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Steam’s concurrent user count passed 18.8 million earlier today, peaking at 18,801,944 according to tracker SteamDB. The previous record was 18.5 million just about two years ago on January 6, 2018. As noted by SteamDB, this concurrent user record did not coincide with a record number of players in game, with only 5.8 million today against 7 million two years ago, about 1.2 million fewer. The previous record was boosted by the huge number of players in Playerunknown’s Battlegrounds. It’s not known what caused the current peak, though the time of the peak coincides with peak playtimes for all of Steam’s top games.

.@Steam has broken its record for most concurrently online users that was held for two years. Previous record was 18,537,490 users. It’s still increasing!But there’s about 1 million less players actually in-game (≈5.8mil vs ≈7mil two years ago). https://steamdb.info/app/753/graphs/ February 2, 2020

Essentially you could at this point make a working protoss carrier o.o


Carriers are a late-game Protoss air unit that are the largest and most costly unit available for Protoss. Carriers are produced from the Stargate and requires a pre-existing Fleet Beacon. Carriers have the highest armor, health, and shields of the Protoss race. Their main advantages are their long range and mobility in combat; this potentially incredibly long range is especially notable as unique among Protoss units. On the other hand, their raw attack power is rather low for their price. Perhaps their greatest use is in extreme late-game where their supply efficiency for their staying power is usable, much like Battlecruisers; however, they are hard-countered by the latter since they make volleys of low-damage attacks and due to the Yamato Gun.

Carriers themselves do not, in fact, possess any attack, but like Reavers build and transport unique units –Interceptors in this case- to much the same effect. A Carrier does not come equipped with any Interceptors when first warped in, so it must construct them individually, adding quite a deal of cost and build time to the finished unit. Unlike the Reaver’s Scarabs, however, the units it builds do not immediately sacrifice themselves to attack but attack as would another unit stacking up on a target that it “fires” at until recalled at which point they may still be used again. While targetable, expensive and fairly weak individually Interceptors move quickly around targets, potentially out of range, and can recharge shields instantly upon being recalled meaning they can overwhelm targeted forces (although potentially very, very slowly). Interceptors are all destroyed if the Carrier itself is destroyed.

DETROIT – General Motors is resurrecting the Hummer, best known as a gas-guzzling, military-style SUV, as an all-electric “super truck” with massive horsepower, acceleration and torque.

The Detroit automaker confirmed the plans Thursday and released three online teaser videos for the “GMC Hummer EV” pickup ahead of a 30-second Super Bowl ad for the vehicle featuring NBA star LeBron James. The spot is scheduled to air during the second quarter of Sunday’s game.

The Hummer EV pickup, according to GM, will feature 1,000 horsepower; 0 to 60 mph acceleration of three seconds; and 11,500 pound feet of torque. It didn’t announce a price.

Japan is constructing an 18-meter-tall, 25-ton Gundam robot powered by a combination of electric and hydraulic actuators.


Japan has had a robust robot culture for decades, thanks (at least in part) to the success of the Gundam series, which are bipedal humanoid robots controlled by a human who rides inside of them. I would tell you how many different TV series and video games and manga there are about Gundam, but I’m certain I can’t count that high—there’s like seriously a lot of Gundam stuff out there. One of the most visible bits of Gundam stuff is a real life full-scale Gundam statue in Tokyo, but who really wants a statue, right? C’mon, Japan! Bring us the real thing!

Gundam Factory Yokohama, which is a Gundam Factory in Yokohama, is constructing an 18-meter-tall, 25-ton Gundam robot. The plan is for the robot to be fully actuated using a combination of electric and hydraulic actuators, achieving “Gundam-like movement” with its 24 degrees of freedom. This will include the ability to walk, which has already been simulated by the University of Tokyo JSK Lab:

Sorry, might be a re-post, new source (r;ns)


Fighting cancer can sometimes feel like a game of Whack-A-Mole – even after a primary tumor is removed the disease can crop up again in other organs. Now, researchers at the Harry Perkins Institute of Medical Research have developed a drug that can prevent cancer from spreading.

Previous research has shown that before tumors start to spread, they secrete substances that prepare new places for them to settle down. One way in which the disease does this is by making blood vessels in the area “leaky,” allowing the cancer to penetrate them easier. And it’s this process that the new drug, created by researchers at the Harry Perkins Institute, prevents.

“While this behavior of cancer was already known, what we have discovered is that we can interfere with this process because of the way this new drug affects blood vessels,” says Ruth Ganss, an author of the study. “We’ve discovered it restores the leaky vessels which results in the cancer cells flowing past and not setting up shop.”

Circa 2017


Chess isn’t an easy game, by human standards. But for an artificial intelligence powered by a formidable, almost alien mindset, the trivial diversion can be mastered in a few spare hours.

In a new paper, Google researchers detail how their latest AI evolution, AlphaZero, developed “superhuman performance” in chess, taking just four hours to learn the rules before obliterating the world champion chess program, Stockfish.

In other words, all of humanity’s chess knowledge – and beyond – was absorbed and surpassed by an AI in about as long as it takes to drive from New York City to Washington, DC.

As others have pointed out, voxel-based games have been around for a long time; a recent example is the whimsical “3D Dot Game Hero” for PS3, in which they use the low-res nature of the voxel world as a fun design element.

Voxel-based approaches have huge advantages (“infinite” detail, background details that are deformable at the pixel level, simpler simulation of particle-based phenomena like flowing water, etc.) but they’ll only win once computing power reaches an important crossover point. That point is where rendering an organic world a voxel at a time looks better than rendering zillions of polygons to approximate an organic world. Furthermore, much of the effort that’s gone into visually simulating real-world phenomena (read the last 30 years of Siggraph conference proceedings) will mostly have to be reapplied to voxel rendering. Simply put: lighting, caustics, organic elements like human faces and hair, etc. will have to be “figured out all over again” for the new era of voxel engines. It will therefore likely take a while for voxel approaches to produce results that look as good, even once the crossover point of level of detail is reached.

I don’t mean to take anything away from the hard and impressive coding work this team has done, but if they had more academic background, they’d know that much of what they’ve “pioneered” has been studied in tremendous detail for two decades. Hanan Samet’s treatise on the subject tells you absolutely everything you need to know, and more: (http://www.amazon.com/Foundations-Multidimensional-Structure…sr=8-1) and even goes into detail about the application of these spatial data structures to other areas like machine learning. Ultimately, Samet’s book is all about the “curse of dimensionality” and how (and how much) data structures can help address it.

Circa 2017


Chris Roberts built worlds for games such as Wing Commander at Electronic Arts’ Origin at the dawn of 3D games a couple of decades ago.

Those games were technologically limited, but they still inspired the imagination. Now Roberts is now head of his own company, Roberts Space Industries, and he’s contemplating how to use much more computing power to run the upcoming Star Citizen and other games of the future. He spoke about this challenge with Rich Hilleman, director of PMT at Amazon Game Studios and former chief creative director at EA.

Like millions of movie-mad children around the world, Gim Gyu Min dreamed of being a film star when he grew up. But when he huddled in the darkness of the cinema in the 1980s and ’90s, he was forced to watch propaganda praising the North Korean regime.

Now, after a harrowing escape from his country in 1999, he is a filmmaker dedicated to making movies that expose the human-rights abuses there. “I want to let the world know that more and more people are dying under the Kim family dictatorship,” he said.

His movies are based on events that he witnessed during the North Korean famine in the late 1990s, when, among other horrors, he watched a woman being arrested for cannibalism after she resorted to eating her own son. Her child’s head had been found in a cauldron.