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come see me talk at gdc 2011.
To all the gamedev people who were savvy enough to get their company to pay for their plane ticket: come see me at GDC!
I’ll be introducing the new version of PhyreEngine – 3.0 – to the world. It has tools and everything. I’ll also be talking about the new rendering work we’ve done on PS3 lately. That includes:
-a particle system on SPU (which took a lot of ideas from the one ive presented on this blog which ran on GPU. but now on SPU.)
-a new take on MLAA on PS3
-deferred lighting on SPU and our rendering engine in general.
And then...
ceasefire (all falls down).
Ceasefire (All falls down..) by CNCD vs Fairlight – 2nd place, Assembly 2010 combined demo competition.
Capped.tv Youtube Pouet Download executable binary
(This is late. Really really late. Sorry. I’ve been busy! Honest.)
It’s become traditional for us to do something for Assembly (in Helsinki, Finland, 5-8 aug 2010). This year we wanted to do a demo that continued from Agenda with the particle theme, but took things further – we felt like we barely scratched the surface of what was possible. And we actually started quite early, almost three months before. The core plan and direction was laid down and we organised...
scene.org awards thinks we’re alright.
Look, sorry – I’ve not updated this blog in months and I feel a bit bad about it. It’s not because I’ve given up on the whole thing and become a hermit living on herring in the uninhabited part of the scottish isles – oh no. It’s the opposite – I’ve been so busy actually making shit that I havent had time to finish that big writeup of Ceasefire that’s been sitting in the outbox for months, let alone talk about all the new things we’ve got going on that you’ll see soon enough. They make the old stuff look...
agenda vs siggraph.
Just wanted to mention – Agenda Circling Forth got shown in the Live Realtime Demos show at Siggraph 2010!
This show was strictly speaking for interactive pieces only, and ours was a realtime non-interactive demo. So I did some work to make it interactive via the use of a webcam – basically you can wave your hands around in front of the camera and it uses optical flow to calculate a motion buffer, which is used to manipulate the velocities of the particles, the fluid effects and the intensity of some of the post processing. It worked out quite nicely...