Force polygons of equilibrium structures
2 years ago
Originally Posted by Pob235
I have exactly the same issue. Fortunately I have a workaround that should work for now until the problem is solved, running the game manually, externally from Steam.
Using Finder, browse to your home directory. Next find the 'Library' folder and open it, then follow this route to find the game, opening each folder in succession.
'Application Support', 'Steam', 'SteamApps', 'common' and 'thepolynomial'.
Here you will find the application package 'Polynomial_osx'. Double click it to run the game!
Of course, time spent playing this way will probably not be logged by Steam so please do see it as a very temporary solution!
LIBV4LCONTROL_FLAGS=1 LD_PRELOAD=/usr/lib/libv4l/v4l1compat.so skype
bash -c "LIBV4LCONTROL_FLAGS=1 LD_PRELOAD=/usr/lib/libv4l/v4l1compat.so skype"
Apparently the Air Force Research Laboratory in Rome, New York took a look at available cheap computing power and decided that the PS3 with Linux was the way to go -- until Sony removed the ability to install the OS with their latest firmware update. Now the Air Force is stuck with a lot of PS3s that can't be repaired if they break -- because Sony will update the firmware to remove the option to install Linux.
(One can only imagine what happened to those 2,000 PS3 controllers and other unneeded accessories.)
If the Earth stood still and the rest of the universe rotated around it instead, would its equator still bulge? According to general relativity and Gravity Probe B, the answer is YES. It doesn’t matter if you are spinning or if the universe is revolving around you. Both situations are equivalent.
That's the things which PA aspires to make work. It's all amazing - AFAIK many of those features are not supported by the Windows or OS X. Well, that is all great, but you can imagine what sort of complexity PA needs with such a feature list.
- There's so much more a good audio system needs to provide than just the most basic mixing functionality. Per-application volumes, moving streams between devices during playback, positional event sounds (i.e. click on the left side of the screen, have the sound event come out through the left speakers), secure session-switching support, monitoring of sound playback levels, rescuing playback streams to other audio devices on hot unplug, automatic hotplug configuration, automatic up/downmixing stereo/surround, high-quality resampling, network transparency, sound effects, simultaneous output to multiple sound devices are all features PA provides right now, and what you don't get without it. It also provides the infrastructure for upcoming features like volume-follows-focus, automatic attenuation of music on signal on VoIP stream, UPnP media renderer support, Apple RAOP support, mixing/volume adjustments with dynamic range compression, adaptive volume of event sounds based on the volume of music streams, jack sensing, switching between stereo/surround/spdif during runtime, ...
- And even for the most basic mixing functionality plain ALSA/dmix is not really everlasting happiness. Due to the way it works all clients are forced to use the same buffering metrics all the time, that means all clients are limited in their wakeup/latency settings. You will burn more CPU than necessary this way, keep the risk of drop-outs unnecessarily high and still not be able to make clients with low-latency requirements happy. 'Glitch-Free' PulseAudio fixes all this. Quite frankly I believe that 'glitch-free' PulseAudio is the single most important killer feature that should be enough to convince everyone why PulseAudio is the right thing to do. Maybe people actually don't know that they want this. But they absolutely do, especially the embedded people -- if used properly it is a must for power-saving during audio playback. It's a pity that how awesome this feature is you cannot directly see from the user interface.
- PulseAudio provides compatibility with a lot of sound systems/APIs that bare ALSA or bare OSS don't provide.
- And last but not least, I love breaking Jeffrey's audio. It's just soo much fun, you really have to try it! ;-)
The next bit is the scary part and I understand why but it has to happen. You join [name removed], become an actual team member but also being on another company is fine too, as long as it doesn't go against your contract. You have to sign over the rights to the game to [name removed] Games or we can't legally claim it as our own or.. do anything with it. That is the scary part and I understand that, as it would scare me too. It's just the legal side of business.