Curse you, viral organisms of all kinds. Somehow you can detect an upcoming holiday and marshal your forces to strike at the very moment it’s most irritating. You never come up when there’s a meeting I want to get out of, do you? Typical. I can’t focus on anything logical right now so playing with VS 2005 is going to have to wait, and it looks like that champagne we were given which was earmarked for tonight is going to remain unopened unless I start feeling a hell of a lot better in the next 10 hours.
Visual Studio 2005 Pro arrived today, a little earlier than I’d been warned it might be, and just in the nick of time to fall within the year of it’s name. I’m now in the process of switching wholesale to VC++ 2005 for all my development. I had to update Visual Assist X, which now requires a yearly fee to get updated versions, which is not unreasonable considering it’s a great product, and the fee isn’t huge (a tenth of the price of VS itself).
I received a parcel yesterday containing some new OGRE Goodies from CafePress - 2 T-shirts and a mousemat. My old OGRE mousemat was getting tatty so I figured it was time to get a new one, with the new logo we’ve had since 1.0, and that I should replace the previous style T-shirts I bought mainly to publicise OGRE at the GDC just over a year ago. I was very pleased with how the mousemat turned out especially, very high quality - although having a white background it will undoubtedly get grubby rather quick.
Well, xmas came and went with it’s usual rapidity, but I’ve been taking a few days away from OGRE to perform the traditional xmas rituals - eating too much, visiting relatives, and playing with new toys. Here’s my thoughts on a few of the latter. Call of Duty 2 Now that I’ve resolved the problem with that ‘genuine-customer-enjoyment-protection’ software SafeDisc, Call of Duty 2 is working great (many thanks for the link zeroskill, it saved me some time) so I’ve spent a little time playing that.
First of all, before I begin another rant, let me wish everyone a merry xmas. I’ve had a good one, hope you all have too. Now, onto the rant. One of my xmas presents this year was Call of Duty 2, which I was quite looking forward to playing. Unlike most of the rest of the world, I haven’t played any WW2 FPS’s in the last few years (including the original COD) so for me it was going to be something new.
Well, I may be a complete XSI v5 fanboy but I’m very impressed with what the Blender project has achieved this year. Blender 2.40 appears to sport some very serious improvements, especially in the animation arena, kudos to them for that. They’ve clearly benefitted from the Google Summer of Code which was a superb initiative (which no doubt curdled Microsofts milk) that I hope they repeat next year - we had a couple of candidates but the places were filled so fast it didn’t happen.
I’ve just been adding some additional point rendering options to OGRE, specifically to allow hardware point sprites as well as more control over point sizes and their attenuation. Firstly, there was the problem that D3D and GL differ on how exactly to specify point sizes, but some creative mapping has resolved that (I decided on pixel size when attenuation is disabled, and viewport-relative size when it’s enabled, which maps nicely to both 3D sprites and to normal points).
Well, this is interesting - the Isle of Man is giving game and interactive media companies tax breaks with effect from April next year. For those who don’t know, the island I live on has a lot in common with the IOM economically in that it’s heavily dependent on financial services industry (far, far too dependent in many people’s view, including mine). So far our politicians have been ‘forced’ to copy what the IOM is doing as regards tax reform to avoid being seen as ‘uncompetitive’ in the financial services arena, which involves charging no tax on companies with non-resident beneficial owners as from 2008.
Yes, pose animation has now been put on steroids. Multiple poses can now be referenced in a single pose track’s keyframe, and they will be blended together using an individual influence per pose, interpolated along the track, and scaled overall by the animation weight. The result is that you can define reference facial animation poses (expressions, mouth shapes) and script them being combined in various ways over the life of an animation, for example to create the sequence of of a character making a particular speech, with all the right mouth shapes matching up with the words and yet not taking very much in the way of storage.
This made me laugh. 😀A few nostalgia clips for any true Brit with a home computer in the early 80’s. If you owned the terribly yankee C64 you don’t count 😉 Hey Hey 16k I really miss the days of quirky British games. Who could forget the likes of Fat Worm Blows a Sparky, Skooldaze and Pyjamarama? These days the only place that seems to maintain it’s cultural uniqueness in it’s games is Japan (and to some extent, France, although there are less and less quirky French games these days too) - in Britain we seem to have lost all the things that made our games interesting and different in the pursuit of mainstream acceptance in the US, and it’s just thrown a damp towel over everything in my opinion.