le Tigre
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Posts posted by le Tigre
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Thanks Bo, always appreciated.
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Hey BO, heres a qucik question in regards to your engine. Does it support 3dsmax, and if so is that all that it supports?
I myself work with both Maya and XSI, I was just wondeering for personal intrest.
I might have to learn a little Max as well
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Wow, that night shot is hot, is that the newest build of all the shots?
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Definatly Hadez,
And if Grin were ever to say.... develope a game independent of a major corp like UBI, they would already have a large fan base...

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How many maps are available for play? And how many of them are urban?
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While yes it does look fantasitic, It bring one issue to mind. THere is obviously a major diffrence there, and what effect it has on a players vision.
So the question is wont this create unbalnced gameplay in multiplayer?
Or is this physics a SP option only?
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This an article from IGN, expect more in coming days
March 21, 2006 - The Game Developers Conference doesn't really start to kick until Wednesday, but our IGN team is already on the scene in San Jose, CA. It's a tad cold and overcast compared to sunny LA, and the air smells a little funny. It must be the lack of stagnant carbon monoxide and smog.
On the Gear side of things, I've been meeting with AGEIA Corporation, designer of some pretty exciting dedicated physics chips, to talk about their forthcoming hardware and software releases and the future of PC gaming. Sadly, a lot of what we've learned is still under press embargo, but rest assured, there's exciting news ready to break.
In fact, it's happening already. AGEIA announced this morning that the company will release a new version of their PhysX SDK for the PlayStation 3. An SDK (Software Development Kit), simply put, is a programming package that takes care of a good deal of the back-end of coding of a game. An SDK works directly with the hardware, and programmers can make calls to the SDK's APIs (Application Program Interface), which are like building blocks that are put together. Developers like SDKs because it allows them to avoid re-inventing the wheel in the process of making a game. For example, rather than crunch the math to determine how a fragmentary explosion should react to gravity, objects, wind, an everything else, a programmer can make calls to a physics SDK that has already done the work.
AGEIA's announced PS3 support is definitely good news. The software will be released to developers at the end of this month, and is fully multithreaded and ready to support the Cell Processor's many cores. Developers will have a great deal of control over where the PhysX pipeline distributes its work load between the PS3's PPU and SPUs, and AGEIA reports they have been able to reduce PPU load by 50%, which means a lot more space for game code and buffering.
Dominic Mallinson, VP or US R&D with Sony Computer Entertainment, had this to say: "Real-time physical simulation is the new frontier in computer entertainment, and the PlayStation 3 will lead the way with the help of AGEIA PhysX technology. Our collaboration with AGEIA will provide PlayStation 3 developers with another powerful tool enabling the creation of amazingly rich and realistic interactive entertainment."
Manju Hegde, founder and CEO or AGEIA, chimed in: "The debut of the PlayStation 3 is one of the most anticipated launches in the history of games, and we're extremely pleased that AGEIA PhysX technology will be a part of it. With AGEIA PhysX technology available for the PlayStation 3, content creators will have the tools they need to create a new era in action-packed, physics-enabled games."
With any luck we'll get the chance to see some of this new-era in action later today, though on a PC rather than a PS3. AGEIA has a lot of stuff to show off this week, and will be making some sweet hardware and partnership announcements. It's a shame we can't tell you what we know right now, but don't worry: if things work out, it's looking like the high-end PC gaming rig or the future won't be complete without a dedicated physics chip taking the load off of the CPU and GPUs. Bigger, better explosions for all
Sounds like We might have a chance to see GR PC in action very soon... Who knows.
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I would like to see something creative for a change, nuclear weapons have been to death.
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I wish every one would just use the dvd standard size case, its just looks better nice and organized like that.
As for the expansion, the fact is some people, believe it or not, still don't game on the internet. I just went 8 months without the internet at home, I didnt miss it at all. I did my forum browsing, and what no in the office, and by the time I got home, I never used it anyways; more important things to do. I was still playing games, just not online.
Its a little harder for a community like this to see it, (being its is an online game cumminity) but there are a lot of single player only gamees that come out every year, and its a huge market.
And like other people said, I just like being able to hold it in my hands.
I had a conversation with a guy the other day, through related field of work, and he is developing interface interaction for Video rental Kios, (basically you rent your movies from a free standing ATM like machine, rather than something like block buster) And the fact is, in 5 years this technology is going to be out there in a big way.
So saying that, I do think without a doubt, the downloading expansion packs, and entire games, for purchase is something that is coming, and something that everyone will do before too much longer. I hate it, I like going into the store, if for no other reason to get me out the door on Saturday, but it is where we are headed.
Just think of the last hundred years, Automobiles, plane, space exploration.
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Im still hoping that theres a small chance, character switching/multiple teams might make it into the PC version, still havent seen any reasoning for removing this, a major part of the GR experience.

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Wrote this in the other thread, but it fits this one better:
The big things I would want is non urban warfare. With the game its all urban warefar, and thats fine, but with an expansion pack I would like to see no urban maps to give us some contrast in multiplayer.
Having said that I think a story could very easily have maps that envolved several of these types. Mountians, wooded forests, snow, fields, rough jagged terrain. I would like to see that kind of diversity in the expansion pack.
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The big things I would want is non urban warfare. With the game its all urban warefar, and thats fine, but with an expansion pack I would like to see no urban maps to give us some contrast in multiplayer.
Having said that I think a story could very easily have maps that envolved several of these types. Mountians, wooded forests, snow, fields, rough jagged terrain. I would like to see that kind of diversity in the expansion pack.
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This challange seems so much longer than the rest!
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Your qoute isn't a static text, not sure if you did that on purpose or not so I thought I let you know just in case

You make me want to pull out flash a play around. I havent worked with it since before the switch to Action Script 2.0. I got Flash8 sitting here staring at me too! Honestly Ive been avoiding it, all my books are out of date for the new version.
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Ya that sounds like good idea, it definatly gives everyone something to work for
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I'm glad there are other Fireworks users out there. I thought I might be the only one not using Photoshop.
How many o you work with Apple comps? Am I the only one? -
Illustrator is an absolutly powerful program, my signature is a 20 minute Illustrator job. There are certian things I will always use Illstrator for, other photoshop, but I find often I use both.
I use a graphics pad a fair bit, but I find I like to work on paper alot better, from there Ill often use a scanner to put the pencil design on there and then convert it into a vector based image. For those of you who don't know thats what illustrator is designed for, vector design.
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GJ!
lens flare =

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All good points, the thing to remember is that there are about a dozen diffrent ways to extract parts of images, what it really comes down to is the accuall image its self, often Ill use multiple techniques on one image alone.
As for defringe select layer- matting- defringe (thats CS2 but Im sure it was in CS aswell)
And there are a tone of other little tricks to make the selection easier on yourself, but even if you were sitting beside me it would take hours to go over all the tricks.
edit: Sometimes Ill even take the image into illustrator (making a copy of the image) to help make a selection path. Antoher tip, remember this one.... save your selection paths.
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As for what ronin said regarding the feather'ing of images,
In CS2 there is a feature called defringe, it does exatly what Ronin mentions, but its what this feature was accually designed to do, where as feathering has other purposes, but does work well here too. The benifit of defringe is that it dosent leave the slight gradiant edge around your image.
It's been a while but I also believe that CS had this as well, I can remember versions past that however.
Now you Know!
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I made a sig for here, figured I shouldnt be the only one without a sig, needs a little work tho
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I hope you done mind ronin, But I did a 30 sec alteration for my own intrest to your posteer, thought Id share, I just fixed the washed outness (unless that what you wanted) Thought you might be intrested.


PC Gamer (US) May 2006
in GR:AW (PC) - General Discussion
Posted
AMEN BROTHER!