Custom PC, Issue 235

Custom PC Issue 235This month’s Custom PC Magazine brings with it some sad news: the magazine is no more, with the printers falling silent in the face of growing print and distribution costs. That doesn’t mean Custom PC, long a staple of the enthusiast sector, is going away: editor Ben Hardwidge is to lead a new website, dedicated to the magazine’s core topics of mainstream Intel/AMD Windows-based PCs – which, unfortunately, means that my Hobby Tech column will not be making the transition.

Custom PC was my first print byline, and I’ve been writing for the magazine near-continuously my entire career. Hobby Tech itself has been running in the magazine for two months short of a full decade without a single missed deadline, over which time I’ve seen hobbyist products launch and prosper or wither on the vine – along with, of course, a sprinkling of vapourware. I’ve created benchmarks for microcontrollers and single-board computers, put together a custom workflow for high-resolution thermal imagery with visible-light backdrops, taken and edited quite literally thousands of photographs, reviewed hardware, software, and books, interviewed a broad range of people, and penned guides for everything from a hardware RSS feed reader to compiler optimisation.

I am determined that this will not be the end of Hobby Tech, which has long been a popular section of the magazine. In the coming months I’ll be seeking a new outlet for the column – and if you have a publication you think may be interested, please do send the editor my way!

For this final issue of Custom PC, meanwhile, I took a look at the impressive Open Circuits, the CRUMB Circuit Simulator, and the news of Sipeed’s upcoming LM4A system-on-module and PINE64’s PineTab2.

Open Circuits, to start, is Eric Schlaepfer and Windell H. Oskay’s love-letter to electronics. Published by No Starch Press, the hardback tome is a full-colour investigation of what actually goes into electronic components – from multi-layer printed circuit boards and integrated circuits to vintage devices like valves and simple gadgets like switches. We’re not just talking theory, here: the authors literally grind the components down to reveal their inner workings, capturing cross-sectional imagery which you won’t find anywhere else.

Originally a mobile app and now available on Valve’s Steam, Mike Bushell’s CRUMB is another way of looking at electronics – allowing you to build surprisingly complex circuitry in a realistic 3D environment from virtual components. Using SPICE for the actual simulation work, CRUMB offers a drag-and-drop approach to breadboard projects which keeps your desk free of clutter and which is surprisingly detailed – though perhaps a little tricky to operate at times.

All this, and more, is available for a limited time at your nearest newsagent or supermarket – for the last time ever. Goodnight, Custom PC Magazine, and rest well.

Custom PC, Issue 117

Custom PC Issue 117This month’s Custom PC sees my interview slot taken up with a chat to Nick Thibieroz, senior manager of AMD’s Independent Software Vendor (ISV) Gaming Engineering division, regarding his company’s latest attempt at increasing the immersion of games: TressFX.

If you’re not familiar with the technology, and if that’s the case shame on you for not following my work on bit-tech, TressFX – or to give it its full name, TressFX Hair – is a GPU-accelerated physics engine designed to simulate the interaction between a character’s hair and the surrounding environment. Wind, rain, branches, even the character’s body all interact with thousands of simulated hair strands to create a surprisingly realistic effect.

It’s something the industry has been working towards for years – hardly a SIGGRAPH event goes by without Nvidia showcasing another hair simulation system – but the computational complexity of the task has made it difficult to implement in a working game engine. That’s something AMD has solved, and it waited until it had the system in a shipping game – the new Tomb Raider reboot – before announcing the technology.

The biggest feature of the issue, however, is a special one: an in-depth look at how the development of mobile hardware differs from that of desktop hardware. With input from industry veterans including Nvidia, AMD, Intel and Imagination Technologies, it’s a – hopefully – interesting look at how developing for portable platforms has resulted in some significantly different technologies emerging.

Nvidia is a perfect example: it talks up its Tegra mobile processor as having GeForce-like graphics processing elements, but in truth there’s a distinct difference in how the two technologies work. Interestingly, it’s also the case that development of mobile processing hardware – which has to work in very tight power envelopes – has dramatically changed how the company approaches its power-hungry desktop graphics hardware, too.

It’s a big feature, and one I’m proud to have worked on: hopefully, by the end, readers will be able to better understand how smartphone and tablet hardware – which, thanks to projects like the Kickstarter-funded Ouya console, are increasingly finding their way onto people’s desks – compares to traditional desktop devices.

If you want to learn more about TressFX Hair and its development, or about the development of mobile-centric hardware and the challenges therein, you could do worse than picking up a copy of Custom PC Issue 117 – available in dead-tree format and digitally via Zinio or most other services.

This also marks the last time my column in Custom PC will take the form of a two-page interview spread: big changes are afoot, and I’m proud to say that the column will be taking on a very different – and hopefully more engaging – format from the next issue onwards.