gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: November 2011
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Game Programmer Technical Artist. Tuesday, November 22, 2011. Doom 3 id Tech 4 Game Engine Source Code Released. It is awesome to see the Doom 3 id Tech 4 Game Engine source code released and available at https:/ github.com/TTimo/doomhttp:/ www.blogger.com/img/blank.gif3.gpl. This does not include the Doom 3 assets, but is awesome to see all the code on GitHub. Looking at the source code, a few similarities show up with other engines. Curl for HTTP requests (common in a few engines). It shows that Adobe ...
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: January 2012
http://gameprogrammertechnicalartist.blogspot.com/2012_01_01_archive.html
Game Programmer Technical Artist. Tuesday, January 31, 2012. Code of the Day: Advanced Loft. Advanced Loft 1.0. Http:/ www.creativecrash.com/maya/downloads/scripts-plugins/modeling/misc/c/advanced-loft. Advanced Loft 1.0. Is a lofting tool for creating and attaching lofts between two NURBS. The function creates a loft between 3 NURBS. Surface curves and creates a slider for each of the lofts created for additional adjustment. This is really the barebones. The code documentation is sparse, but useful wher...
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: October 2011
http://gameprogrammertechnicalartist.blogspot.com/2011_10_01_archive.html
Game Programmer Technical Artist. Saturday, October 15, 2011. Book Review: More Effective C. A blast from the past More Effective C. By Scott Meyers is not just another C book, but touches on a number of features and concepts that should be talked about far more than you get from most C books. Meyers talks about a number of design decisions, and side effects of going too far with overloading methods, or operator new or operator delete (and the numerous hacks and design decisions that have to be considere...
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: May 2011
http://gameprogrammertechnicalartist.blogspot.com/2011_05_01_archive.html
Game Programmer Technical Artist. Tuesday, May 31, 2011. Make Your Dreams a Reality" 3vis Event in Vancouver. I attended the 3vis event "Make Your Dreams a Reality" in Vancouver http:/ www.3vis.com/enCA/evenements. Which showcased a lot of Autodesk 2012 software including 3ds Max, Maya, Motion Builder, Mudbox and XSI. 3vis put on a nice show with some prizes, food and open bar :) The event was broken up into three major presentations. This was a lot of fun, and I learned some cool things. Bye for now,.
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: November 2013
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Game Programmer Technical Artist. Sunday, November 24, 2013. It has been a while, so what happened? Well, things were going smoothly in February last year, and then, a seemingly unending supply of new projects hit. Online classes) has turned things into a whirlwind of time spent doing many other things besides blogging. Along the way, I was also getting involved in CUDA and some of the interesting GPU problems available which I think are worthy of a few posts, especially if I can get something interestin...
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: Book Review: More Hyper-Realistic Creature Creation
http://gameprogrammertechnicalartist.blogspot.com/2012/02/book-review-more-hyper-realistic.html
Game Programmer Technical Artist. Tuesday, February 14, 2012. Book Review: More Hyper-Realistic Creature Creation. Autodesk Maya Techniques Official Training Guide More Hyper Realistic Creature Creation. The list of standard (required) blend shape targets was quite thorough and included:. Ooh mouth shapes (in between targets). Lips mouth up and down (upward and downward facial shturds). Lip corners up/down optional , smile frown. Upper and lower lip roll (or lip curl). Lip mouth pull forward and back.
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: August 2011
http://gameprogrammertechnicalartist.blogspot.com/2011_08_01_archive.html
Game Programmer Technical Artist. Sunday, August 28, 2011. Book Review: Write Portable Code. There are not a lot of books on portable code, but Write Portable Code: An Introduction to Developing Software for Multiple Platforms. By Brian Hook does a good job handling many of the topics. There are a number of rules for portability:. Never assume anything (memory, size of built in types (int, float etc.) . The code will likely have to have non-portable elements to run efficiently. Brian Hook also has a POSH...
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: September 2011
http://gameprogrammertechnicalartist.blogspot.com/2011_09_01_archive.html
Game Programmer Technical Artist. Saturday, September 10, 2011. Book Review: Cross-Platform Development in C. I decided to look into some more books on cross-platform work to see what more professionals were doing in this field. The book Cross-Platform Development in C :Building Mac OS X, Linx and Windows Applications. By Syd Logan, describes some of the techniques used in creating the Mozilla/Netscape browser to multiple platforms, and the challenges involved in creating such a massive project. Some of ...
gameprogrammertechnicalartist.blogspot.com
Game Programmer Technical Artist: Code of the Day: DK Anim
http://gameprogrammertechnicalartist.blogspot.com/2012/02/code-of-day-dk-anim.html
Game Programmer Technical Artist. Sunday, February 19, 2012. Code of the Day: DK Anim. Http:/ www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/dkanim/. Is a MEL script for importing or exporting animation channels, and relies on node names instead of node hierarchies (like the built-in Maya animation transfer). The script does a good job saving and loading, although it is not very fast (compared with the builtin. If the model has changed at all (although the . dkanim. The code in a few pl...
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