Shabaz
I guess I was thinking that the raycasting approach I've seen used in some of the sparse voxel octree stuff I read wouldn't make sense when you want the blockiness of voxels to actually show up very clearly, plus that it looked like you could achieve the same look using polygon based cubes. Guess I should've done a bit more research.
Doesn't take away the fact that both games look pretty damn nifty though.
That seems like valid reasoning to me. I've also seen Hixie make comments that seem to indicate him wanting to avoid these issues for any potential Acid4:
When we do Acid4 (probably around the time we have at least three major browsers shipping Acid3-passing browsers), I think we'll have to focus on testing fewer, more critical things. Acid3 tests a lot of critical stuff, but also checks a lot of less important stuff at the same time, and it's in those areas that we've had the most problems with specs changing under us.
But as far as the 'completely different' thing goes, as far as I know the lower signal can be caused by signal being absorbed by your hand. But what seems to happen with the iPhone 4 is that there is also this shorting issue because of an exposed antenna. But when directly asked about the shorting issue they say it's about your body being a "pretty effective signal absorber".
Citing dropped call numbers or return rates or showing other smartphones with signal reduction caused by something completely different just seems like willful misinformation. I suppose their usual MO is to not acknowledge complaints head-on, but that's usually with new features people would like to see. If I can short an antenna and change its RF characteristics so as to lead to an instant dropped call, that seems like a fundamental engineering flaw, and I would've liked them to acknowledge that.
I asked Canessa whether the solution his team is working on might include a pseudo-LAN connection, where the game would only check in with Battle.net to authenticate before reverting to typical LAN behavior.
"Something like that," he replied. "Maintaining a connection with Battle.net, I don't know if it's once or periodically, but then also having a peer-to-peer connection between players to facilitate a very low-ping, high-bandwidth connection.. those are the things that we're working on."