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91  General / Everything / Re: Visually/esthetically interesting stuff on: June 22, 2010, 07:19:27 PM
It never hurts to have another "mirror" Wink A bunch more ..

Darwinia ( PC )


Love ( PC )


Viewtiful Joe ( Gamecube )


Rakugaki Showtime ( PSOne )


Katamari Damacy ( PS2 )


Another World ( PC )


3D Dot Heroes ( PS3 )


The Wind Waker ( Gamecube )


Virtua Racing ( Arcade )


Loco Roco ( PSP )
92  General / Everything / Re: Visually/esthetically interesting stuff on: June 22, 2010, 01:00:47 AM
@ghostwheel - Added a couple more .. including 2 PC games on top of the one ( Golf? ) you missed Wink
93  General / Everything / Re: Visually/esthetically interesting stuff on: June 21, 2010, 10:15:36 PM
Quote
There are tons of games going for realism, but often something more stylized can be so much more striking.

Agreed Smiley First batch off the top of my head ..

El Shaddai ( 360 )


Machinarium ( PC )


Rez ( Dreamcast )


Mojib Ribbon ( PS2 )


Noby Noby Boy ( PS3 )


The Neverhood ( PC )


Okami ( PS2 )


Shadow of the Colossus ( PS2 )


Journey ( PS3 )


Killer7 ( Gamecube )


MadWorld ( Wii )


Patapon ( PSP )


Jet Set Radio ( Dreamcast )


Nanatsu Kaze No Shima Monogatari ( Saturn )


Golf? ( PC )


X-Scape ( DSi )
94  General / Everything / Re: Chess vs machine vs chess vs humans on: June 11, 2010, 02:29:44 PM
The architecture of conventional processors isn't ideal for mimicking human-like intelligence. You end up with a thick simulation layer for dynamics that happen ( seemingly ) effortlessly in nature. Hopefully in the future we'll see hybrid chips consisting of traditional processors ( for number crunching ) and artificial synapses Smiley
95  General / Everything / Re: Chess vs machine vs chess vs humans on: June 10, 2010, 02:33:08 PM
You're not really playing against the machine though, you're playing against a algorithm designed and / or written by the software engineer.
96  General / Introductions / Re: Hate to start another thread on "H". on: June 04, 2010, 12:05:46 PM
That's the exact reason that animations are scarse / short in the Myst games. Their solution still works though .. animated areas are layered on top of the static background. Plus, you'll only need a limited range of angles. Once you get far enough from a animation, simply scaling / transforming the footage will be sufficient. And there's always the option of mixing in real-time 3D Wink

Lighting pre-rendered scenes dynamically is not that difficult. Instead of rendering RGB(A), you use a deferred setup ( Albedo + Normals + Depth ) and calculate the required coordinates on the fly.

*The build uses 32 frames at 15 fps.
97  General / Introductions / Re: Hate to start another thread on "H". on: June 03, 2010, 11:55:34 PM
There are certain benefits of ray-tracing over real-time rendering .. but you could for example want to go with live-action film ( 360° lens ). That way you can simply use / rent a location instead of having to build it Wink The possibilities are obviously a lot more limited compared to real-time, but it works pretty well in for example Railfan ( PS3 ).

@Utforska - Send you a PM
98  General / Introductions / Re: Hate to start another thread on "H". on: June 03, 2010, 05:54:04 PM
I can get you a Linux or Mac OS X build if you like.

The difference is that instead of jumping from panorama-to-panorama ( Exile / Revelation ), I'm rendering out intermediate steps which enables you to move "fluently" while still being able to look around. You do end up with a lot more data though Tongue
99  General / Introductions / Re: Hate to start another thread on "H". on: June 03, 2010, 01:44:31 PM
Quick lunch-break experiment trying out QTVR on movement-paths. Horrible scene / resolution / framerate, but it's the idea that counts Smiley Left mouse button is movement, right mouse button is looking around.

Download ( Windows )

@ghostwheel - Good voice-acting is just as rare Wink
100  General / Introductions / Re: Hate to start another thread on "H". on: June 02, 2010, 07:21:00 PM
Would be interesting to see whether pre-rendering all paths* completely in 360° ( allowing the player to walk around "freely" ) gives you a similar immersion as the same game in real-time 3D.



*Most of the movement in these games is "on-rail" anyway ( see above ).

And while I certainly agree with ghostwheel that the environments could be done in real-time without too much wizardry these days, achieving that level of photo-realism in the actors is a little more tricky Smiley
101  General / Introductions / Re: Hate to start another thread on "H". on: May 31, 2010, 07:46:27 PM
Fantastic series! I wonder what the general consent is regarding QTVR versus real-time 3D .. the visuals of Revelation are absolutely stunning at times, but the sense of freedom in realMyst is truly liberating for the genre.

+ There's also a Playstation ( and Saturn ) port of Riven for those who prefer their couch Wink
102  Creation / Technology / Re: Combining live-action with interaction? on: May 28, 2010, 03:31:06 PM
Technically it's easy, but you have to keep the restrictions of both media combined in mind ( video is a 2D format, even the stereoscopic variant ). On the other hand, live-action techniques such as motion-capture and 3D-scanning are common ground these days .. they're not exactly cheap though.

Some blasts from the past using digitized actors:

Time Traveler ( 1991 )


Mortal Kombat 3 ( 1995 )


Rise of the Triad ( 1995 )
103  General / Everything / Re: Rant on why we need better computers! on: May 25, 2010, 07:50:39 PM
And keep in mind that games made with GameMaker used to run just fine on a 1Mhz CPU back in 1985 Wink

104  General / Everything / Re: Rant on why we need better computers! on: May 25, 2010, 07:38:07 PM
Quote
Well, that's not true at all.

I knew somebody was going to say that Cheesy Using abstraction layers doesn't inherently mean worse performance, it's just not worth the time to write intelligent compilers that scan entire projects and apply every trick in the book.
105  General / Everything / Re: Rant on why we need better computers! on: May 25, 2010, 04:46:13 PM
Anybody can use a Piano, but creating something of quality with it is another story.

There's certainly still room for lowering the entry barrier of software development, but we've already come a long way over the past 20 years. Back then almost every title was written directly "on the metal" using assembly, while these days you can create a fully-fledged 3D game without writing a single line of code.

Doesn't have anything to do with hardware though Wink
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