I just saw an interview with Servan Keondjian of Qube Software about their latest game middleware offering: “If there’s one thing they [developers] hate it’s being constrained and closed in, to have to use somebody else’s solutions - so we wanted to fix all of those issues, and we’re only talking about it now that we believe we have fixed them.” In contrast to existing game engines, Q has been likened to a set of Lego bricks, with which it’s possible to build almost anything and tailor it to specific needs.
I just thought I’d post these videos on my blog, because I’m really liking the art style on this racing game using Ogre. They only just got their first car going around the track (hence no shadows yet), but it’s looking polished already (there’s also a HD version available which shows off the artwork better): I really like what they’re doing with the character customisation too (again alternatively watch the HD Version):
I did an interview recently for French 3D-oriented website 3d-test.com recently, and it’s just been posted. Despite being rather busy recently I always try to make time for these when they come up, since I know an important part of my job on OGRE is being the ‘front man’ - the last one I did was for Gamasutra. This one seems to have turned out ok despite my bashing out responses rather hurriedly during build / SCC update windows.
It’s been a seriously busy week - I had Monday to work on some Ogre features (tangents) but really since then I’ve been mostly limited to breezing through the forums at only slightly more than a superficial level. The reason is that the principal customer project I’ve been on the past 2-3 months hits a major milestone next week - a presentation to ‘the brass’ in Tokyo (it’s a Japanese company, although the project members are scattered around the globe - and no, I can’t tell you any more than that).
I’ve posted about this in the forum, but thought I’d cover my bases and mention it here too. If you write tools which export data to Ogre, you should know about some improvements in the tangent space calculation process in the next major version of OGRE (Shoggoth, CVS HEAD). You can now calculate tangents on any geometry, not just Mesh The TangentSpaceCalc class will generate tangents for any input geometry, so if you use custom geometry classes you can use the same functionality easily
I recently discovered that the Nvidia 169.x driver stream has a new bug with GLSL, which manifested itself as this error message from the linker: fatal error C9999: Bad scope in ConvertLocalReferences() This is with GLSL that worked perfectly fine in the previous major driver version, and it cropped up in our HDR compositor. Upon checking, this was a known bug in the driver since it was in beta, but unfortunately it appears the driver was let out with it still there.
I probably shouldn’t keep linking these because I’m getting predictable, but they’re so bloody brilliant I can’t help it (even when he is bashing a game I’m personally still looking forward to playing). The music at the start made me think how great ‘A Little Less Conversation’ would be as a Rock Band track…
Like any self-respecting geek, I like gadgets, and I like LEDs. They just add something to every occasion, whether it’s christmas decorations, keys, desktop toys. They’re like chocolate sprinkles - there’s nothing they can’t improve. I have two new LED-bristling gadgets in my household this week, so I’m happy as a pig in.. well, you know. **Powerball Neon Pro ** An implulse purchase this one, I just happened to come across it as I was buying something else.
When we were 7 or 8, my best friend got a Philips Videopac G7000, otherwise known across the pond as the Magnavox Odyssey 2, although I didn’t make that mental connection until fairly recently. At the time it was the awesomest thing on the planet, with so many games all in decorative, oddly sequentially numbered boxes. Compared to the only-recently-colour TV games we’d survived on before, supplemented of course with expensive bouts of Space Invaders, Asteroids and Pac Man in the arcades (this was pre-Gorf for goodness sakes!