Steve Newcomb’s Famo.us Raises $4M To Power Fast, Beautiful Apps In HTML5

http://feedproxy.google.com/~r/Techcrunch/~3/eqd3z5Rllng/

"Famo.us, which offers a JavaScript framework that’s designed to power HTML5 apps that are faster and better-looking than what’s currently possible, has raised $4 million in Series A funding. The round was led by previous investor Javelin Venture Partners, with participation from “one or more” hardware vendors (whose name or names aren’t being shared publicly).

The company is led by Steve Newcomb, who previously co-founded Powerset, the semantic search startup acquired by Microsoft for $100 million. It actually launched at our Disrupt conference in San Francisco last fall. When I spoke to him about the funding, Newcomb admitted that his Disrupt presentation wasn’t exactly an overwhelming success, and that he faced some skepticism and confusing from the judges.

One reason Newcomb may not have had all the answers — supposedly, the conference came only three days after his decision with co-founder Mark Lu to shift the company’s focus. Originally, Newcomb said he had wanted to build what was, essentially, a Pinterest clone, but with vastly improved design. However, the team discovered that HTML5 could not deliver the experience that they were looking for. The real issue, Newcomb said, was in the basic design of web browsers, which were built to render documents, not apps. And when it comes to rendering, while “the web got it wrong from the beginning,” the team realized that the gaming industry got it right.

“We built a shitty game engine, which is basically the best app engine ever built,” Newcomb said.

So a website built with Famo.us bypasses the in-browser renderer and uses the Famo.us framework instead, leading to a dramatically improved rendering experience. Once they’d built the technology, Newcomb said he and Lu could have gone ahead with their plan to take on Pinterest, but they decided that they was more potential in the platform itself.

And while he didn’t have a detailed business plan when he was launching at Disrupt, Newcomb said he’s figured things out now — Famo.us is trying make the platform available for free to developers by treating hardware manufacturers as its customers, customizing the framework to take advantage of their device capabilities.

Fixing HTML5 is a big promise, and one that we’ve heard from other companies. However, you can see Famo.us in-action yourself by visiting the company site, which is basically just a demonstration of the technology. It features a 3D version of the periodic table that doesn’t use any plug-ins, WebGL, or Canvas. And it runs on smartphones, tablets, PCs, and televisions — Newcomb took me on a tour of the site using his iPad, showing off lots of little touches in the animation and interactivity, none of which slowed down the site at all. (Click on the “fun things to do” button if you want some ideas on how to stress test the platform.)

The site is basically a version of what Newcomb demonstrated at Disrupt. The technology has advanced since then, he said. Newcomb gave me a demonstration of one aspect of the physics engine that the Famo.us team is developing, which featured one surface sliding on top of a second one — he could adjust the physical properties of the surfaces and the motion would change immediately. In other words, Newcomb said developers could use Famo.us to create apps with their very own “bounce” navigation (something that Apple tried to patent, although the US Patent Office wasn’t on-board).

Newcomb said he’s very self-consciously trying to be a perfectionist in how he builds Famo.us as a company. For one thing, he noted that 16,000 developers have signed up for the beta, but “we are not letting of them touch anything yet.” That same perfectionism is going into the company office, which is located in a penthouse in San Francisco’s SoMa neighborhood. When I visited on Friday, Newcomb pointed to the desks, which seemed perfectly fine to me, and said they would be replaced in a few days because they were the wrong kind of wood.

“That lean startup style — I don’t believe that,” he said, later clarifying that the lean approach makes sense for some startups, but not for everyone. Because Newcomb wants the technology to be used to create beautiful apps, “everything we do has to represent perfection and elegance.”

Newcomb said most of the initial investors (Famo.us raised a $1.1 million seed round) weren’t thrilled by the shift, because the vision was too big and challenging,, but Javelin partner Jed Katz stuck by him. In fact, Katz told me that he had backed the company initially because of his confidence in Newcomb, and if anything, he had more questions about “the original consumer version — with the second generation, it really clicked with us.”"

-Sent from Weave for Windows Phone 7

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Torque once, twice, three… with the MIT Licensed Torque2D and Torque3D engines

http://channel9.msdn.com/coding4fun/blog/Torque-once-twice-three-with-the-MIT-Licensed-Torque2D-and-Torque3D-engines

"It’s been a little bit since I’ve highlighted a game engine… so sounds like a good time to highlight a game engine! How about we look at an engine that’s MIT licensed? How about one that’s 2D and an other that’s 3D?Torque 3D Open Source 2.0 Launch

Back on September 20, 2012, we launched the MIT licensed version of Torque 3D on GitHub. This was based on the T3D 1.2 commercial version with some changes to accommodate the MIT license. Since that time we’ve had 800 people star and 300 people fork the open source repository

Now today, nearly three months following our open source launch, we present the first new release under this license: Torque 3D 2.0.What’s New for 2.0

Torque 3D 2.0 has focused on three areas of development: the new Project Manager, Linux Dedicated Server, and improvement and bug fixing.

Project ManagerThe commercial version of Torque 3D 1.2 included an application called the Toolbox. It was used to create custom projects based on the included T3D templates, among other things. Unfortunately, it was made with components that could not be open sourced, so the Toolbox had to be dropped.

In its place is the new Project Manager. The Project Manager has been built using the open source version of Qt to allow it to work across platforms, and currently fills the role of creating projects based on T3D’s templates.

You don’t need to use the Project Manager to create your own projects (the manual steps of creating a project from a template are included in T3D 2.0’s readme), but it sure can be a time saver. The Project Manager will continue to be updated and new features added over time.Where to Find Torque 3D 2.0As always you may find Torque 3D over on GitHub. Here is a list of all repositories: Main repository: Torque3D Documentation: Torque3D-Documentation Project Manager: Torque3D-ProjectManager

With the release of Torque 3D 2.0 all changes in the development branch have been moved into the master branch. The development branch will now be used for changes related to the next release of Torque 3D. My T3D Open Source Launch blog has a section on Working with Torque 3D that describes how to get the source code, either through cloning the repository or using GitHub’s ZIP functionality.

In addition to GitHub we also have our own ZIP package that combines the Torque3D repository with the updated TorqueScript documentation, the Project Manager, and compiled versions of each of the templates. This package is ideal for those that do not wish to compile Torque 3D on their own, and is available here:

Complete Torque 3D 2.0 zip packageIt’s here! The MIT licensed Torque 2D GitHub repo is ready!

The day you’ve all been waiting for has arrived. The MIT licensed version of Torque 2D is now available on GitHub. For those that just want to jump in and fork or download the engine, the link to the repository on GutHub is listed below. While it’s cloning, keep reading to find out what makes Torque 2D a great choice for your game development? Main repository with source code and twenty toys

If you just want to grab a precompiled version of the repository, you can download it here: Torque2D-2.0.zip. Note that this is not hooked up to the GitHub repository. This is just an export.History of Open Source Torque 2D

Previously, Eric and I both posted blogs announcing our upcoming release of Torque 2D under the MIT license. If you haven’t already read through those, please head over to them now before continuing:Torque 2D MIT Coming SoonThe Future of Torque 2D is Open Source!Open Call: Join the Torque 2D Steering Committee

We are expecting that moving Torque 2D to a MIT license will greatly expand both the engine’s reach and our community. That means more developers to talk with, a larger audience for your tools and art packs, and more games, simulations and other products being created and released.

…What is Torque 2D?

In simple terms, Torque 2D is an extremely powerful, flexible, and fast engine dedicated to 2D game development. The following is a breakdown of the core facts about the engine:

Currently supported platforms:* Windows* OS X* iOS

Support for new platforms is surely on the way. In fact, YOU get to help us decide what we should work on, be it Linux, Android, editors, or just simple bug fixing.

Languages:* Core: C++* Windows: C++ and Windows API* OS X: C++, Objective-C, and Cocoa API* iOS: C++, Objective-C, and Cocoa touch API

Main Features:* Box2D physics* Simple and flexible sprite system* Composite system capable of rendering thousands of images and animations with little performance impact* Integrated asset system that manages all your asset loading and unloading in an optimized manner* Flexible module system that makes rapid prototyping a snap and code reusability a simple matter* TexturePacker Support* TAML serialization format (like XAML and XML)* Batched rendering* Multiple collision shapes* Built-in unit testing framework, cross platform* Solid behavior system for packaging reusable game logic that can be applied to multiple sprites in different projects

In addition to the core engine languages, you can script all your game play via TorqueScript. This is a C-like syntax language that is very simple to learn and utilize for your projects. Additionally, persistent files such as particles, levels, GUIs, and more are stored as "TAML" (Torque Application Markup Language). If you have ever edited XML or XAML in the past, you should feel more than comfortable with TAML.

I was able to grab both engines, compile and run them with no problems at all. It was very smooth and easy…

I liked the Torque3D Project Manager feature. Made getting the starting structure for my own game really quick.

The Torque2D project was also fun to play with.

The Torque2D Toys were fun to play with…

…there’s nothing like a little deathball…

These two engines are ready, open and looking for you…"

-Sent from Weave for Windows Phone 7

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GetThemAll Moves Downloaded Files from Windows Phone to Any PC

http://feedproxy.google.com/~r/WmPowerUser/~3/WncDiroMUwI/

"FVD Media today introduced a major update to the GetThemAll app that now allows users to move downloaded content from Windows Phone to any Windows PC.

GetThemAll is a Windows Phone download manager that allows you to grab video, audio, images and other content from any webpage and download to your Windows Phone. The application has been recently updated to version 2.0.1 and has added Skydrive support that allows you to upload downloaded files to the cloud and have them synced down to whatever device or computer you have attached to Skydrive. For example, on Windows Phone 8 if you download a video, the application can sync that file to Skydrive. If you have Skydrive installed on your PC and tied to the same account, that video will show up in the Skydrive folder on your computer.

GetThemAll also gives you the ability to move downloaded files to any computer via WiFi or Microsoft Zune. For this you need to download a client called GetThemAll Receiver from http://www.everhelper.me/get_theme_all.html , install it onto the computer, and then enter your IP and passcode in the app options to connect the phone.

The GetThemAll App is available for free from the Windows Phone Store. Supported operating systems are Windows Phone 7.5 and Windows Phone 8.

Download GetThemAll For Windows Phone

Download GetThemAll Receiver for Windows

googletag.defineSlot(‘/17729662/wmpoweruser/tech/gadget’, [[300,250]], ‘div-wmp-300-250-body-body2-hp’).setTargeting(‘site’,[‘wmp’]).setTargeting(‘pos’,[‘body’]).setTargeting(‘place’,[‘body2’]).setTargeting(‘page’,[‘site’]).addService(googletag.pubads());

googletag.pubads().enableSyncRendering();

googletag.enableServices();

googletag.display(‘div-wmp-300-250-body-body2-hp’);"

-Sent from Weave for Windows Phone 7

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2013 Academic Year | Dates | University Calendar

http://www.calendar.auckland.ac.nz/information/dates.html

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PLE Conference 2013

http://pleconf.org/wp-content/uploads/2012/12/PLE-CfP-2013-01-16.pdf

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Sony unveils Personal Content Station and Portable Wireless Server

http://feeds.slashgear.com/~r/slashgear/~3/4R-6DMPHjMY/

"Sony has unveiled two new ways for its customers to store and share content: the Portable Wireless Server and Personal Content Station. These devices allow users to store videos and photos in a centralized way from multiple devices, with the Portable Wireless Server also functioning as a backup power source for mobile devices, such as smartphones and tablets. You can check out a video, as well as the particulars, after the jump.

First up is the Personal Content Station, which you can check out in the video below. This device functions as a centralized storage station to backup and store content from devices via USB, or wirelessly via its corresponding mobile app for Android and iOS. The device features an integrated video transcoder, as well as an HDMI port for HD video playback. Content stored on the device can be shared via social networks and email, for example, from a mobile device without manually transferring the content to the device first.

The Portable Wireless Server, on the other hand, is an option for those who need something that can go with them on the plane, road, or wherever life takes them. The device is aimed toward smartphone and tablet users, and serves as a backup powering station for those times the battery is low and no outlet is available. The PWS offers an SD/Memory Stick Duo slot, as well as a USB port. Content can be accessed and shared via its corresponding PWS Manager app from Google Play and the App Store. Up to eight users can utilize the device at once.

The Personal Content Station feature 1TB of storage, and requires Android 2.3 or higher/iOS 6.0 or later. The Portable Wireless Server, meanwhile, offers 10 hours of audio playback on a charge, and measures a mere 2 x 4.25 x .75-inches. Both devices will be launched in Europe this summer, with no hard date or price provided.

[via Sony]

Sony unveils Personal Content Station and Portable Wireless Server is written by Brittany Hillen & originally posted on SlashGear. © 2005 – 2012, SlashGear. All right reserved."

-Sent from Weave for Windows Phone 7

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Callisto extension

http://visualstudiogallery.msdn.microsoft.com/0526563b-7a48-4b17-a087-a35cea701052

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Open Graph Concepts – Facebook Developers

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Win8 Controller for Windows Phone Updated

http://feedproxy.google.com/~r/WmPowerUser/~3/yjW4i1z1uH4/

"Win8 Controller, the ultimate app to control your Windows 8 PC by your Windows Phone, has been updated to version 2.0 with new features.

Although there are lots of improvements, the most eye-catching features includes:

App Commands: Remote controls for General use, Windows Media Player, VLC Player, IE, Firefox, Chrome, YouTube and Netflix player. More to come very soon

Custom Tiles:Add your favorite web pages, applications and folders to the tiles page and open them with just one tap. More actions to come with next version.

Web Shortcuts: New tiles for top web sites.

Issues with the keyboard have been fixed

Connection problems fixed

Also, there are more features for trial users in this version. Now, trial users can take advantage of the General Tiles section with no limitation. Also they can add up to 5 custom tiles.

See some screen shots after the break.

You can download the app by clicking here or by scanning the QR code."

-Sent from Weave for Windows Phone 7

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Adding some visual pizazz to your WinForm world with Visual Drawing.Net

http://channel9.msdn.com/coding4fun/blog/Adding-some-visual-pizazz-to-your-WinForm-world-with-Visual-DrawingNet

"Today’s "I can’t think of a way to make it rhyme with Monday" project by Erdal Halici is frankly pretty awesome. Not only do we get a very cool way to design shapes for our app’s, we get to do it in an awesome Visual Studio design experience AND we get the source to everything too. Oh yeah, and he’s created some nice documentation for the whole thing!Visual Drawing.Net

Many years ago, when Microsoft .NET was newly released, I was working in a company as Software Consultant and I was in duty of helping our customers to jump start .net development and teach them the new .net programming languages C# and Visual Basic .NET in a condensed and structured way. Most of the developers I assisted were Visual Basic 6.0 developers and many of them were not very familiar with Object Oriented Programming and Design. I needed to find the best way to explain OOP. So, the best example to teach OPP was to use a base Shape class having a virtual Draw method and decorate this Shape class with all aspects of OOP. Next to this, I was also teaching them the design time features of Visual Studio .NET. After these workshops were completed and everyone in the world learned .NET, I had lots of shapes beside me; I decided to make something useful with them, which maybe would be useful to others. Thus, I developed a shape-development tool and a development environment that integrates with Visual Studio .NET.

After I started to work as a Software Architect for various companies in Germany in year 2004 and I had more responsibilities during my work life, I totally forgot that I developed this tool. Just recently, when I was looking to my file archives, I saw it again. I refreshed and updated it now that it also works with newer versions of Visual Studio .NET including Visual Studio 2008, 2010 and 2012. I hope you will like it. It is free and you can download the full source code on http://visualdrawingdotnet.codeplex.com and find the documentation under http://www.erdalhalici.com.

Background

Visual Drawing.Net is a shape-development tool providing a development environment that integrates with Visual Studio .NET 2005/2008/2010/20012 and all related express editions.

Visual Drawing.Net speeds up the development of graphical applications based on the vector graphics. All the shapes that are created using Visual Drawing.Net are programmable and their attributes and properties can be changed at any time during the run time of the containing application. Shapes are designed using object oriented programming paradigm supporting visual inheritance in the Visual Studio .NET 2005/2008/2010/2012 and all Express editions development environment.

Visual Drawing.Net is a shape-based drawing tool a wealth of built-in shapes that developers can drag onto the drawing surface to create drawings; many third-party tools for use in Visual Studio .NET are available as well. Sometimes, however, when no built-in or third-party shapes exist to solve a specific drawing problem, a shape developer must create custom shapes that have a particular appearance or behave in a certain way at any time. Once created, custom shapes become reusable components that can be used in applications or compiled into shape libraries to be used in the applications. The capacity to use programmable shapes is one of the features that make Visual Drawing.Net such a powerful drawing tool.

Developing a shape involves creating the geometry of the shape and specifying and implementing its behavior. By choosing the correct combination of geometry and behavior, a shape developer can create shapes that model the objects in the real world that they represent. Shape geometry refers to a shape’s appearance, and consists of the lines, angles, and formatting of a shape, and whether a shape is rotated. It also includes the way a shape is structured. Whether, for example, it is a simple shape or a shape container that groups several simple shapes together. You create shape geometry by drawing a shape, using the Visual Drawing.Net on design view. You can also create or extend shape geometry by writing code in the code view.

Why Use Visual Drawing.Net?Some of the reasons for using Visual Drawing.Net to develop shapes are as follows:Visual Drawing.Net is a development and productivity tool for developers who design and develop graphical applications. It provides a custom work environment that integrates with Visual Studio .NET 2003 and Visual Studio .NET 2005 and all Express editions to make it easier to specify, create, build, test, and maintain shapes. Shapes are extendable. You can create your own shape by overriding the shape method MakePath and ones a Shape created, it can be used in the Shape Container. The Shape Container will provide design time support for your shape to rotate, shear, move, warp, shade, fill with a color or using a brush etc. Visual Drawing.Net provides consistency in newly developed shapes. You could implement the same behavior in a variety of ways in the Shape Containers (for example, by using visual inheritance in all Visual Studio .NET and Express Editions). With Visual Drawing.Net, behaviors are applied the same way every time. Visual Drawing.Net stores shapes in Shape Containers, which is also a Shape object and all attributes and behaviors associated with shapes you create independently using any .net supported programming language( C#, VB.Net etc.), making it easier for teams of designers, developers, and testers to work cooperatively, or for different aspects of shape creation to be handled by different teams or companies.

When to Use Visual Drawing.Net?Use Visual Drawing.Net, when you want to do any of the following:Create programmable shapes that have complex attributes and behaviors, such as multi-state shapes. Create shapes that are part of a hierarchy of similar shapes or sets of shapes that have minor variations. Create libraries of shapes and maintain them over time, including making changes to numerous shapes at the same time. Be able to test shapes you have developed to ensure they implement specified behaviors correctly. Create shapes as part of a shape-development team that divides labor amongst shape designers, developers, and testers, or outsource parts of the shape development process to other organizations. Store shape information independently rather than in the applications in which the shapes are used.

….

The CodeProject article continues getting you started, adding shapes, etc.

The sample downloaded, compiled and ran for me with no problems, the first time.

Here’s a snap;

I liked seeing samples in both C# and VB. Nice…

I mentioned documentation?

I also mentioned source for the entire thing, and not just the CodeProject sample (which has the binaries for the real meaty part)?

Yep, just a CodePlex away…

http://visualdrawingdotnet.codeplex.com

Here’s a snap of the actual component Solution (for which the latest check-in, as of the writing of this, compiled fine and easy..)

So again, you not only get a cool project, but all the source that makes up that project too!"

-Sent from Weave for Windows Phone 7

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