View Full Version : Who am I? Who are you?
TheNut
08-25-2004, 12:51 PM
Hey all,
Just migrating over from Flipcode and I’d like to introduce myself.
I work quite a bit in game development, mostly doing graphics, but also touching topics such as AI, networks, and audio. For the interested, you can visit my website at nutty.ca (http://www.nutty.ca). You might find something of interest there, or maybe not =P
I wouldn’t mind getting to know some of the other people here. If you have some time to post a reply about yourself, that would be great.
Mihail121
08-25-2004, 01:02 PM
Hi! Welcome to the great community of the DevMasters :)) Name's Mihail (Misho prefered in all cases).
Me likes doing programming for everything that ain't PC :))
Nice to meet ya!
davepermen
08-25-2004, 01:16 PM
Welcome! Wehaah! They all come over and run for cover! w00t! :D
i thought i knew your page, but i learned otherwise. happy browsing
anubis
08-25-2004, 02:25 PM
hey... great to have you here !!!
as you are a friend of the gronka lonkas you are of course also my friend !
baldurk
08-25-2004, 02:28 PM
as you are a friend of the gronka lonkas you are of course also my friend !
9629
surely you mean the oompa loompas?
anubis
08-25-2004, 02:35 PM
no... i'm a futurama fan so it's gronka lonkas for me
davepermen
08-25-2004, 02:39 PM
depends on where oyu life, baldurk
i'm an oompa?! :D
nutty.ca... hehe, Canadian ehhh! :D
taking electronics eng. technology from fanshawe in LONDON. yesterday, I got a job offer to work at NEMAK in Windsor and i'm very happy :).
Welcome to the forums!
NomadRock
08-25-2004, 04:57 PM
I am also comming over from flipCode. Hopefully more will as well. I was checking out the articles section, but the link to the requests was dead. Any articles that need writing in particular?
- nomad
anubis
08-25-2004, 05:11 PM
nothing in particular but everything is apreaciated
Wow! TheNut & NomadRock here!! devmaster is improving lately; impressive :yes:
If you would like my suggestion, I suggest an article from one of the following:
1. Implementing cloth simulation
2. Deferred Shading
3. Implementing the fixed-function pipeline using shaders (with explanations)
4. General-Purpose Computation on Graphics Hardwar
5. Global Illumination
6. Soft shadows using occlusion interval maps
7. Lighting via Bidirectional Reflectance Distribution Function (BRDF)
8. Texture Bombing
9. Real-time glow
10. GPU-accelerated Ray Tracing
Those the articles I would like to see here. As you may know, no site thus far offers advanced articles such as the above. so seeing them here would be cool. Maybe other users from flipcode could help with those articles.
Ed Mack
08-26-2004, 03:05 AM
Hello all you new people! Welcome TheNut!
Smile and keep posting. Or the monkey gets you.
TheNut
08-26-2004, 05:55 AM
Thanks for the welcome. I’ll see what I can do in terms of writing up some articles. I’ve been doing a bit of performance analysis as of late, so I may write up a detailed article discussing tips and tricks to improve graphic quality and frame rate at the same time. Global illumination is something I wanted to get around too as well. I’ll see what I can do about that.
By the way, the best umpalumpa ever was weeman for his stunt in Jackass. It brought a whole new definition to the word “nutty” =)
TheNut, your contributions are appreciated...
NomadRock
08-26-2004, 06:36 AM
I have been working on a photon mapper but it is far from complete now, and I have to take time off for an overload of Uni classes this semester. A realtime GI tutorial really deserves to be quite long and in depth. I will take some time to read through all of those already there and see if I can flesh out what we have so far. It would be best to make sure all of the basics are there first.
davepermen
08-26-2004, 06:41 AM
any picts of your photons yet? i love them.. you have the hendriks book, too?
NomadRock
08-26-2004, 07:07 AM
I dont know of this hendriks. I dont let my renderer run long enough to produce images I just watch the buffers. It is still early enough that I have some math errors. Currently it is not even a photon mapper but more of a photon tracer. photons are only registered on a special film placed in the scene that represents the screen.
anubis
08-26-2004, 07:12 AM
i think he was reffering to henrik wann jensen...
EvilSmile
08-26-2004, 12:23 PM
Wow! TheNut & NomadRock here!! devmaster is improving lately; impressive :yes:
If you would like my suggestion, I suggest an article from one of the following:
1. Implementing cloth simulation
2. Deferred Shading
3. Implementing the fixed-function pipeline using shaders (with explanations)
4. General-Purpose Computation on Graphics Hardwar
5. Global Illumination
6. Soft shadows using occlusion interval maps
7. Lighting via Bidirectional Reflectance Distribution Function (BRDF)
8. Texture Bombing
9. Real-time glow
10. GPU-accelerated Ray Tracing
Those the articles I would like to see here. As you may know, no site thus far offers advanced articles such as the above. so seeing them here would be cool. Maybe other users from flipcode could help with those articles.
9660
I don't want to nit-pick but I think we should also have articles that relate to things beyond graphics. Ai, physics, gameplay? Level design? Game design? texture art? modeling and animation?
ES
Mihail121
08-26-2004, 12:34 PM
Agreed with EvilSmile! Too much graphics ain't good for the gaming industry...
anubis
08-26-2004, 01:39 PM
isn't he free to request whatever article he likes ?
davepermen
08-26-2004, 02:34 PM
yeah, henrik, sorry.. i have the book always on my right side (my mouse on top :D :D), but can't even read the name .. somehow i got mixed with jimmy :D
NomadRock
08-26-2004, 03:06 PM
I didn't remember the name, but now that I look up his website, I think I went to a lecture by him. He discussed subsurface scattering. That was extremely interesting but also requires a much larger sample of photons. I have not read his book though.
I was working just to play with the concepts on my own, using my knowledge of photons. I was only going to implement reflection and refraction of course taking into account the diffuse and specular qualities of the surface as well as the index of refraction. My current problem I think is in my collision detection, but I have basically no time to work with it as I have to focus on classwork for a while.
EvilSmile
08-27-2004, 11:18 AM
isn't he free to request whatever article he likes ?
9766
Ofcourse I am and so is everyone else. I didn't have anything specific in mind at the time of making that post but I did know that most game dev sites tend to focus (sometimes entirely) on graphics and I did also know that I find that inadequate. We should actively encourage people to contribute tutorials that cover other things and should try to make an all-round site. It may not be practical to jump into art and stuff right away but atleast with respect to programming, we should try to make it an all-round site for game development.
What I would like to see would be AI:
If we can have umpteen tutorials for q3 bsps and find it rare to get code for bots for a shooter game, then we do have a very strong bias. Moreover with how the industry is placed now, it would also be wise to look at AI, gameplay and physics...
Please do post your opinions (and no flame please :D )
ES
anubis
08-27-2004, 11:21 AM
i'd like to see more AI articles. my personal interest is in graphics at the moment but i definitetly see your point. maybe you can get somebody to write an article or do it yourself about a topic you like ?
NomadRock
08-27-2004, 11:46 AM
Hrmm. I can work on something. Though keep in mind I have to work slowly given my school requirements. On a personal note I can now load up images from the windows cards.dll and I have read 2 chinese love stories.
TheNut
08-27-2004, 02:16 PM
i'd like to see more AI articles.
If it’s any consolation, I have an AI article on the use of FSMs if you want me to submit it (it’s already up on generation 5 and my site). It’s not all that bad and I just recently updated the source code as well.
Dia Kharrat
08-27-2004, 04:20 PM
Sure, you can submit it to 'editors at devmaster dot net'
Thanks!
Mihail121
08-28-2004, 06:06 AM
AI articles... that would be cool... i have great problems with hardcoding even the most simple intellect in my new CaveShip game for the 7210 of Nokia...
fyhuang
08-28-2004, 06:46 AM
Yes, AI articles would be good - the latest I have seen discuss simple concepts like, 'if you get shot, run', and the best are the 1995 ones by Andre Lamothe. Of course, that's a bit of an exaggeration...
Hmm, perhaps I should get around to writing one someday...
Mihail121
08-28-2004, 07:40 AM
For simple 2D game devs like me there are basic AI stuff in La Mothe's Tricks of Windows programming gurus but they're just basic stuff.
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