I do a fair amount of MS bashing on this blog, but I like to think it’s not rabid anti-corporatism but actually a valid commentary on what’s often wrong with the dominant software supplier. Most of the time. To reinforce this, I have to say ‘kudos’ to them over their recent actions with the 360 hardware failure rate. I’d thought about verbally tearing them a new one over it here in the past, but didn’t mostly because everyone else was already, and I didn’t feel I had an appropriately personal message to convey about it, not owning a 360 yet alone having a series of defective machines.
An interview I did a few weeks ago with Alistair Wallis for Gamasutra has just been published! It’s been titled “Tooling Around: Steve Streeting On Open Source 3D Engine OGRE 3D”. I'm always a little bit nervous about how I might come across in these things (guess I'm still not used to a great deal of personal publicity) but having read it, I think it turned out pretty well. Thanks go to Alistair for approaching me to do this!
My journey into the PS2 back catalogue in search of fresh gaming experiences inevitably drew me to We Love Katamari, but it was surprisingly difficult to get hold of. I couldn’t find it in any regular shop obviously, and after waiting over a month with an online shop constantly promising that it’s back-order would take only ‘another week to ten days’ to fulfil I gave up and bought it on eBay, against my better judgement.
I’ve done far too much Microsoft bashing than is really fair lately, but this made me laugh today because it was just so beautifully ironic. The application platform group manager at Microsoft, was quoted in ZDnet today as saying how dedication to a single legacy platform (SAP, Unix) reduced the flexibility of IT departments. And I assume he said that with a straight face. Today’s de-facto standard is tomorrow’s restrictive legacy platform.
I’ve put a post on the main OGRE site about this, but let’s do it here too for completeness 😀 Thanks to everyone who nominated us for the Sourceforge Community Choice Awards this year! We’ve been nominated in 4* categories, “Best Project For Multimedia”, “Best Project for Gamers”, “Best User Support” and “Best Technical Design”. Now it’s time for the final vote, so please cast your vote for Ogre! You should cast your vote even if you nominated us before, because it’s this final vote which counts when identifying the winners.
According to BUPA World (html link since the Flash version is a bit annoying). Followed a link I saw in our local paper for fun today. “Squiggles are creative, witty and impulsive. Squiggles are quite eccentric, do not thrive on routine and are very quickly bored. You are spontaneous and fun, always looking to the future.” “Your colour is purple. Traditionally the colour of nobility, it denotes individuality and an imaginative approach to life.
Boy, I wish the US Dollar wasn’t being such a weakling right now. I never used to care much about this sort of thing before, despite having sat some economics / accounting exams in years gone by, the whole thing was largely theoretical unless I felt like going to the States on holiday or something. These days though, the dollar / sterling exchange rate is of significant practical interest to me, because a fair portion of my income originates from there.
It looks like Steve ‘Miracle Man’ Jobs has done it again, with early reports that the iPhone has exceeded even the most ambitious of expectations, selling half a million units in a single weekend in the US. I find that a pretty staggering number, but I can’t say I’m that surprised. It’s a gorgeous looking product, and has the kind of [It looks like Steve ‘Miracle Man’ Jobs has done it again, with early reports that the iPhone has exceeded even the most ambitious of expectations, selling half a million units in a single weekend in the US.
Additive lighting modes are a great thing - they allow far more realistic lighting results than modulative shadows do, and they generally look great. However, they do have a slight problem, in that the rendering sequence has to be split into categorised sections - ambient or pre-lighting passes, per-light passes and post-light decaling. This of course increases the rendering cost and also means you are more restricted in your sequencing. One of the particular problems was that specular effects get muted because decal texturing modulated the final additive lighting result, rather than being added afterwards.