Enter your username and password.
San Francisco, 8:42 AM
Fri Dec 25
15 posts in the last 24 hours

Tip your editors:
Editor-in-Chief:
Annalee Newitz |
News Editor:
Charlie Jane Anders |
Associate Editor:
Meredith Woerner |
Assistant Editor:
Lauren Davis |
Weekend Editor:
Graeme McMillan |
Contributors:
Joshua Glenn
Stephen Goldmeier |
Ed Grabianowski |
Austin Grossman
Paul Hogan |
Lauren Davis |
Chris Hsiang |
Lynn Peril |
Ann VanderMeer
Alasdair Wilkins |
Graphic Designer:
Stephanie Fox |
Interns:
Tim Barribeau |
Julia Carusillo |
Alex Eichler |
Cyriaque Lamar |
Caitlin Petrakovitz |
Mary Ratliff |
Josh Snyder |
Please enter your email address to have your password reset.
Registering will give you a user profile and the ability to add other users as friends. To become a commenter, however, you need to audition.
Want to know more? Consult the Comment FAQ and legal terms.
You don't need to login to comment. Just enter your email address below.
See how your address will be displayed in the Comment FAQ.
How Dead Space Blinded Us With Science, Hit Us With Technology
The developers of upcoming sci-fi survival horror game Dead Space are more than happy to show you the schematics they've worked up for protagonist Isaac Clarke's ore cutter, or how a handheld graviton accelerator might work in the far future, but it was the practicalities of the game's dynamic lighting system that blinded us with science. Under the jump, concepts that boggled the minds of people (me, mainly) used to getting their science served up with generous portions of fiction, such as the mysteries of ambient occlusion and how many milliseconds of the GPU Dead Space can allocate to bringing the awesome. More »