Guillermo Mayoraz retweeted
Lamento informar que nos ha dejado otro Halcón de Malvinas. Ha partido el "Numeral de Hierro", el Comodoro Carlos Rinke. Que en paz descanse "Palo".
Guillermo Mayoraz retweeted
Convertí un difusor común en inteligente con ESP32, ESPHome y Home Assistant!
También le sumé un sensor ultrasónico porque Chelo se para justo adelante y no quería que terminara perfumado 🤓
Video completo en YouTube, dejo el link en el siguiente tweet!
#HomeAssistant #ESPHome #ESP32 #SmartHome #Domotica
Guillermo Mayoraz retweeted
Pequeñas boludeces que te ponen del orto:
-Cuando falla la tapa del vaso descartable de café.
-Estar barriendo y que se salga el palo de la escoba.
-Que se te caiga el papel del saquito de té adentro de la taza.
Sigan ustedes.
Guillermo Mayoraz retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released.
This is the team that made it. (I'm second from the right)
Here's what I remember about making it.
For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together.
For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30.
In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh.
Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted.
Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective.
In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light.
Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused.
The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development.
Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations.
Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone.
You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere.
Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate.
Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage.
Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening.
I always thought it was better to work eight focused hours than spend your life in the office.
Although we liked the game, it wasn't at all clear that it would be a hit.
GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent.
It had an OK launch, but sales never tapered off.
Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood.
The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together.
It felt like a group of friends who happened to be working on a project together.
teapaw.org/ObbeVermeij/status/178…
teapaw.org/ObbeVermeij/status/175…
teapaw.org/ObbeVermeij/status/187…
teapaw.org/ObbeVermeij/status/182…
teapaw.org/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8.
My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded.
The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc).
Most of the time this worked fine.
A few things could throw a spanner in the works:
If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli.
Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic.
Ambulance and firetrucks could be needed if there was an accident.
If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded.
The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there.
At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used.
To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot.
Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking.
For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in.
Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
Guillermo Mayoraz retweeted
Replying to @Mayoraz
Es un bug. Me pasa con el TV. Se me ponen en Turco, Hebreo, así.
Guillermo Mayoraz retweeted
Qué tan colgado es haberme enterado recién que mañana es feriado? Es la primera vez que me pasa, me siento mal y feliz a la vez.
Guillermo Mayoraz retweeted
📓 ¡Salió mi primer libro!
Siempre creí que para hablar de un tema hay que entenderlo desde adentro. Por eso, durante años, busqué y entrevisté a quienes hicieron y hacen la historia del hacking.
Crackers, reversers, phreakers, referentes de la escena warez de los '90, miembros de APTs como Lazarus y, sí, también cibercriminales que lideraron grupos de ransomware como LockBit. Todos hablaron en on.
Sabrán que no soy periodista de oficio, pero siempre pensé que el hacking y el periodismo se cruzan en un mismo lugar: la curiosidad.
Encriptar, Filtrar, Hackear reúne 32 de esas historias y conversaciones. Intenté contarlas desde el lugar que conozco: mi propia mirada hacker del mundo.
⬇️ ¡Ya está a la venta!
#Ciberseguridad #Argentina #Uruguay
Guillermo Mayoraz retweeted
Nivel de speakers de @nerdearla
Richard Hipp (creador de SQLite)
Monty Widenius (creador de MySQL/MariaDB)
Roger Dingledine (creador de Tor)
Robin Bender Ginn (Executive Director, OpenJS Foundation)
Madelyn Olson (Maintainer Valkey)
Jean-Baptiste Kempf (creador de VLC)
Modera Leandro Colombo (Python Software Foundation Fellow)
Guillermo Mayoraz retweeted
Gordo compu tip: de vez en cuando péguenle una buena lavada al mousepad. La cantidad de civilizaciones que vivían en el mío, por favor.
Agua tibia, shampoo y una esponja. Le dan con amor, enjuagan bien hasta que deje de salir espuma y lo dejan secar a la sombra.
10/10
Replying to @natalitttta
Te van a decir que merece ganar más.
Twitter Argentina cuando se trata de sueldos: todos te van a decir que tienen que ganar 10.000 dólares mensual.
Twitter Argentina cuando se trata de una remerita o un yogur: tiene que valer 4 centavos o que se fundan.
Es increible como no ven la relación, tienen menos cerebro que un conejo.
Guillermo Mayoraz retweeted
Qué delirio era caer a lo de un amigo o a algún lugar donde tenían uno de estos, era lo más prolijo del mundo... Cómo iban a tener una base, el cosito en el medio y hasta TAPA?
Nunca pude comprarme una torre de esas... era una locura si algún día podía comprar de a 4 o 5 en SOBRE
Guillermo Mayoraz retweeted
Formalmente Pretend Cars Racing 2 salió de Early Access, con todo el contenido y características que prometí. Esto no es el fin del camino, se viene más contenido y cosas interesantes ; )
Si ya lo están jugando, no dejen de escribir una reseña, ayuda mucho más de lo que creen!
Guillermo Mayoraz retweeted
Si piensan que la natalidad está baja, esperen a ver qué pasa cuando salga GTA VI.
Guillermo Mayoraz retweeted
WORKSHOP CON FECHA, HORA Y UBICACIÓN CONFIRMADA!
Ahora si, los esperamos con el amigo @jcasarini el próximo 23 de septiembre para el workshop sobre domótica en @nerdearla!
Vamos a ver como iniciarnos en este mundo usando a Home Assistant como cerebro de nuestra casa. Hablaremos sobre los distintos tipos de dispositivos: WiFi, Zigbee, Matter y BLE. Crear automatizaciones útiles y como podemos armar nuestros propios dispositivos IoT con microcontroladores e ESPHome. Los esperamos a todos los que puedan sumarse, va a estar divertido!
Link en el próximo tweet:
Guillermo Mayoraz retweeted
Your physical game library is more than a collection of discs. It holds years of memories and stories worth preserving. Starting next week, XBOX Insiders can unlock a digital entitlement for supported physical games. We’ll start with thousands of titles and add more as we can.






























