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I wrote a glass-like post-effect for MMD!
A glass-like effect for MMD (MME). Contribute to SarinaCFG/Simple-Glass development by creating an account on GitHub.
How to engine - a quick tutorial
A few weeks ago I decided I am fed up with the current state of things particularly in the demoscene (but also a bit in game development) when it comes to using a prepackaged engine versus people knowing or learning how to use their own thing, so I put together a quick tutorial for how to write the beginnings of a framework that renders a mesh and plays some music - it took less than 400 lines of C++ and about 40 steps.
Is it perfect? No, of course not, nothing is ever perfect or finished, but my hope is really to dispel this notion that writing rendering code is the privilege of a select few, because it's easier than people think.
🖥️📆 DirectX 9.0c integration date for The Sims 2
I recently noticed in unused lines on the TCRF site that one of The Sims 2 files mentions switching from DirectX 9 to DirectX 9.0c back on July 25, 2004, even though that version wasn't officially released until August 9. This begs the question: how and why developers have gotten access to DirectX 9.0c beforehand?
Before switching to DirectX 9.0c, The Sims 2 focused on DirectX 9.0, which was released on December 24, 2002. However, on July 25, 2004, the developers updated the requirements to DirectX 9.0c. Perhaps Microsoft provided this version to the major studios long before the official release. It would be interesting to learn more about such processes in the game industry.
P.S. CaSIE - this is name of The Sims 2 Bodyshop before its release.
" Behind the scenes with the creators of the most powerful game machine on the planet! "
NextGen Magazine n68 - August, 2000.
Windows XP - dxdiag.exe
This project is still active, though I didn’t have as much time to work on it as I wanted during the pandemic. The one major piece that’s missing is some way to animate the models, and that’s still on the roadmap somewhere.
I’ve worked a lot on various bug fixes. To mention just a couple of major ones that come to mind: there was an important fix for the shift-reduce parser that reads the modeling script. And another one involved the function that simplifies the voxel octrees that are (sometimes) used to define a visible surface and render models. There are two screenshots here, and the first one is supposed to show the latter fix. This is a set of voxels (cubes) of various sizes. If it hadn’t been simplified to remove voxels that had no useful data in them, all of the voxels would have an edge length of 1. But as you can see, the voxel at the upper right has an edge length as large as 8. Being able simplify these voxel trees like this will be useful however they are ultimately used, even if it’s only to create models for use later.
Another thing I’ve worked on is refinements to the modeling script. The second screenshot shows a simple function being called in this script. It’s passed floating-point arguments that represent the dimensions of a cuboid. The function then creates a box with those dimensions (the long purple box). The function itself is in a different text file, and it’s written in the very same modeling script. This is a simple example to demonstrate and debug the basic functionality.
Az archívumból – A The Witcher 3 készítői - 3. rész: Interjú Török Balázzsal – Lead Engine Programmer - A programozás rejtelmei
Az Archívumból c. rovatunkkal a korábbi oldalunkkal együtt elveszett régebbi, ám nem kevésbé érdekes cikkeinket igyekszünk feltámasztani, kellemes olvasást! (Az alábbi cikkünk még a The Witcher 3: Wild Hunt megjelenése előtt készült, 2014-ben.) Akik gyakrabban látogatnak minket, már észrevehették, hogy elég sokat cikkezünk a Witcher szerepjátékok készülöben lévő 3. részéről. Bár mostanában…
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