Recent content by MrWibble

  1. M

    Early (year old) Footage of Project Trico

    I sometimes wonder whether, with the availability of mo-cap facilities these days, maybe proper animation is a dying art. Or at least, maybe an under-appreciated and under-used one. I've known artists who would be perfectly capable of animating a character like that, giving proper weight to all...
  2. M

    Insomniac launches "Nocturnal" - initiative for sharing game development libraries

    Sony WWS already share bits of their technology with 3rd parties with their Edge stuff. Mostly that's graphics related tech - SPU routines and the odd tool. Insomniacs stuff looks more like they're coming from another angle. They're taking some of their framework code, the building blocks...
  3. M

    New XNA FAQs

    Firstly, Collada was originally a Sony initiative. So no love from Microsoft on that front. Meanwhile, the format itself has had a pretty painful birth. It's still not pleasant to work with at all. Getting data into or out of it can be a lot of effort, whereas FBX at least has a supported...
  4. M

    PhyreEngine - New Hotness Sponsored by Sony? (moved)

    While their number one target might be professional developers, any effort towards simplifying development could be repurposed towards homebrew stuff. Especially if you consider the cross-platform nature of the system. Plus they've presumably been working on it since it came out, which was a...
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    PhyreEngine - New Hotness Sponsored by Sony? (moved)

    I think Sony really dropped the ball on this one. No idea what they were thinking. Regards development though, I don't think it's that much of a struggle. If you're a developer that wants to do everything themselves at a low level (ok, I'm probably in that camp to some degree!) then it's not...
  6. M

    PhyreEngine - New Hotness Sponsored by Sony? (moved)

    I'm not the one that pays for anything around here, but AFAIK the devkits cost money, but the software bits and stuff are free. SDK to me = software, though I know a lot of people refer to "an SDK" meaning a devkit. So presumably if you wanted to develop on the cheap you could sign up as a...
  7. M

    PhyreEngine - New Hotness Sponsored by Sony? (moved)

    Of those, only GCM Replay comes under the Edge banner AFAIK - Edge is the name for stuff done by WWS, rather than the R&D lot that do most of the rest of the SDK. It includes GCM Replay (a PC application for profiling graphics) and a few bits of SPU code.
  8. M

    Why do Sony not support vga output from PS3?

    Unless you have a PS3, which has that enabled all the time... I think you're thinking of the option in Bluray to enforce digital-only HD output (i.e. no more component out for HD) which isn't planned to be used for the initial few years of use (last I heard, anyway). If you plan on using...
  9. M

    Had roles been reversed...

    Had they actually had one of those back in the 90s, Playstation probably wouldn't exist at all.
  10. M

    A Question Regarding V-sync

    The game is unlikely to be changing behaviour (unless you actually run at a different resolution on either TV) but the TVs themselves may indeed be performing some kind of processing. This might also vary depend on the input used (digital vs analog) or particular settings on the TV. I've got...
  11. M

    Why 30 or 60 Frames/Second?

    It wouldn't be too hard with most devices - ideally you'd set the output at a multiple of the input and repeat frames to make up the difference. If you wanted to get smart you could try interpolating the intermediate frames to give smoother motion, but that tends to have artefacts even on...
  12. M

    Why 30 or 60 Frames/Second?

    A lot of developers would happily target sub-60 framerates if they could, but the reality is that if you don't hit a number which is a factor of 60, then you either get tearing or a juddering frame rate (the eye/brain can be fooled to some degree by a constant framerate, even if it's quite low -...
  13. M

    New interview about Ps3 CM:Dirt

    Having a lot of time on hardware does not necessarily equate to understanding it inside and out, and even if it did, that does not translate to being able to utilise every cycle and feature. Shifting goalposts from both the hardware and the game designers mean spending a lot of time just getting...
  14. M

    New interview about Ps3 CM:Dirt

    Looking at the install directory for the PC version on a colleague's machine, it's full of .PSSG files, so it's definitely being used cross-platform. PSSG is a pretty big package in the PS3 SDK so they'd probably choose to either use a lot of it, or very little - the use of the file-format for...
  15. M

    Carmack demos new iD engine at WWDC keynote

    I think it's a given that if you're working with a large texture, clipmaps are one of the current accepted solutions. So it's possible that some of the underlying texture streaming is based on clipmaps, but that's a pretty old and well understood technology, and it doesn't solve (or even...
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