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Synesthetics

Afterthoughts - Part II. 10 Oct 2007 09:44am. I think a sufficent time has passed since Assembly, so it's time for the part 2. I'm still undecided what 3d API I should be using next. There's lots of good things to be recycled in our old OpenGL framework, and using that is really easy for me since i'm used to it by now. However, the XNA adventure showed that it's not THAT difficult to move to another api and get something done with it. Afterthoughts - Part I. 09 Aug 2007 10:58am. 05 Aug 2007 07:30pm.

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Synesthetics | synesthetics.livejournal.com Reviews
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Afterthoughts - Part II. 10 Oct 2007 09:44am. I think a sufficent time has passed since Assembly, so it's time for the part 2. I'm still undecided what 3d API I should be using next. There's lots of good things to be recycled in our old OpenGL framework, and using that is really easy for me since i'm used to it by now. However, the XNA adventure showed that it's not THAT difficult to move to another api and get something done with it. Afterthoughts - Part I. 09 Aug 2007 10:58am. 05 Aug 2007 07:30pm.
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Synesthetics | synesthetics.livejournal.com Reviews

https://synesthetics.livejournal.com

Afterthoughts - Part II. 10 Oct 2007 09:44am. I think a sufficent time has passed since Assembly, so it's time for the part 2. I'm still undecided what 3d API I should be using next. There's lots of good things to be recycled in our old OpenGL framework, and using that is really easy for me since i'm used to it by now. However, the XNA adventure showed that it's not THAT difficult to move to another api and get something done with it. Afterthoughts - Part I. 09 Aug 2007 10:58am. 05 Aug 2007 07:30pm.

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0} " class=" actions-entryunit item actions-entryunit item- comments js-elem-color- svgicon ". 8 & ($index 1) % 3 = = 0" ng-cloak. 4 & ($index 1) % 5 = = 0" ng-cloak. 9 & ($index 1) % 10 = = 0" ng-cloak. 9 & ($index 1) % 10 = = 0" ng-cloak. Sorry, there are no available entries to display. Follow us on Facebook. Follow us on Twitter. 1999 LiveJournal, Inc.

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Xbox 360 HLSL microcode stuff: synesthetics

http://synesthetics.livejournal.com/3720.html

Xbox 360 HLSL microcode stuff. So after the post processing was good enough for me, I moved on to making some vertex shaders so that we can put some life to objects rotating on the screen. The idea I had required me to have a texture lookup in vertex shader, so I thought I'd just put a tex2D(texturesampler, texcoord) there and it'd be all fine, but instead I get this bizarre error message:. 122) : ID3DXEffectCompiler: CompileEffect: There was an error compiling expression. If you'll find a way to get aro...

3

Bagged and tagged: synesthetics

http://synesthetics.livejournal.com/4446.html

Just in time for the party, I complete final adjustments on the demo tune :). Man With No Alias. Post a new comment. We will log you in after post. We will log you in after post. We will log you in after post. We will log you in after post. We will log you in after post. Post a new comment. Post a new comment. Asm'07 over - We got 2nd place. Follow us on Facebook. Follow us on Twitter. 1999 LiveJournal, Inc.

4

Electric Kool-Aid: synesthetics

http://synesthetics.livejournal.com/2550.html

There's also a cocktail called Electic Kool-Aid (or Koolaid). We intend to try it at some demo party. If you want to try it yourself, here's the recipe:. 1/2 oz blue curacao liqueur. 1/2 oz peach liqueur. 1/2 oz melon liqueur (midori, melloni.). 1/2 oz cherry brandy. Fill with 1/2 sweet and sour mix. Fill with 1/2 cranberry juice. 1 splash grenadine syrup. Pour ingredients into a Tom Collins glass filled with ice, launch STS-02: Electric Kool-Aid. Repeat until drunk. Post a new comment. Post a new comment.

5

Asm'07 over - We got 2nd place: synesthetics

http://synesthetics.livejournal.com/4775.html

Asm'07 over - We got 2nd place. So finally we got the demo (STS-06: Microdots) finished and released. Second place at democompo is better than we expected, but it's always nice to do well. Congrats to Conspiracy. For winning the best XNA prod award (1000 cash). The video version seems to be out of synch after 1-2 minutes of playing. We will release a properly synched lowres-version of the video within a couple of days. Post a new comment. We will log you in after post. We will log you in after post.

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xna for asm07: June 2007

http://ppexcess360.blogspot.com/2007_06_01_archive.html

Tuesday, 26 June 2007. We have a sphere! Another day, another demo-making session. So far we have been focusing on learning about XNA and re-writing things that we already had in OpenGL (re-doing old stuff sure is fun! But today we actually managed to load an object and show it on screen. Svok is happy with his sphere. Am has left for his vacation, so we won't get any support from him for two weeks, which is a little sad, but at least he left us with some test-objects and graphics to work with. It wi...

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xna for asm07: CPU and GPU

http://ppexcess360.blogspot.com/2007/07/cpu-and-gpu.html

Sunday, 29 July 2007. Well, the xbox 360 gpu is pretty fast. Good. But the cpu is incredibly slow! We should probably have multithreaded everything and used shaders with vertex textures etc. Unfortunately we haven't had any luck with threading, and we've had some problems setting up vertex textures, it's too time-consuming to code the effects that way. That's all we have time to write at the moment! We're really behind schedule. Good luck to the other groups working on their entries. Code - Kmk (no group).

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xna for asm07: Arrived at Assembly

http://ppexcess360.blogspot.com/2007/08/arrived-at-assembly.html

Thursday, 2 August 2007. After a day of travelling, we finally arrived at Hartwall Areena in Helsinki, where Assembly 2007 is being held. We have been trying to code at the airport in Oslo, at several eating establishments in Stockholm and at the ferry from Stockholm to Helsinki. Garble and Concrete working on their mobile demo. The trials we have to endure to get this demo done. :). The whole gang working, while the finns sang their karaoke from hell. Subscribe to: Post Comments (Atom). Code - Krav / Inf.

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xna for asm07: Download

http://ppexcess360.blogspot.com/2007/08/download.html

Monday, 6 August 2007. Now the thing is out - we ended up in 4th place - yay! You can now download the XNA Creators Club version. To run on your Xbox360 if you have a CC license) or the video capture. Made by the Assembly compo crew (note that the capture it is slightly off-sync). We hope you enjoy it! Off to sleep now! Subscribe to: Post Comments (Atom). Code - Svok / Portal Process. Code - Kmk (no group). Code - Krav / Inf. 3D, Graphics and Design - Am / Excess. 3D - Snarling / Portal Process.

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xna for asm07: July 2007

http://ppexcess360.blogspot.com/2007_07_01_archive.html

Sunday, 29 July 2007. Well, the xbox 360 gpu is pretty fast. Good. But the cpu is incredibly slow! We should probably have multithreaded everything and used shaders with vertex textures etc. Unfortunately we haven't had any luck with threading, and we've had some problems setting up vertex textures, it's too time-consuming to code the effects that way. That's all we have time to write at the moment! We're really behind schedule. Good luck to the other groups working on their entries. Tuesday, 24 July 2007.

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xna for asm07: Crunch session - Part II

http://ppexcess360.blogspot.com/2007/07/crunch-session-part-ii.html

Saturday, 14 July 2007. Crunch session - Part II. We are now several hours into our weekend-demomaking-hoopla, and things are moving along. IT DOESN'T CRASH ANY MORE! Concrete joined our crunch session to work on the mobile demo. Concrete came to join us for our session. More coders are always welcome! Concrete watches "Chaos Theory" by Conspiracy on his laptop. Yes, it runs upside down for some reason. Oh, now the food has arrived, gotta run! It plays upside down on my macbook pro too! Code - Krav / Inf.

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xna for asm07: It is done

http://ppexcess360.blogspot.com/2007/08/it-is-done.html

Saturday, 4 August 2007. The demo has been delivered. Finally we can get some rest and enjoy the rest of Assembly 2007. It has been a long and hard road, but the demo is now delivered and it is up to you to tell us what you think about it. :). There are some parts that could have needed much more work, and there are others that we are really satisfied with, but all in all - we are happy! We will update the blog with links when the video capture of the demo is released by Assembly. If it doesn't happe...

ppexcess360.blogspot.com ppexcess360.blogspot.com

xna for asm07: Deadlines are for suckers

http://ppexcess360.blogspot.com/2007/08/deadlines-are-for-suckers.html

Saturday, 4 August 2007. Deadlines are for suckers. A deadline is one thing. An "update deadline", on the other hand, is a completely different beast. The time is now 05:42 on saturday morning, and in a few hours (12:00 Finnish time), we have to deliver the demo for the jury showing. That means that it will have to be enjoyable (and runnable! Neither of us slept this passing evening, and we are all feeling rather tired. 4 August 2007 at 09:19. Good luck, I'm sure you'll deliver awesome stuff!

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xna for asm07: August 2007

http://ppexcess360.blogspot.com/2007_08_01_archive.html

Monday, 6 August 2007. Now the thing is out - we ended up in 4th place - yay! You can now download the XNA Creators Club version. To run on your Xbox360 if you have a CC license) or the video capture. Made by the Assembly compo crew (note that the capture it is slightly off-sync). We hope you enjoy it! Off to sleep now! Saturday, 4 August 2007. There are some parts that could have needed much more work, and there are others that we are really satisfied with, but all in all - we are happy! There will most...

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Afterthoughts - Part II. 10 Oct 2007 09:44am. I think a sufficent time has passed since Assembly, so it's time for the part 2. I'm still undecided what 3d API I should be using next. There's lots of good things to be recycled in our old OpenGL framework, and using that is really easy for me since i'm used to it by now. However, the XNA adventure showed that it's not THAT difficult to move to another api and get something done with it. Afterthoughts - Part I. 09 Aug 2007 10:58am. 05 Aug 2007 07:30pm.

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