Mario Galaxy and a deluxe version of Super Mario 3D World, Eurogamer reports, with the latter including some additional levels. A new Paper Mario game is also said to be in development, along with re-releases of Super Mario 64 and Super Mario Sunshine. Was this Nintendo's big E3 reveal?


A premium Chromebook that Google didn't make?Samsung's 4K OLED Chromebook arrives April 6th for $999

When Samsung's Galaxy Chromebook arrived at CES 2020 with a beautiful body and 13.3-inch 4K OLED display, we were smitten. Samsung's model will be one of the cheapest OLED notebooks on the market and packs more power than other Chrome OS machines thanks to a 10-generation Core i5 chipset along with 8GB of LPDDR3 RAM and a 256GB SSD. It goes on sale April 6th at Samsung's website and Best Buy for $999.

But wait, there's more...


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2020-03-31 17:24:25Z
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Houseparty video app offers $1 million bounty for proof of hacking ‘smear campaign’ - MarketWatch

Social video app Houseparty has offered a $1 million bounty for anyone who can provide proof of a “commercial smear campaign” amid hacking claims.

The live video app has surged in popularity — in the U.K., the U.S. and other countries — as coronavirus lockdown measures have been implemented around the world. It allows groups to play games and quizzes while keeping in touch — in the U.K. it has replaced the pub for thousands of young people.

However, users have taken to social media in recent days to claim their other accounts, such as Netflix NFLX, +1.58%, Spotify SPOT, +1.89% and Instagram FB, +1.54% have been hacked since they downloaded Houseparty.

The app, owned and run by Fortnite-owner Epic Games, has hit back against the rumors, insisting the platform is safe and secure.

Things took an unexpected turn late on Monday when Houseparty suggested the hacking rumors may have been an act of sabotage, offering a $1 million reward for proof.

“We are investigating indications that the recent hacking rumors were spread by a paid commercial smear campaign to harm Houseparty. We are offering a $1,000,000 bounty for the first individual to provide proof of such a campaign,” Houseparty said in a statement on Twitter.

Read:Zoom and Microsoft cloud usage are rocketing during coronavirus pandemic

Videoconferencing app Zoom has also benefited from the near-global lockdown — close to 27 million people downloaded the app in March, compared with 2.1 million in January, according to data company Priori Data. The stock ZM, -3.30% has climbed 120% so far this year.

Skype downloads surged to 6.2 million, while Houseparty rose to 5.1 million — from around 130,000 a week in February.

Zoom’s privacy practices are being examined by the New York Attorney General’s office, according to a New York Times report. “Zoom takes its users’ privacy, security, and trust extremely seriously,” a company spokesperson told MarketWatch in an emailed statement. “During the COVID-19 pandemic, we are working around-the-clock to ensure that hospitals, universities, schools, and other businesses across the world can stay connected and operational.”

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2020-03-31 14:54:46Z
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