Seems that Harmonix is collecting suggestions for tracks to include in their upcoming Rock Band. The (4 track) submission page didn’t work for me, but for what it’s worth here’s what I suggested, which consisted of tracks picked rapidly from my iTunes collection that I thought would work well: Won’t Get Fooled Again (The Who) Pumping on Your Stereo (Supergrass) You’re All I Have (Snow Patrol) Don’t Stop Me Now (Queen)

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It seems the old adage ‘It never rains, but it pours’ is particularly appropriate at the moment. I seem to have had something of an influx of business enquiries & early stage project talks recently and it’s been fairly time consuming to keep up with it all. All too often I’ll find that most of the day has gone answering business-related emails, talking on the phone and IM, and addressing the paid work I already have going, leaving just enough time to do the forums and perhaps a few bits of Ogre but not much more.

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I love seeing stuff like this. axyzimages just released details of an interactive historical walkthrough application they did using Ogre for the ‘Castles of the Dukes of Brittany’ Museum, which is really not that far away from here, wedged as our little stretch of sea is between Normandy and Brittany. They reproduced an impressive 11 districts of the city of Nantes from the 18th century (1757 if you want to get technical), allowing a user to walk through medieval streets, take a stroll along the 18th century waterfront, that sort of thing.

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I see the MacBook Pro has been upgraded again, and now comes with (minimum configuration): 2.2GHz Intel Core 2 Duo 1440 x 900 resolution 2GB memory 120GB hard drive 8x double-layer SuperDrive NVIDIA GeForce 8600M GT graphics with 128MB SDRAM Now that’s suddenly very interesting, given that previous MacBook graphics chipsets were rather underwhelming for the price.

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Techno-waffle

I don’t have anything particularly interesting to say today, so I figure what the hell, let’s follow traditional blog form and comment on the day’s news 😀I have a build running in the background, and I’m up to date on the forum (shock!) so I have a little time to kill. There’s been a small glut of comment-worthy news today anyway, so what the hell. Google Maps new Street View feature is really quite cool.

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The Long Tail

Raph Koster posted today about the ‘long tail’ phenomenon as it relates to MMOs, obviously one of his areas of speciality. This is an idea which has been bouncing around for a while, and was coined by Chris Anderson who has a book out about it, but for anyone looking for a quick recap, the idea of the ‘long tail’ relates to plotting a graph of demand / sales / users / pretty much anything when the barrier to entry is low, and observing that as well as the inevitable top 10-20% of products that are wildly successful, there are a huge number of other products that can have measurable success, likely good enough to be completely viable.

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As I’ve mentioned on this blog, I’m loving Guitar Hero 2 - it’s easily my most-played game at the moment, almost to the exclusion of all others (barring the occasional bout of Puzzle Quest and Trackmania). My favourite track at the moment is Monkey Wrench by the Foo Fighters - a great song anyway but really fun to play. I’ve been trying to get five gold stars (no mistakes) on it in Medium but haven’t quite managed it yet, I always seem to screw up one note or other.

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Relatively soon I’m going to have to do some hardware & software upgrades to my equipment here - the initial driving factor being that in order to realistically work on a DirectX10 rendersystem I’m going to have to upgrade my main machine to Vista and buy a 8800 (my main machine is, and probably always will be nVidia based). Yes, I know I can do it using the reference driver, but really, that just sucks and I’d rather be sticking a fork in my leg.

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Now I remember…

Some of you might already know that I started Ogre originally primarily because I wanted to shield my sensitive eyes from the absolute horror that is native D3D code. Obviously it wasn’t long before it was hiding GL too but that remains the original reason I started it - to plaster over wrinkles deeper than Mother Theresas. Anyone who’s had to write a significant amount of D3D code knows what I’m talking about - horrible all-caps structures, unbridled use of Hungarian notation, incredibly sensitive order-dependent windowing hooks, device loss & restoration nightmares, the list goes on.

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I got some very interesting news in my inbox this morning; Linden Lab, makers of Second Life, have aquired Windward Mark Interactive’s WindLight and Nimble technologies, both of which I worked on under contract for WMI on and off over the last few years. For those who missed the original post, here’s what I’m talking about: This is Nimble (volumetric cloud rendering) from last year when I first created the prototype, which uses Ogre obviously, and it incorporates WindLight (which is doing the lighting), which was originally written in 2004.

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