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Archive for 'uncategorized'
Some 6-8 years ago I’d think hey, games programming is all I want to do. Right now I’m more on the “let’s see” side.
One thing is: I don’t really play games. Last time I seriously played a game was, like, 7 years ago (IIRC). Some of the modern games I’ve see seen or tried a bit are HalfLife2, Doom3, DungeonSiege, GTA3 and… that’s all! Wanting to be a game developer when you’re not really interested in games would be pretty weird, right?
Right now I’d think that my main interest is (realtime) computer graphics. I know that sounds pretty familiar – everyone starts from doing rendering engine – but hey, I’m still interested in CG now, and my first attempt at it was ~9 years ago, a mosaic-drawing-program on ZX Spectrum…
Would I want to work on a game? It depends. I don’t really like the current state of the industry at large; and working on something that’s not directly a game (like at IHV, or middleware, or research) would probably be more interesting.
I guess that’s why I’m trying not to work fulltime and leave some time for demoscene and similar stuff. Ok, my daughter has got the scissors somehow and now is trying to cut some books. Gotta go :)
Posted on 2005-04-04 19:43 in uncategorized | Comments Off
Posted on 2005-04-04 17:16 in uncategorized | Comments Off
3:00PM. Last 8 hours frantic game progamming, before that 6 lazy hours at work. Must submit my work tomorrow, but the result looks really bad. Perhaps it was a big mistake.
Now: sleep, get up at 7:30, eat, ciao to daughter&wife, go to the gym, go to work, work, eat, edit demo storyboard for a break, work, shop, go home, play with daughter, browse a bit, guitar a bit, eat, wife comes home after 12hrs of teaching, we’re all tired, talk a bit, sleep. Repeat?
Sleep.
Posted on 2005-03-30 2:52 in uncategorized | 3 Comments »
I’m not dead yet! :)
A pretty busy time it is. Real actual work at work (!), writing “storyboard” for our ImagineCup demo (required, deadline April 1st) and that game I’m working for as a contractor. I wish there were less jobs at the same time, right now I’d sacrifice the game work…
On the good side, looks like my demogroup has won the scene.org award for “breakthrough performance” (that means “best newcommer of the year” or something like that). I wasn’t at the awards ceremony in Breakpoint’05, oh well. Maybe next time :)
Posted on 2005-03-29 11:33 in uncategorized | Comments Off
GDC2005 is over now and everyone’s crazy about Will Wright’s Spore (see GameSpy or Gamasutra), it’s procedural content generation etc. Heh, the demoscene still matters :)
On the other hand, we suck. Our to-be-done demo will have what: normal mapping, AO, shadowmaps, postprocessing fx; all the stuff that everyone and their grandmother has. It’s like lens-flares and envmaps some years ago. We’re as innovative as a coffee cup.
k, back to work…
Posted on 2005-03-17 13:41 in uncategorized | 1 Comment »
I’m slowly becoming a non-programmer. I’m UV-mapping the meshes, welding the vertices, exporting and importing back and forth and computing normal/AO maps. I’ll probably even go and code some procedural material shaders in the next couple of days. That’s weird, nobody’s doing real programming at the moment; the code part is seriously lagging behind.
We should have had (is that proper English?) the wall fracture+physics by now and some of the interactive mode character controls (animation blending etc.). Alas, none of that right now.
In the picture there’s a fragment of wall decorations and it’s object space normal map (just to add more colors). The texture, gloss map and some real lighting isn’t there yet.
Posted on 2005-03-17 13:37 in uncategorized | Comments Off
Tried Blender this weekend. Well, long story short: I’m totally impressed!The long story is this: for our demo we need normal mapping, ambient occlusion and similar stuff. Now, these do need unique UV parametrization of the models. The sad facts are: 1) 3dsMax sucks at automatic UV unwrapping, 2) nVidia’s Melody, which I use to compute normal maps, also didn’t impress me with it’s auto-UV calculation much, 3) our 1 and a half of the “artists” are really busy doing models and animations.
That leaves me, the humble programmer, at the task of calculating normal maps / ambient occlusion, with the “minor” task of getting good UV parametrization from wherever it’s possible.
I knew that Blender has got LSCM unwrapping some time ago (does any of the “real” 3D packages has got it yet? Hellooo? :)) and decided to give it a try.
And I must say it rocks. 3dsMax keeps irritating me all the time (it’s good that most of my tasks are/were writing exporters). Blender is small, slick and the workflow seems to be much more efficient.
Given my nearly non-existent “UV mapping skills” I’ve unwrapped a pretty tough character model (see images – mapping such fingers ain’t easy) in something like 4 hours. I guess with a little practice, I could get that to 1-2 hours. This probably isn’t impressive for a real artist, but hey, I’ve been doing nothing but writing keywords, identifiers and semicolons for the last 8 years :)
Posted on 2005-03-06 20:35 in uncategorized | 3 Comments »
Ambient occlusion is really cool. Yeah, precalculated occlusion for animating objects is fake, but with some hacks it’s still very cool. Why I didn’t use it before? :)Here, a small shot comparing no-AO with AO (super small because it’s still work-in-progress, I’m not sure if my teammates would be very happy with me showing big screens :)).
Ah, at the bottom there are “my” soft shadows that I’ve written about earlier, but nothing can be seen in such a small shot. Oh well; shadows will be the story for another day.
Posted on 2005-03-02 21:21 in uncategorized | 4 Comments »
Some time ago I thought that 3dsMax had pretty bad usability (hey, it doesn’t even do real hit testing :)). 3dsMax is nothing compared to one certain CAD package that I’m writing customizations for at work!
Posted on 2005-02-25 16:58 in uncategorized | Comments Off
So, I had this smooth shadows idea recently. Turns out that it’s not an idea, Willem de Boer already has done a very similar thing ( Smooth Penumbra Transitions with Shadow Maps). Now, the only way to have my idea back is to ‘optimize’ (i.e. hack/cheat) this method. Specifically, if we target projected shadows (not real shadowmaps), and can do some approximations, then we can get it working faster. I’ve done some experiments, right now it involves rendering to shadow map once, then Gaussian blurring it (two separable passes), then Poisson-blurring it. Works pretty fast :) I need to experiment some more and see if I can get anything.
Posted on 2005-02-14 12:44 in uncategorized | Comments Off
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