Showing posts with label _Links. Show all posts
Showing posts with label _Links. Show all posts

Wednesday, August 12, 2009

Beautiful Pixels in Post-It Notes and Assembly

Previous readers know about the Beautiful Pixels API game jam concept. I'm tickled whenever I see others with the same idea. Such as

Post It Shooter, an experimental game by Petri Purho:
A Space Invaders mini game rendered with a post it note style. ;) Well worth seeing it in motion... download or youtube video (it lessens the effect since it's a downsampled resolution, at least watch in HQ).

Frameranger, the winning demo at Assembly 2009 by CNDC, orange, & Fairlight:

At 5 minutes in, there's a great shift to 8-bit music style and a block push pixelated render target. Check out the capped.tv video.

oh, demos... i love you, you make the most beautiful pixels.

Monday, June 22, 2009

Links: Middleware survey, online tech, virtual memory, graphics deconstruction, deferred lighting, ssao, 3d glasses

On the left, a pile of links.
On the right, some Gamebryo games I don't think I've mentioned yet.

Game Development:
  • Mark DeLoura is at it again with another Middleware Survey. (You saw his writup on his Game Engine Survey online or in Game Developer, right?)
  • Darrin West has been writing up detailed thoughts on Online Game Techniques, e.g. his recent post Online Hard Problems.
  • Sysinternals offers handy tools you likely already use, such as Process Explorer. But, have you noticed VMMap? It can show you a process's virtual memory access. This came up recently on the DXGAB email list as a hint to finding memory leaks of GPU resources (look for WriteCombine attrib)
Graphics:
  • Timothy Farrar is verbose and detailed in his many graphics posts this year, certainly you're following along? e.g. game deconstructions: Killzone (+more), Resistance 2
  • Adrian Stone has started a blog Game Angst, and has some experienced thoughts on Deferred Lighting vs Deferred Shading.
  • Accumulative SSAO, similar to what was done in Gears of War 2. A gamedev.net thread on Screen space ambient occlusion together with reprojection to smooth over time.
  • 3D Glasses from NVIDIA. I recently tried these out in the office, with about 50% of people thinking they were cool, to 50% not being all that impressed. I'm concerned it's a bit of an expensive gimick that doesn't add much - gamers won't wear glasses for prolonged periods, and I doubt autostereoscopic displays will justify their cost.
Fun:
  • ThruYOU, sample based music, but together with video from the youtube sources of the samples.
  • Advanced Cat Yodeling (youtube video link -- couldn't help myself, it's funny)

Texas CheatEm
Dungeon Runners
Freaky Creatures
Wizard 101
Bloodbowl
Space Chimps

Friday, June 5, 2009

Monday, January 26, 2009

Submitting Our Fails (or, how I love the Error Shader)


I pestered Michael Noland to submit a few images from Emergent to I Get Your Fail, which if you haven't subscribed to you should. ;)

This one is my fav. Several years ago Tim Preston wrote the "error shader", for any situation where a renderer can't bind a shader... and we haven't been able to wipe the smirk off his face yet.

This particular scene is amusing with some error shader, and some missing lighting.

Thursday, December 11, 2008

Link dump: Genetic Polygons, Scored Gameplay, ActiveX alternative, Gamebryo Training, Visualizing Files, Opening Files

Genetic algorithm placing 50 polygons to represent the Mona Lisa
I'm a fan of genetic algorithms... I'd have loved to see this one with triangles instead of n-polygons, though.

This image is early in the evolution, the final image is a good approximation. ;)
Reset
A fun, short, game. Cool novelty: the gameplay is synchronized with the music. Friend Adrienne Walker pointed out that this could be a great game jam theme.
Google Native Client
A plugin recently revealed by Google.
Cross browser, runs sand boxed native code.
Could be a good alternative to ActiveX.
Gamebryo 101
A university created webpage packed full of training videos, tutorials, and resources related to the product I work on.

WinDirStat
I recently gave up on SpaceMonger -- it was having issues with lots of files. This survey convinced me to move over to WinDirStat, which works very well.

Mr EditGotoFindCombo
Nice tip for Visual Studio programmers:
Quickly open files with sub-string prefix matching:
CTRL-D, type:">of ", then start your file name.
More tips on the linked page.

Thursday, December 4, 2008

Jeff Russell Depth Of Field example

Depth of field came up on the gdalgorithms list. Jeff Russell caught the thread and replied with some screen shots from his brute force O(n^2*m^2) blur, with nice circles of confusion. I'm posting it here to make a few comments:



Sure, there are the typical DOF artifacts (halos, alpha object discontinuities, ...), but:
  • Top Left: Check out the trees, they look "right". The small highlights on leaves, or of sky through leaves, has that distinctive look that Gaussian blurs don't capture.
  • Center Left: Most of the scene is mush, but the enemies show distinctive disk highlights on points and lines.

Thursday, October 16, 2008

Link dump: 3D Sketching, 4k intros with Distance Fields, Level of Detail, and Input Director

It's been a while since I've dumped some links. If you haven't already noticed these, take a look:

I love sketch
Check the video, scroll to 5 minutes to see curve sketching in 3D, that just makes it look too easy.

ILoveSketch from Seok-Hyung Bae on Vimeo.

Rendering with Displacement Surfaces
Iñigo Quilez is a great demo-maker. He's recently been making some interesting images in 4kb executables. Shown here is "organix".

At nVision this year he gave a nice presentation discussing graphics in tiny executables, and displacement surface raymarching.

Level of Detail: Blog you should read
If you're not subscribed to Level of Detail, let me call it out for you. Jeremy Shopf has some great posts, such as
Keepin it low res
and
Non-interleaved deferred shading of interleaved sample patterns

Input Director: Software KVM
This year I started regularly running multiple machines on my desktop, including my laptop. While doing some CUDA development I had was using another machine across the room, with an HDTV I could see it from 10 ft. I needed something to simplify input.

I used synergy for a while, but it was a bit buggy. Tim Preston suggested Input Director, a great solution if you're running only Windows. Some key features:
  • Works before you log in, so you can log into a machine from another.
  • Has an alias for CTRL-ALT-DEL, so you can lock other machines from your master.
  • Easier config than synergy
  • Less bugs with being in "stuck" keyboard modifier states

Thursday, August 14, 2008

Siggraph 2008: Top Picks to Follow Along

Siggraph is still underway, and it’s a great year to be a game developer at Siggraph.

I’ve already got my pick for the three best items for a game developer to look at, and you can do so now:If you weren’t able to make it to a presentation, I highly recommend you check out Siggraph Encore, where you can purchase videos of the presentations.

Tuesday, June 24, 2008

Links, New blogs, Random stuff

Time for a few links.

First, a few colleagues started blogging:
Game wise, I'd been searching for some numbers recently...
And finally, check out this real world media animation!


MUTO a wall-painted animation by BLU from blu on Vimeo.

Thursday, June 5, 2008

Improving Bug Triage with User Pain, Comment


Danc, over at Lost Garden, recently made an interesting post describing Improving Bug Triage with User Pain. It describes a bug triaging methodology, and has several good points. I disagree slightly with his release goal for bugs, however.

Here's my comment:

Setting a pain threshold for a release is a very easy policy, but I'm concerned about the build up of low pain bugs. 100 Low pain bugs... ok. Next release, 300 low pain bugs.. and they're starting to have in impact. 1000 low pain bugs, and in aggregate they represent larger pain to me.

An alternative I would suggest is to get the total pain below some value. E.g each bug's pain value is simply it's fractional user pain value. So two bugs at 90% user pain and 20% would total to 1.1 user pain. Set the bar for the release to be something like 50 user pain.

The result is that working on highest user pain bugs reduces the total pain rapidly. But, if there is a huge base of low user pain bugs, it's still recognized and addressed.

Your visualization of a red line at a certain user pain threshold becomes instead a line at the point where the sum of all bugs crosses the total pain threshold.

(image by flicker user Marvin (PA))

Tuesday, April 29, 2008

Guest on the 10th Muse Podcast

I was just a guest on the 10th Muse Podcast, episode 21.

We hit some good conversation topics, including:
  • Cutting room floor, where does it all go, are some of the best ideas there?
  • Innovation in games, how important, and how much is there?
  • Games benefiting all of humanity, or are just filler for the gamer niche?
  • GTA using Natural Motion's Euphoria, will NM get the credit, or will GTA soak it all up. How does it feel to work on middle-ware when games take all the publicity?
  • Consequences in games, e.g. to your own character, the virtual world, the supporting characters, the story line, AI, etc.
I ended up referencing a few things:

Monday, April 21, 2008

The Game Architect Speaks

image by todbot on flickr
Game Architect doesn't update often, but when Kyle posts it's worth the read.

Definitely read his GDC 2008 wrap up, and if you're into engines, read his thoughts on Day 1 Studio's Despair Engine.

I especially enjoyed the engine section on orthogonal hierarchies, a topic I've discussed with many before regarding scene graphs. He mentions that they've split what many have overloaded into a single scene graph into at least 5 hierarchies.

Gamebryo Powered Games

I work on Gamebryo.
Gamebryo has been used on hundreds of games.
Our website had a nice recent update that listed dozens more games.

Like, Speedracer. ;) Which is ridiculous, but, still.. go, speedracer, go!

Wednesday, March 26, 2008

Perforce tool: p4shelf


Perforce is the source control solution du jour. It's great, except for a few frustrating gaps in features.

One of those gaps is the ability to quickly and easily set aside the work you were doing. Here's a nice script that solves that, called p4shelf.

The author has several other good p4 tips as well, on his blog Aurora.

The next most frustrating aspect of p4 to me is the inconsistency of integrating file changes vs file creation/deletion. It is easy to integrate changes you've made to a series of files. However, when you've added or removed files between branches, suddenly your integrations are much more complex. You can not, for example, choose to ignore a file deletion.

Thursday, March 6, 2008

Getting Links from Adam

;) Put a blog out there, and then you need people to link to it.
 
Adam Creighton has helped out with a link back. He's the product manager for Gamebryo. But, little known fact: he's also the voice actor for our GDC 2008 demo Forbidden Terror on Space Station Z.
 
We attracted a fair bit of attention at Game Developers Conference with people playing our rail shooter on the Wii.