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46  General / Check this out! / Re: I want this and I want it NOW! on: August 02, 2011, 12:15:55 PM
It's not all that complicated. A demo ( including source ) from NVIDIA is available here, or you can simply check out a video of the demo.

There are some serious downsides to this approach though.

I personally don't mind the artifacts of lower-poly models too much. As long as the overall effect is good. Which has more to do with art direction than technology.

Agreed
47  General / Check this out! / Re: I want this and I want it NOW! on: August 02, 2011, 02:57:15 AM
This is nothing new.

http://www.tml.tkk.fi/~samuli/publications/laine2010tr1_paper.pdf
48  General / Check this out! / Re: Prope discoverer on: July 02, 2011, 02:48:16 PM
Good to see the creator of Sonic / NiGHTS / Phantasy Star Online explore this kind of concept.

@Erik - Nice find Smiley
49  General / Check this out! / Björk's Biophilia on: June 29, 2011, 04:33:54 PM
Björk entering notgames territory?

http://www.guardian.co.uk/culture/2011/may/28/bj-rks-biophilia
50  General / Check this out! / A Slow Year (Limited Edition) on: June 27, 2011, 09:54:28 PM
Even though digital distribution is a godsend, it's nice to see people exploring the other end of the spectrum.



Quote
There are 25 of these total, and there will never be any more than that. They cost $500 each.

http://www.bogost.com/blog/a_slow_year_limited_edition.shtml
51  General / Check this out! / The Art of Video Games on: May 05, 2011, 09:54:25 PM
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The Art of Video Games is one of the first exhibitions to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies.

http://www.americanart.si.edu/exhibitions/archive/2012/games/

Some peculiar picks .. and no Jet Set Radio?
52  Creation / Reference / Re: An embarrassing confession about Another World on: March 25, 2011, 11:42:05 PM
Eric's GDC Postmortem - http://www.gdcvault.com/play/1014630/Classic-Game-Postmortem-OUT-OF

Quoted from around the 13 minute mark;
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The big advantage is that the game would be interpreted in real-time, so no compiling was necessary to run the game. That was a key feature to be efficient during its creation.

Twenty years later developers somehow still demonstrate a lack of urgency on this approach ..
53  Creation / Technology / Re: What's the happy medium? on: January 25, 2011, 02:02:41 AM
Try GameStart
54  General / Check this out! / Aesthetics and the Art of being Anal for the Better Good on: January 24, 2011, 02:01:38 PM
Interesting article from the "other side of the fence" by Q-Games founder Dylan Cuthbert.

http://altdevblogaday.com/aesthetics-and-the-art-of-being-anal-for-the

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Our coder brains tend not to be configured to let us create the art directly (the brain's left side vs its right side etc) but what we can do is everything in our power to appreciate it and enable it, and contrary to what some people might think, expression of aesthetics by us, the programmers, is actually much more important to the game than the art itself!

The demo scenes of the past and present are a perfect example of coders with an appreciation for aesthetics - Media Molecule's Alex Evans is a vivid example of this because he started in the demo scene and you can clearly see that his artistic side is infused throughout his work when you play LittleBigPlanet; of course he didn't design or draw the graphics directly himself but that game's aesthetics are driven by the power of its code.  Compare this with any game written using an off-the-shelf 3d engine such as Unreal and the difference in artistic expression is striking to me and it is very rare to see anyone other than artists expressing anything in games that use those kinds of 'standard' engines.
55  Creation / Notgames design / Re: Realtime Aesthetics on: January 05, 2011, 07:30:28 PM
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Except for the part where each of these is an artist!...

Why would you consider a film director being a artist, but a game director not?
56  Creation / Notgames design / Re: Realtime Aesthetics on: January 05, 2011, 01:40:17 PM
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A bit like how in cinema the director, the cinematographer and the editor form the creative triumvirate.

This is exactly how it works in most big studios.

http://en.wikipedia.org/wiki/Video_game_director
57  Creation / Notgames design / Re: Motion control & the simulation of touch on: December 07, 2010, 06:12:57 PM
Coincidentally I recently did some research in this area ( using PlayStation®Move ) Smiley The most powerful solution I could find was ( simply said ) a combination of the following elements.

- During collision calculate the penetration direction + depth and move the camera relative to the inverse of this vector*
- During collision set the rumble intensity relative to the penetration delta + depth to represent the applied pressure.
+ Upon collision enable rumble for a single frame to let the player know collision has occurred ( state switch ).

* Similar to when you're pushing into a wall, causing your body to move / tilt into the opposite direction.
58  General / Check this out! / Re: Myst Opportunity: 8-bit Immersion on: October 03, 2010, 10:53:29 PM
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I am not "Dali / Klimt / Kandinsky".

You're welcome to swap any of those names with your own Wink
59  General / Check this out! / Re: Myst Opportunity: 8-bit Immersion on: September 29, 2010, 03:36:42 PM
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I know we're trying to find a subjective way of using realtime 3D.

Stop looking, it's called deferred rendering Smiley

For those that are not familiar .. it's basically a two-step render approach. Imagine Dali / Klimt / Kandinsky sitting outside in a field. First you render the actual ( "real" ) scene that they see around them, then you use that data to render what a painting of that scene would look like using their specific aesthetic / technique.
60  General / Check this out! / Re: Myst Opportunity: 8-bit Immersion on: September 28, 2010, 02:37:44 PM
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Cell shading is an example of how you can ignore the mathematical accuracy and go for beautiful results.

Cell shading is just as mathematically accurate as the default pipeline Wink But I know what you mean .. instead of a accurate representation of our physical world, processing it in a way a painter does can add allot of charm & identity.

Not that realism can't be nice.



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