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Toll Brothers Opens Two New Collections at Overlook at Lenox Park in Brookhaven, Georgia
Toll Brothers Opens Two New Collections at Overlook at Lenox Park in Brookhaven, Georgia

Globe and Mail

time18-07-2025

  • Business
  • Globe and Mail

Toll Brothers Opens Two New Collections at Overlook at Lenox Park in Brookhaven, Georgia

BROOKHAVEN, Ga., July 18, 2025 (GLOBE NEWSWIRE) -- Toll Brothers, Inc. (NYSE:TOL), the nation's leading builder of luxury homes, today announced two new collections of luxury townhomes are now open for sale at the Toll Brothers at Overlook at Lenox Park community in Brookhaven, Georgia. The Sales Center is located at 2182 Crestview Drive in Brookhaven. Located in a serene setting, the highly anticipated Briarwood and Skyland Collections by Toll Brothers at Overlook at Lenox Park offer homes ranging from 2,620 to 3,715 square feet and priced from the mid-$900,000s. The Briarwood Collection features contemporary three-story townhomes with 3 bedrooms, 3.5 bathrooms, and 2-car garages. These homes offer covered decks and elegant designer finishes. The Skyland Collection offers modern four-story townhomes with 3 to 4 bedrooms, 4 to 4.5 bathrooms, and 2-car garages. These homes include rooftop terraces, private elevators, and versatile lofts. 'Our Toll Brothers home shoppers can choose from two distinct collections, each offering beautifully designed luxury spaces with an array of personalization selections,' said Eric White, Division President of Toll Brothers in Georgia. 'In addition, homeowners will enjoy a resort lifestyle and the many conveniences offered by Overlook at Lenox Park's prime Brookhaven location.' Toll Brothers customers will experience one-stop shopping at the Toll Brothers Design Studio. The state-of-the-art Design Studio allows customers to choose from a wide array of selections to personalize their dream home with the assistance of Toll Brothers professional Design Consultants. The community offers residents luxury onsite amenities, including a serene pool, cabana, pavilion, and common spaces, providing ample opportunities for socializing and relaxation with neighbors, friends, and family. Residents of Toll Brothers at Overlook at Lenox Park will enjoy living within the Perimeter, close to Atlanta's best shopping, dining, and entertainment in Buckhead, as well as major commuter routes including the Downtown Connector. For more information on Toll Brothers at Overlook at Lenox Park, home shoppers are invited to call 888-686-5542 or visit About Toll Brothers Toll Brothers, Inc., a Fortune 500 Company, is the nation's leading builder of luxury homes. The Company was founded 58 years ago in 1967 and became a public company in 1986. Its common stock is listed on the New York Stock Exchange under the symbol 'TOL.' The Company serves first-time, move-up, empty-nester, active-adult, and second-home buyers, as well as urban and suburban renters. Toll Brothers builds in over 60 markets in 24 states: Arizona, California, Colorado, Connecticut, Delaware, Florida, Georgia, Idaho, Indiana, Maryland, Massachusetts, Michigan, Nevada, New Jersey, New York, North Carolina, Oregon, Pennsylvania, South Carolina, Tennessee, Texas, Utah, Virginia, and Washington, as well as in the District of Columbia. The Company operates its own architectural, engineering, mortgage, title, land development, smart home technology, and landscape subsidiaries. The Company also develops master-planned and golf course communities as well as operates its own lumber distribution, house component assembly, and manufacturing operations. Toll Brothers has been one of Fortune magazine's World's Most Admired Companies™ for 10+ years in a row, and in 2024 the Company's Chairman and CEO Douglas C. Yearley, Jr. was named one of 25 Top CEOs by Barron's magazine. Toll Brothers has also been named Builder of the Year by Builder magazine and is the first two-time recipient of Builder of the Year from Professional Builder magazine. For more information visit From Fortune, ©2025 Fortune Media IP Limited. All rights reserved. Used under license.

1 driver fled following 8-vehicle collision at Jane and Trethewey
1 driver fled following 8-vehicle collision at Jane and Trethewey

CTV News

time11-07-2025

  • CTV News

1 driver fled following 8-vehicle collision at Jane and Trethewey

Police are on the scene of a multi-vehicle collision at Jane and Trethewey on Friday, July 11, 2025. (Jacob Estrin/CTV News Toronto) Toronto police are responding to a multi-vehicle collision in the city's Brookhaven neighbourhood. Police say eight vehicles were involved in the collision that happened at the intersection of Jane Street and Trethewey Drive just after 6 p.m. There is no immediate word on injuries. Police say one driver fled the scene. The cause of the collision is unknown.

DNA‑Crafted Nanomachines Self‑Assemble in Water
DNA‑Crafted Nanomachines Self‑Assemble in Water

Arabian Post

time10-07-2025

  • Science
  • Arabian Post

DNA‑Crafted Nanomachines Self‑Assemble in Water

Columbia University and Brookhaven National Laboratory researchers have unveiled a groundbreaking method to engineer intricate three‑dimensional nanostructures entirely through DNA self‑assembly in aqueous environments. This technique, underpinned by an innovative algorithm called MOSES, promises to shift current paradigms in nanomanufacturing, with potential applications in optical computing, neuromorphic hardware, biotechnology and beyond. At the heart of this advance are DNA‑based 'voxels'—octahedral units formed by folding DNA strands into robust polyhedral shapes. Each voxel carries programmable connectors at its vertices, enabling predictable binding to other voxels. The MOSES algorithm orchestrates these voxels into prescribed motifs and assembles multiple motifs in parallel, all within a single solution, creating hierarchically organised nanostructures. By replacing conventional top‑down fabrication techniques such as photolithography—which etch material layer by layer—or additive manufacturing, which cannot operate at the nanoscale, this bottom‑up, water‑borne method expedites production and broadens design capabilities. The process was described in new research published 9 July in Nature Materials, following earlier complementary work in ACS Nano. ADVERTISEMENT Oleg Gang, professor of chemical engineering at Columbia and leader of the Soft and Bio Nanomaterials Group at Brookhaven's Center for Functional Nanomaterials, described the technique as akin to constructing a nano‑scale Empire State Building: 'We can build now the complexly prescribed 3D organisations from self‑assembled nanocomponents'. The research demonstrates MOSES's versatility through multiple showcase structures. These include crystal‑like lattices of one‑dimensional strings, two‑dimensional layers, helical swirls and reflective arrays, with potential relevance to neuromorphic computing, catalytic systems and optical computing architectures. Detailed molecular insights emerged from a parallel study at Brookhaven, which featured the transformation of DNA‑nanoparticle lattices into silica‑reinforced replicas. These maintained structural fidelity while gaining resilience, enduring extreme conditions such as temperatures above 1,000 °C and pressures exceeding 8 GPa. Brookhaven‑led experiments also employed X‑ray computed tomography at 7 nm resolution to examine internal structure, verifying precise assembly and mapping defects. This hybridisation of DNA‑templated self‑assembly with known inorganic material procedures means that the resulting structures can maintain functionality in demanding environments and are compatible with customary lithographic processes. Such convergence significantly lowers the barrier to integrating DNA‑assembled nanomaterials into mainstream microelectronic workflows. Academic commentary underscores the novelty of the MOSES‑driven inverse design strategy, which streamlines lattice generation by pairing symmetry considerations with minimised voxel libraries, reducing complexity while ensuring precise assembly. The strategy adeptly adapts to a variety of lattice symmetries, including zinc blende and cubic Laves phases, as well as custom motifs. This strategy builds upon decades of DNA nanotechnology foundations—initiated by Nadrian Seeman's early work in the 1980s—and refined through Paul Rothemund's introduction of DNA origami in 2006. The current advance marks a decisive shift: forcing DNA frameworks out of purely biological or soft matter domains into the realm of durable, engineered materials. Existing challenges include scalability and assembly yield. Coating DNA structures with silica requires precise control to obtain uniform layers, and as structures ascend in complexity, error‑reduction becomes critical. Additionally, integrating inorganic components like metals or semiconducting nanoparticles introduces new binding and compatibility challenges. Yet the modular voxel‑based assembly approach is well suited to iterative error correction, and continued work on interface chemistry aims to improve yield and robustness. The marketplace potential spans diverse sectors. In optical computing, reflective lattice architectures could form nanoscale waveguides or mirror arrays. Neuromorphic systems may benefit from DNA‑templated catalytic networks or sensor arrays. In biotechnology, bio‑scaffolds constructed with programmable porosity could revolutionise tissue engineering and drug delivery. With funding from the US Department of Energy's Office of Science and broader support through initiatives like the National Nanotechnology Initiative, the field is experiencing accelerated development. Columbia and Brookhaven's contributions spearhead a wave of innovation in programmable nanomaterials, suggesting that bottom‑up design may soon rival or surpass traditional top‑down processes at ever‑smaller scales.

From Pong to Wii Sports: the ​surprising ​legacy of ​tennis in ​gaming ​history
From Pong to Wii Sports: the ​surprising ​legacy of ​tennis in ​gaming ​history

The Guardian

time02-07-2025

  • Entertainment
  • The Guardian

From Pong to Wii Sports: the ​surprising ​legacy of ​tennis in ​gaming ​history

With Wimbledon under way, I am going to grasp the opportunity to make a perhaps contentious claim: tennis is the most important sport in the history of video games. Sure, nowadays the big sellers are EA Sports FC, Madden and NBA 2K, but tennis has been foundational to the industry. It was a simple bat-and-ball game, created in 1958 by scientist William Higinbotham at the Brookhaven National Laboratory in Upton, New York, that is widely the considered the first ever video game created purely for entertainment. Tennis for Two ran on an oscilloscope and was designed as a minor diversion for visitors attending the lab's annual open day, but when people started playing, a queue developed that eventually extended out of the front door and around the side of the building. It was the first indication that computer games might turn out to be popular. I've been unable to find out if Ralph Baer, the inventor of the first mass-produced games console, the Magnavox Odyssey, ever played Tennis for Two. However, when he was developing the idea of a TV that could play games, while working at the defence contractor Sanders Associates in the late 1960s, the rudimentary elements of what his prototype consoles could display on screen were vertical lines and square dots. When Magnavox released the product in 1972, its key games were Table Tennis and Tennis (the same as Table Tennis, except you could place a plastic overlay of a tennis court on your TV screen). These allowed two players to bat a ball to each other, adding a little 'spin' by flicking the dial on the side of the primitive joypad. This was an extension of the knob on the Tennis for Two controller that let you alter the height of your return shot, but neither game really allowed much in the way of player skill. From here, of course, we get to Pong, widely considered the first smash hit video arcade game. Atari founder Nolan Bushnell played tennis on the Odyssey and thought he could do better; with programmer Al Alcorn, he divided the onscreen bat into eight areas, each deflecting the ball at a different angle. Here we had the true beginnings of input finesse, a crucial element of all future video games, giving the player room to add skill and timing to their shots. Pong was such a success, Bushnell realised Atari needed a single-player version – hence the 1976 coin-op Breakout, where you hit the ball not at another human participant but at a wall of disappearing bricks. Breakout was effectively a one-player tennis game, and its brilliance had two major ramifications for the video game industry in Japan: it was the first successful release for legendary manufacturer Namco after its purchase of Atari's Japanese arm in 1974, effectively propelling the company into the video arcade business; Breakout also inspired a game designer named Tomohiro Nishikado, who would use it as the basis of a certain 1978 arcade game, Space Invaders. So you see, tennis is responsible for the entire shoot-em-up genre. Tennis sims were also vitally important in the early home computer gaming boom of the 1980s. Titles such as Match Point on the ZX Spectrum and International Tennis on the Commodore 64 provided compelling and intuitive two-player experiences that didn't require a whole team of animated players like footie sims. The accessibility of tennis as a game concept also appealed to Nintendo, with its Tennis, Mario Tennis and Wii Tennis (from Wii Sports) games becoming its most popular sporting titles. Since then, every generation of consoles has had its staple tennis titles, usually not as big and showy as the football or basketball sims, but always there in the background, perfect for when non-gamers wanted to join in the fun. Namco's Smash Court, Codemasters' Pete Sampras Tennis, 2K's TopSpin and Sega's Virtua Tennis have added interesting assets to the central concept of hitting a ball over a net, and while they have all sought to simulate a range of surfaces and competitions, it's the idyllic vision of the Wimbledon grass court that has sold them. In tennis, you have an almost unique set of properties: wide consumer knowledge, an easy-to-understand rule-set married to deep skill mechanics and a highly constrained play space providing concentrated single-screen action. Would people have queued for hours outside a science research base in Upton, New York, in the autumn of 1958 to play a space blaster or kung fu fighting game? I don't think so – it would have been unworldly and mystifying to many attenders. Look at Computer Space, the first commercially available space shooter arcade game, released in 1971 (designed by Nolan Bushnell and Ted Dabney) – it did modestly well, but it was far from the global success that Pong achieved. The controls were too complicated, the concept too abstract. Tennis was the Trojan horse of the video game industry – it snuck video games into our homes and our amusement arcades, and by the time we realised what had happened, it was too late ever to go back. I was going to be predictable and recommend a tennis game here – probably a classic such as Virtua Tennis or Top Spin 4 – but instead I'm going for a different sort of retro treat. Worms Armageddon: Anniversary Edition is a modern update of what many consider to be the pinnacle of the Worms series, 1999's Worms Armageddon, a daft multiplayer turn-based battle game where you set out to destroy your enemy's army of annelids with sheep launchers, banana bombs and … a concrete donkey. It's such a ridiculous and funny game, but also requires deep tactical thinking and such a mastery of angles and trajectory it may as well be considered educational software. An update to the game also gives access to previous titles in the series for the Mega Drive and Game Boy. A boisterous bargain. Available on: PS5, Switch, Xbox Estimated playtime: 10 hours to 25 years The concern over rising video game prices continues. The BBC has a report talking to one consumer who says: 'New video games cost me a whole day's wages.' Major titles can now cost up to £80, with increased manufacturing and development costs getting the blame – although we should perhaps also be looking at the generous pay packets some industry CEOs are able to command. How does Metacritic actually work? spoke to its founders about the science of score aggregation. Lots of interesting topics came up, including the phenomenon of game publishers basing staff bonuses on the meta score of their latest projects. A few sites, including IGN, have picked up on a recent video from former Xbox exec Laura Fryer on the death of Xbox hardware and what Microsoft's recent announcement of the ROG Xbox Ally X handheld PC might tell us about its strategy going forward. Sign up to Pushing Buttons Keza MacDonald's weekly look at the world of gaming after newsletter promotion Moonlight Peaks: your chance to live as a tiny vegan vampire The Alters: unintentionally the realest game about parenting I've ever played | Dominik Diamond A real issue: video game developers are being accused of using AI – even when they aren't Cute dates, bisexual chaos and game-changing kisses: video games' best queer moments This one comes from JohnnyBiscuits: 'Five years ago, many media commentators were adamant that the PS5/Xbox Series X would be the final generation of consoles. What's the latest thinking?' As referenced in the What to Read section above, Laura Fryer, an early Xbox employee, has stated that Microsoft is preparing to kill games hardware development in favour of getting its Xbox app on to different platforms. We've seen this approach taking shape with the recent ROG Xbox Ally and Meta Quest 3S Xbox Edition announcements; Samsung is also making Xbox game streaming a part of its Smart TVs. However, Microsoft has also just announced a multi-year partnership with chip manufacturer AMD, which it stated would include 'Future Xbox consoles'. Meanwhile, Sony, which lacks the sort of ecosystems open to Microsoft thanks to Windows, has recently reiterated its commitment to dedicated games consoles, which is unsurprising considering that PS5 has sold around 78m units, and rumours of a third Switch are already swirling. Earlier this month, Switch 2 sold over 3.5m units in its first four days on sale – a record for console hardware. So no, I don't think dedicated games consoles are going anywhere soon. They're convenient, cheaper than buying and maintaining a gaming PC and offer a more stable and reliable experience than streaming games via a set-top box. Also, after five years of increased virtualisation, where we generally don't own the music we listen to or the movies we watch, there is a growing kickback against digital apps and streaming services – the games console is a desirable object, specifically designed for fun and rife with sentimental memories. It's illogical really to want a big chunk of plastic and circuit boards to play games on, but when that chunk looks as cool as a Mega Drive, a Neo Geo or a PlayStation 5, it becomes more than just a platform. While we still enjoy visible artefacts that express our likes and tastes, there will be consoles to put next to the TV and gaze at adoringly. If you've got a question for Question Block – or anything else to say about the newsletter – email us on pushingbuttons@ In last week's Pushing Buttons, we incorrectly said that the film Walkabout was directed by Peter Weir. In fact, it was directed by Nicolas Roeg.

From Pong to Wii Sports: the ​surprising ​legacy of ​tennis in ​gaming ​history
From Pong to Wii Sports: the ​surprising ​legacy of ​tennis in ​gaming ​history

The Guardian

time02-07-2025

  • Entertainment
  • The Guardian

From Pong to Wii Sports: the ​surprising ​legacy of ​tennis in ​gaming ​history

With Wimbledon under way, I am going to grasp the opportunity to make a perhaps contentious claim: tennis is the most important sport in the history of video games. Sure, nowadays the big sellers are EA Sports FC, Madden and NBA 2K, but tennis has been foundational to the industry. It was a simple bat-and-ball game, created in 1958 by scientist William Higinbotham at the Brookhaven National Laboratory in Upton, New York, that is widely the considered the first ever video game created purely for entertainment. Tennis for Two ran on an oscilloscope and was designed as a minor diversion for visitors attending the lab's annual open day, but when people started playing, a queue developed that eventually extended out of the front door and around the side of the building. It was the first indication that computer games might turn out to be popular. I've been unable to find out if Ralph Baer, the inventor of the first mass-produced games console, the Magnavox Odyssey, ever played Tennis for Two. However, when he was developing the idea of a TV that could play games, while working at the defence contractor Sanders Associates in the late 1960s, the rudimentary elements of what his prototype consoles could display on screen were vertical lines and square dots. When Magnavox released the product in 1972, its key games were Table Tennis and Tennis (the same as Table Tennis, except you could place a plastic overlay of a tennis court on your TV screen). These allowed two players to bat a ball to each other, adding a little 'spin' by flicking the dial on the side of the primitive joypad. This was an extension of the knob on the Tennis for Two controller that let you alter the height of your return shot, but neither game really allowed much in the way of player skill. From here, of course, we get to Pong, widely considered the first smash hit video arcade game. Atari founder Nolan Bushnell played tennis on the Odyssey and thought he could do better; with programmer Al Alcorn, he divided the onscreen bat into eight areas, each deflecting the ball at a different angle. Here we had the true beginnings of input finesse, a crucial element of all future video games, giving the player room to add skill and timing to their shots. Pong was such a success, Bushnell realised Atari needed a single-player version – hence the 1976 coin-op Breakout, where you hit the ball not at another human participant but at a wall of disappearing bricks. Breakout was effectively a one-player tennis game, and its brilliance had two major ramifications for the video game industry in Japan: it was the first successful release for legendary manufacturer Namco after its purchase of Atari's Japanese arm in 1974, effectively propelling the company into the video arcade business; Breakout also inspired a game designer named Tomohiro Nishikado, who would use it as the basis of a certain 1978 arcade game, Space Invaders. So you see, tennis is responsible for the entire shoot-em-up genre. Tennis sims were also vitally important in the early home computer gaming boom of the 1980s. Titles such as Match Point on the ZX Spectrum and International Tennis on the Commodore 64 provided compelling and intuitive two-player experiences that didn't require a whole team of animated players like footie sims. The accessibility of tennis as a game concept also appealed to Nintendo, with its Tennis, Mario Tennis and Wii Tennis (from Wii Sports) games becoming its most popular sporting titles. Since then, every generation of consoles has had its staple tennis titles, usually not as big and showy as the football or basketball sims, but always there in the background, perfect for when non-gamers wanted to join in the fun. Namco's Smash Court, Codemasters' Pete Sampras Tennis, 2K's TopSpin and Sega's Virtua Tennis have added interesting assets to the central concept of hitting a ball over a net, and while they have all sought to simulate a range of surfaces and competitions, it's the idyllic vision of the Wimbledon grass court that has sold them. In tennis, you have an almost unique set of properties: wide consumer knowledge, an easy-to-understand rule-set married to deep skill mechanics and a highly constrained play space providing concentrated single-screen action. Would people have queued for hours outside a science research base in Upton, New York, in the autumn of 1958 to play a space blaster or kung fu fighting game? I don't think so – it would have been unworldly and mystifying to many attenders. Look at Computer Space, the first commercially available space shooter arcade game, released in 1971 (designed by Nolan Bushnell and Ted Dabney) – it did modestly well, but it was far from the global success that Pong achieved. The controls were too complicated, the concept too abstract. Tennis was the Trojan horse of the video game industry – it snuck video games into our homes and our amusement arcades, and by the time we realised what had happened, it was too late ever to go back. I was going to be predictable and recommend a tennis game here – probably a classic such as Virtua Tennis or Top Spin 4 – but instead I'm going for a different sort of retro treat. Worms Armageddon: Anniversary Edition is a modern update of what many consider to be the pinnacle of the Worms series, 1999's Worms Armageddon, a daft multiplayer turn-based battle game where you set out to destroy your enemy's army of annelids with sheep launchers, banana bombs and … a concrete donkey. It's such a ridiculous and funny game, but also requires deep tactical thinking and such a mastery of angles and trajectory it may as well be considered educational software. An update to the game also gives access to previous titles in the series for the Mega Drive and Game Boy. A boisterous bargain. Available on: PS5, Switch, Xbox Estimated playtime: 10 hours to 25 years The concern over rising video game prices continues. The BBC has a report talking to one consumer who says: 'New video games cost me a whole day's wages.' Major titles can now cost up to £80, with increased manufacturing and development costs getting the blame – although we should perhaps also be looking at the generous pay packets some industry CEOs are able to command. How does Metacritic actually work? spoke to its founders about the science of score aggregation. Lots of interesting topics came up, including the phenomenon of game publishers basing staff bonuses on the meta score of their latest projects. A few sites, including IGN, have picked up on a recent video from former Xbox exec Laura Fryer on the death of Xbox hardware and what Microsoft's recent announcement of the ROG Xbox Ally X handheld PC might tell us about its strategy going forward. Sign up to Pushing Buttons Keza MacDonald's weekly look at the world of gaming after newsletter promotion Moonlight Peaks: your chance to live as a tiny vegan vampire The Alters: unintentionally the realest game about parenting I've ever played | Dominik Diamond A real issue: video game developers are being accused of using AI – even when they aren't Cute dates, bisexual chaos and game-changing kisses: video games' best queer moments This one comes from JohnnyBiscuits: 'Five years ago, many media commentators were adamant that the PS5/Xbox Series X would be the final generation of consoles. What's the latest thinking?' As referenced in the What to Read section above, Laura Fryer, an early Xbox employee, has stated that Microsoft is preparing to kill games hardware development in favour of getting its Xbox app on to different platforms. We've seen this approach taking shape with the recent ROG Xbox Ally and Meta Quest 3S Xbox Edition announcements; Samsung is also making Xbox game streaming a part of its Smart TVs. However, Microsoft has also just announced a multi-year partnership with chip manufacturer AMD, which it stated would include 'Future Xbox consoles'. Meanwhile, Sony, which lacks the sort of ecosystems open to Microsoft thanks to Windows, has recently reiterated its commitment to dedicated games consoles, which is unsurprising considering that PS5 has sold around 78m units, and rumours of a third Switch are already swirling. Earlier this month, Switch 2 sold over 3.5m units in its first four days on sale – a record for console hardware. So no, I don't think dedicated games consoles are going anywhere soon. They're convenient, cheaper than buying and maintaining a gaming PC and offer a more stable and reliable experience than streaming games via a set-top box. Also, after five years of increased virtualisation, where we generally don't own the music we listen to or the movies we watch, there is a growing kickback against digital apps and streaming services – the games console is a desirable object, specifically designed for fun and rife with sentimental memories. It's illogical really to want a big chunk of plastic and circuit boards to play games on, but when that chunk looks as cool as a Mega Drive, a Neo Geo or a PlayStation 5, it becomes more than just a platform. While we still enjoy visible artefacts that express our likes and tastes, there will be consoles to put next to the TV and gaze at adoringly. If you've got a question for Question Block – or anything else to say about the newsletter – email us on pushingbuttons@ In last week's Pushing Buttons, we incorrectly said that the film Walkabout was directed by Peter Weir. In fact, it was directed by Nicolas Roeg.

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