Recent content by Deano Calver

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    PS3 Tool also for Gelato?

    Just some thoughts (based on no real information) from my blog about the PS3 slides from http://pc.watch.impress.co.jp/docs/2005/0722/kaigai199.htm Which I thought might be interesting to some here The most interesting thing to me, is that the tool looks like a 1U Rack mount. This really...
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    UE3 evaluation/ProDG/PhysX/Havok in PS3 SDK

    Bah - the console forum comes back when I wasn't looking. My post about this is on the developers forum...
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    PS3 Development annoucements

    This week Sony have acquired SN-Systems, hooked up with Transmeta and are providing Havok and Novodex for free and you get a 90 day eval of UE3. SN-Sys have traditional been the favorite for UK devs, most PS2 dev-houses in the UK (and probably else where) use SN-Sys. It integrates into Visual...
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    Amdahl Law

    More interesting stuff about Amdahl from valoh this time. These papers claim that Amdhal Law is too pessimistic. http://www.scl.ameslab.gov/Publications/Gus/AmdahlsLaw/Amdahls.html http://joda.cis.temple.edu/~shi/docs/amdahl/amdahl.html My personal view of these is that there a bit...
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    Amdahl Law

    Gubbi pointed out I was spelling Amdahl wrong and provided the link to the comp.parallel faq. Armdahl paper in comp.parallel faq At the end is Amdahl's seminal paper itself. Thanks Gubbi :-)
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    Amdahl Law

    As multi-processor is the hot topic, I'd thought I'd mention Amdahl's Law... A clever man once said "Overhead alone would then place an upper limit on throughput of five to seven times the sequential processing rate, even if the housekeeping were done in a separate processor" Sounds very...
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    Excellent article on multi-core processors

    Herb Sutter discusses the future for programmers... http://www.gotw.ca/publications/concurrency-ddj.htm
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    JAM -> Ninja Theory

    Just Add Monsters became Ninja Theory the other day due to the 'fun' caused by Argonaut's problems. http://www.ninjatheory.com/ Good news is that about from a couple of weeks thinking we were out of jobs, nothing much at changed at the grass root levels. Heavenly sword continues as before...
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    Hollywood syndrome

    Some years ago, the big thing was the convergance of Hollywood and gaming. A glut of truely awful FMV games followed, possible marking the worse gaming period in the last two decades. A similar malaise seems to have fallen over the industry again, the logic being because Hollywood have made...
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    SM3.0 != NVIDIA only

    GraphixViolence made some interesting comments about my stance, read it and my reply at http://www.beyond3d.com/forum/viewtopic.php?p=332463#332463 Hopefully I've explained myself better this time. Reading the post I originally made back, it wasn't exactly what I won't to say but it is at...
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    Stencils Shadows

    Dave asked me about Stencils on PM, this was my reply (slightly edited for public consumption) that he suggested other people might be interested in, so here it is. ------------------------------------------------------------------ I've been a shadow map fan for a long time, so I'm slightly...
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    SM3.0 != NVIDIA only

    For some reason lots of people see every game thats beginning to support SM3.0 as being 'pro' NVIDIA. People seem to forget that time spent on SM3.0 is good for the future wheras SM2.0B isn't. Any time/money spent on SM3.0 is a good investment, most game devs have to work tight budgets and...
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    ShaderX3 abstracts

    As a mentioned them thought I'd throw up the abstracts, I'll see about getting the real things posted here soon (assuming legals o.k. and Dave doesn't mind). Deferred Lighting on PS 3.0 with High Dynamic Range Deferred lighting is a technique increasingly being used for real-time...
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    6800 Leagues

    I've had a tiring week of conferences and meetings. The only ones I can discuss was the 6800 Leagues conference NVIDIA held on Monday and Tuesday down in London. 1.5 half days of NVIDIA and MS (PC DirectX stuff). It wasn't quite as busy as it might have been, but that was because they weren't...
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    A Shader Debugger that works!

    Stumped by some shader code I'm working on I was at my wits end so I figured why not try the Visual Studio Shader Debugger again. Its never managed to work for me but today it did!, sure you have to use software (REF) etc. but I can see what data getting into the shader and step over HLSL and...
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