thanks for the heads up,
pretty amazing stuff...not checked out the scene for a while, would love to learn this stuff.
this is a good book on the theory, still not read it properly yet
Texturing and Modeling: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) (Hardcover ...
Search found 54 matches
- Wed Mar 12, 2008 2:53 pm 0
- Forum: Bleatings
- Topic: Amazing Demo Scene Guy (bit techy)
- Replies: 86
- Views: 2243
- Wed Mar 12, 2008 2:20 am 0
- Forum: Bleatings
- Topic: Space Giraffe ... on PSN???
- Replies: 59
- Views: 1858
Re: Space Giraffe ... on PSN???
"I should not be here","I should not be watching this","I should not be replying to this".
But this stuff I see here is really hitting the surrealism, the ridicule and the very absurd.
I am saying you "but have you ever actually TRIED to do things other than just open the mouth and throw out the ...
But this stuff I see here is really hitting the surrealism, the ridicule and the very absurd.
I am saying you "but have you ever actually TRIED to do things other than just open the mouth and throw out the ...
- Tue Mar 11, 2008 10:29 pm 0
- Forum: Bleatings
- Topic: Space Giraffe ... on PSN???
- Replies: 59
- Views: 1858
Re: Space Giraffe ... on PSN???
This isn't EA we're talking about here, llamasoft chose the 360 and thats where they are. They can't be expected to cover multi-platform as they did in the 8bit era, its just too expensive now.
They just need a couple of moderate hits under their belts on this platform and they'll be sitting ...
They just need a couple of moderate hits under their belts on this platform and they'll be sitting ...
- Tue Mar 11, 2008 8:29 pm 0
- Forum: Bleatings
- Topic: Space Giraffe ... on PSN???
- Replies: 59
- Views: 1858
Re: Space Giraffe ... on PSN???
Ah, that must be why so many people have commented that their engines run like DIRT on the PS3.
nice pun...surely Space Giraffe doesn't need a full fledged 3d engine anyway.
point is 1 cell processer can run the game, and the rest the winmx plugin type graphics background.
Parallel processing is ...
nice pun...surely Space Giraffe doesn't need a full fledged 3d engine anyway.
point is 1 cell processer can run the game, and the rest the winmx plugin type graphics background.
Parallel processing is ...
- Tue Mar 11, 2008 6:17 pm 0
- Forum: Bleatings
- Topic: Space Giraffe ... on PSN???
- Replies: 59
- Views: 1858
Re: Space Giraffe ... on PSN???
DIRT runs faster and smoother on the PS3. It was written for the 360 first.
QED.

QED.

- Tue Mar 11, 2008 3:16 am 0
- Forum: Bleatings
- Topic: Thoughtcrime!!11!!
- Replies: 27
- Views: 746
Re: Thoughtcrime!!11!!
It's all control given by the police state to keep us in the rat-race and not to question anything.
watch this man.
http://digg.com/comedy/Who_Really_Controls_America_3
watch this man.
http://digg.com/comedy/Who_Really_Controls_America_3
- Mon Mar 10, 2008 10:18 pm 0
- Forum: Bleatings
- Topic: poke 36879, 8
- Replies: 70
- Views: 2233
Re: poke 36879, 8
somehow assembly looks all right and proper on dot matrix print out..
jesus can you remember the sound dot matrix printers made?
jesus can you remember the sound dot matrix printers made?
- Mon Mar 10, 2008 10:01 pm 0
- Forum: Bleatings
- Topic: Space Giraffe ... on PSN???
- Replies: 59
- Views: 1858
Re: Space Giraffe ... on PSN???
sony have released a FREE 3d engine, so PC and 360 games can be so easily ported over!!!
PhyreEngine, Sony's new (free!) cross-platform engine
http://www.ps3fanboy.com/2008/02/21/gdc08-phyreengine-sonys-new-free-cross-platform-engine
'simple re-compile for ps3' is what it says on the slides ...
PhyreEngine, Sony's new (free!) cross-platform engine
http://www.ps3fanboy.com/2008/02/21/gdc08-phyreengine-sonys-new-free-cross-platform-engine
'simple re-compile for ps3' is what it says on the slides ...
- Mon Mar 10, 2008 6:25 pm 0
- Forum: Bleatings
- Topic: TimeShift & Cursor*10
- Replies: 12
- Views: 320
Re: TimeShift & Cursor*10
And yes, reverseing an explosion would be hard work.
But, even a game with no explosions could be very interesting.
Not really that hard work. If you know a particles point of origin and vector then it's very easy to calculate it's current position using a timer, with no need to store it's ...
But, even a game with no explosions could be very interesting.
Not really that hard work. If you know a particles point of origin and vector then it's very easy to calculate it's current position using a timer, with no need to store it's ...
- Mon Mar 10, 2008 3:51 pm 0
- Forum: Bleatings
- Topic: TimeShift & Cursor*10
- Replies: 12
- Views: 320
Re: TimeShift & Cursor*10
Some people on a Portal forum were discusing trying to make a "time portal" mod.
The idea being when one portal is layed, going into the other one will take you back to the point the first was made.
Effectively letting you have two copys of yourself at once.
(so really, the system would record ...
The idea being when one portal is layed, going into the other one will take you back to the point the first was made.
Effectively letting you have two copys of yourself at once.
(so really, the system would record ...
- Mon Mar 10, 2008 3:37 am 0
- Forum: Bleatings
- Topic: poke 36879, 8
- Replies: 70
- Views: 2233
Re: poke 36879, 8
wow talking of 6502 nostalgic stuff, this is an amazing read!!
Donkey Kong, ATARI - how it was programmed
http://www.dadhacker.com/blog/?p=987
Donkey Kong, ATARI - how it was programmed
http://www.dadhacker.com/blog/?p=987
- Mon Mar 10, 2008 12:49 am 0
- Forum: Bleatings
- Topic: TimeShift & Cursor*10
- Replies: 12
- Views: 320
TimeShift & Cursor*10
was playing that timeshift game on the 360, and boy the time mechanic is bloody fantastic.
It's just an average 1st person shooter (i.e thin plot etc..)
But this game mechanic has hardly been explored at all, it's great fun to reverse/slow time.
you can slow time, take someones gun, and they act ...
It's just an average 1st person shooter (i.e thin plot etc..)
But this game mechanic has hardly been explored at all, it's great fun to reverse/slow time.
you can slow time, take someones gun, and they act ...
- Mon Mar 10, 2008 12:22 am 0
- Forum: Bleatings
- Topic: poke 36879, 8
- Replies: 70
- Views: 2233
Re: poke 36879, 8
sys 32592 was the code you needed to type into the Vic 20 to start any of the Adventure cartridges.
jesus, now it's coming flooding back.. I actually had a 6502 monitor cartridge, where it let you do assembly..
I still can't my head around how I was able to write games, with 3 only 3 register A ...
jesus, now it's coming flooding back.. I actually had a 6502 monitor cartridge, where it let you do assembly..
I still can't my head around how I was able to write games, with 3 only 3 register A ...
- Sun Mar 09, 2008 12:48 am 0
- Forum: Bleatings
- Topic: poke 36879, 8
- Replies: 70
- Views: 2233
poke 36879, 8
amazing how little snippets of code stick with you forever. (the made the vic-20 screen black).
does any1 else have code snippets that have nostaligic feel to them?
does any1 else have code snippets that have nostaligic feel to them?
- Fri Mar 07, 2008 8:22 pm 0
- Forum: Bleatings
- Topic: facebook users - a favour please!
- Replies: 4
- Views: 393
Re: facebook users - a favour please!
now that's a pretty cool idea for a facebook app, that will do well!!