Sweet Home 3D version 1.1 (stable) released
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Sweet Home 3D is an interior design Java application for quickly choosing and placing furniture on a house 2D plan drawn by the end-user, with a final 3D preview.   Sweet Home 3D is an interior design application that helps user placing his furniture on a house 2D plan, with a 3D preview. This software can be run and installed with Java Web Start from project web site at:  http://sweethome3d.sourceforge.net/ .   Sweet Home 3D installers bundled with Java are also provided for Windows, Mac OS X and Linux at:  http://sourceforge.net/projects/sweethome3d/download .  The new features of version 1.1 include Portuguese Brazilian localization, and the creation and edition of dimensions in plan.
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Latest PECL Releases:pecl_http 1.5.5pecl_http 1.6.0b1ibm_db2 1.6.3PDO_IBM 1.2.2imagick 2.0.0RC2expect 0.2.3
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Latest PECL Releases:imagick 2.0.0RC3memcache 2.2.0PAM 1.0.1pdflib 2.1.4
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The incremental update to iMovie 7 syncs the new version with .Mac Web Gallery and improves stability.
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Pierre-Alain Joye has made an update to his information about building Cairo on Windows with more fixes and the creation of a dedicated page for the project.   I fixed a possible issue with PDF and PS support, it should work way better now. The cairo_build_windows archive has been updated and a decent freetype2 is now included (from gnuwin32). The build system has been tested with VC++ Express and VC.net 2003. Also a configure.bat is now included, it is a simple "alias" for "cscript /nologo configure.js ". You can call it just like any real configure.   As mentioned, a project homepage has been set up for cairo-win32, and can be found here along with some results of it: PNG file, PDF file.
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A Scriptable 3D Graphics modeler and renderer. By defining points and shapes in a 3-dimensional coordinate system, one can create a scene very quickly and easily a simple scripting language. The scene can then be animated and be added special effects.   Does anyone have some champagne? We're celebrating, as finally the first version of the GUI is finished. We're just cleaning up some of the GLADE callbacks, and then it'll soon be posted in the SVN Repo.
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Helgi has posted about the updates that have recently been made to the PEAR website (pear.php.net) to help correct some issues and bring in some new features.   I just did a new release of pear.php.net which has a bunch of new features and bug fixes, most of which you can see here.  Some of the updates include:  One column design instead of the 2 column design Usage of the YUI CSS reset + fonts The package list on http://pear.php.net/packages.php doesn't highlight deprecated packages anymore Now developers can see bug reports by unconfirmed accounts The RSS feeds now contain new line breaks! Patch uploading during ticket creation now works   He also specifically mentions some of the feedback he's gotten on certain things (like the new layout, the CSS of the site and the DES passwords) and explains some of the rationale behind their update/use.
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Elizabeth Smith has a new post today points out some Windows builds of some of the more popular PHP-GTK2 widgets she's compiled (including GtkSourceview, GtkHtml, and LibGlade).   I have these extensions building on windows, or have found someone else who is building them for windows. You can find downloads that are either the full distributions (if no one else is building them) and/or the runtimes + items needed to build with PHP-GTK2 at my callicore build site with the other gtk libraries.   She uses the rest of the post getting into some detail on how she compiled the modules, issues she had with some, and what widgets/packages are on the horizon.
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Windows update doesn't play well with all applications, even Redmond's. Also: CNET Reviews on security work still to be done.
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According to this new post on Pierre-Alain Joye's blog today, a new version of the GD graphics library has been release - version 2.0.34.   It took a lot of work to get this version released. Version 2.0.34 is a bug-fix-only release (all known security issues have been fixed), and upgrade is strongly recommended. It is also my very first GD release (hopefully, the first of many to come), and marks the official freeze of the 2.0.x tree, only security-related fixes will be made on this tree from now on. Please find the release announcement here.   He also invlites any language binders to contact him about hosting for a project if it's not available.
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New 3D menu system will take advantage of forthcoming game service.
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Latest PEAR Releases:MDB2_Driver_ibase 1.2.1HTML_AJAX 0.5.0PHP_CompatInfo 1.3.0PHP_LexerGenerator 0.2.2Auth 1.3.2HTML_QuickForm_Livesearch 0.3.1Net_GeoIP 1.0.0RC1PHP_CompatInfo 1.3.1Services_Delicious 0.5.0MDB2_Driver_mysqli 1.2.2MDB2_Driver_mysql 1.2.2MDB2 2.2.2MP3_Playlist 0.5.1alpha1MDB2_Driver_pgsql 1.2.2MDB2_Driver_oci8 1.0.2File_Bittorrent 1.0.2
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After nearly 10 years of development we are very proud to release version 1.0 of Crystal Space. Crystal Space is an Open Source and portable 3D engine framework which runs on GNU/Linux, Windows, and MacOS/X. It is fully featured with support for vertex and fragment shaders, dynamic lighting and lightmaps, skeletal animation, physics, 3D sound, terrain engine, python support and much more.   Together with Crystal Space 1.0 we also release Crystal Entity Layer 1.0. This is a game layer on top of Crystal Space which makes it easier to develop games. Crystal Entity Layer is heavily oriented towards scripting (but also works in plain C++) and adds features like customizable third person camera, movement system, quest system, rule system, path finding and so on.  We would also like to announce a relatively new project called CELstart. To use Crystal Space and Crystal Entity Layer effectively you need to make your own C++ programs. If you download CELstart then you can start making full powered Crystal Space games by using only XML and/or Python scripts. It is by far the easiest way to make 3D games using Crystal Space.  Interested? Check us out at http://www.crystalspace3d.org
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Dal 19 febbraio distribuito da Dolmen Home Video
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The Symfony project has made a major announcement today - with the latest release of the project, they've made it to the 1.0 mark! Symfony version 1.0 has been released!    At last, the long-awaited 1.0 stable version of symfony is just released. For all those who waited for the "stable" status to dive into symfony, the time has come.   The 1.0 is not just another release. We call it an "enterprise" release, which means that we will keep on maintaining it for a long time (that is, for several years). When a new release of PHP comes with its wagon of BC break, we will update symfony 1.0 to make it compatible. When a bug is found and corrected in one of the components of symfony 1.0, we will update the stable release to make the symfony experience always better.    Congrats go out to the >entire team and all of the many, many contributors to the project. Hitting a stable release is no easy mark and it's great to see one of the best PHP frameworks out there hit it dead on.   Oh, and help spread the word - add your digg!
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Tycho:  I should have all the science lined up by the end of the week, ready to stuff into the piano black lozenge I've obtained to celebrate my return to personal computing.  Wish me luck; I've never before had the opportunity to fry four processors at once.       I know things.  Specifically, things that may be of interest to you.  For example, I know if playing Eye of Judgment online is an onerous as it might seem.  It is not!  I cannot express my relief.    Well, let's try.  In my last, vast expose, I broke down a card's unique language and expressed some misgivings about online play - ultimately just accepting it, because what they're trying to do is so weird that there's no prior art.  Essentially, you "register" your thirty card deck with the system itself, where it is stored and named for future use.  This process is extremely straightforward:  it is simply a matter of you laying your cards anywhere on the mat, a few at a time.  It will probably take two minutes if you really keep on it.  Then, you jump online, choose what nation you want to play for, and track down a partner.  At this point, the game will "draw" you your five card hand by showing you the card art onscreen.  You get one Mulligan (or redraw), but if you like your hand you move into the game proper.  We laid out our deck by element, face up, and this smoothed the turn to turn process considerably.      In the build we have, and I hope this is changed for release, it shows you these cards in a single file line without their name or text - just the art.  Once you got familiar with these images, slightly modified from their card format, it's pretty quick - but the names should be displayed on this screen.  You can use the controller to pull up the names, but let's be serious - at no point should the player be forced to interact with a mundane controller once the game is underway.     You should know that the game really wants a well-lit environment.  You don't need a flare gun or anything, but we didn't have what we needed before and certain squares would slow down the game flow with partial reads that would only resolve after several attempts and minute card adjustments.  I should state that here in the office, we removed all the overhead lights, installing a single track of illumination that we point at the ceiling, where lights used to be.  We tend to transform any place we live into a cave.  So, our scenario might be somewhat atypical.    Also, I know if playing Rock Band with all the instruments off of a USB hub is onerous.  You will be happy to know that it is not - we played said instruments spread out on an actual stage, and found it more than satifactory.  The reality is that the drum kit already needs its own wire, so it isn't as though the future had actually arrived anyway.  Plus, the mic isn't wireless either. This makes the contrived brouhaha over wired guitars a fairly transparent traffic ploy.    This is a matter quite apart from Microsoft's reticence to play ball with unique, third party hardware.  And when I say "play ball," I'm taking about the shakedown operation they've got going licensing their wireless technology, which either makes products for their system more expensive or (in the salient case of Rock Band) results in them bundling a wired controller for the same price as a wireless one on a competitor's system.  This is the last holiday they can get away with this sort of thing...  right?
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FreeCol 0.6.1 has been released. FreeCol is an open version of the turn based strategy game Colonization.   Changes: - Clicking a colony name on the Turn Report will now display that Colony. - A panel for displaying the requirements of the colonies has now been added. - The bug causing the game to deadlock after displaying the emigration panel has been fixed. - Multiplayer games should now be stable after fixing two critical bugs. - Some other bugfixes as well.  Download FreeCol from here: https://sourceforge.net/project/showfiles.php?group_id=43225