Saturday, 29 March 2008
XNA-based game engine Torque X upgraded to version 2.0
Grand Theft Auto IV, Liberty City model = New York model
Sunday, 23 March 2008
ACM Interactions magazine article, Pencils Before Pixels: A primer in hand-generated sketching
Saturday, 22 March 2008
Protoype game and New York virtual city model, Part 2
15th ACM Symposium on Virtual Reality Software and Technology
Serious games and higher education
Importing 3D urban models in Crysis
Work is on-going and I will update you on further updates on this (or you can alternatively check the excellent blog itself here) since this foray in combining state-of-the-art visualization engines that come available with commercial games and already-produced 3D urban models of the real-world certainly provides a lot of stimulating ideas for further work for everyone in the area.
SuperNatural puts on workshops and lectures at the Tate Modern in London
Thursday, 20 March 2008
Apple iPhone patent suggests a flip phone version
Wednesday, 19 March 2008
Autodesk moves into middleware
But, despite owning the majority of most game developers’ asset creation pipelines, Autodesk (annual revenue $1.8 billion), hadn’t looked to move upstream into real-time smarts (back in the early 2000s, Alias tried the trick with the Maya Real-Time SDK but without much conviction). The surprise acquisition of French artificial intelligence company Kynogon, announced during GDC 2008, has changed that conventional wisdom however.
Monday, 17 March 2008
Microsoft's XNA game studio to deliver games for smartphones?
Predicting Crowd Behavior In Dense Urban Settings
3D urban model of London in Hellgate: London video game
"If you take one of the areas that have been procedurally generated, one of the things that will have been decided by the algorithm is whether this is to be, for example, a military stand-off point – so it puts in tanks and overturned vehicles and tattered tents and barricades. Or if it’s a mercenary response area, then we have ambulances and police vehicles. Or if this is more of an urban area, those props get pulled out, and you’ll see normal cars and London buses and things like that. So even thematically, what’s there can be different, and even the placement of those things is randomised as well."
"When quizzed about not opting to painstakingly recreate areas of London accurately, apart from Landmarks, he replies "from the outset we wanted to do something that was divergent from anything we’d done before. Obviously we’d done a high fantasy setting, and we’d done a gothic fantasy setting, both within completely created worlds. We wanted to do a near-future real-world basis for our next game. It would make the artistic challenges more exciting for us. We also really love London – it’s an international city; a lot of people around the world know it; it has great landmarks we could play with; it has a great mystic background. We could get a lot of cool gameplay above and below ground – that was important to us. We wanted somewhere players could recognise."
"One decision in game-design is where you are going to need players to stretch. For us we thought players were going to be stretching in terms of just understanding what the game was. It’s an action-RPG with FPS elements and it’s got this and that. It’s a lot like Diablo in many aspects and Counter-Strike in other ways – that was going to be something we’d have to spend a lot of time on – so a highly recognised city was something people could lay a foundation on. London wasn’t only a fun challenge, it provided a solid anchor point for people. We could go on and do other crazy stuff and they wouldn’t have too much to absorb all at once."
Thursday, 13 March 2008
Pixar video talk on the Human Story Of Computer Animation
Video talk on the Procedural Inc. and CityEngine 3D urban modelling approaches
Monday, 10 March 2008
iPhone and mobile games, John Carmack speaks out
Wednesday, 5 March 2008
Serious Games Institute Event, Coventry, 4th March
09:30 – 10:00 Introduction and Overview of Emerging Technologies An outline of the day and introduction to emerging technologies and their application to culture, heritage and tourism by David Wortley, Director of SGI
10:00 – 11:30 Session One - 3D Visualisation of Heritage Sites Invited speakers include Professor Bob Stone, Mike Gogan, Dick Davies, David Neil and Martyn Ware with examples of projects from around the world, including Rome 400AD
11:30 – 13:00 Session Two – Augmented Reality, Mobile and integrated real/virtual world Technologies for Culture, Heritage and Tourism Invited speakers include Ambient Performance, Giunti Labs, Implenia, Blackridge Games and Stratford Unplugged
13:00 – 14:00 Networking Lunch and Interactive Demonstrations Delegates will have an opportunity to see and interactive some highly innovative technologies including the launch of a brand new augmented reality experience.
14:00 – 15:30 Session Three – Serious Games and Educational Technologies for Culture, Heritage and Tourism Invited speakers include Blitz Games, Immersive Education and Playgen
15:30 – 17:00 Session Four - Creating a Total and Memorable Experience Invited speakers include Venue Solutions, The Virtual Heritage Company and representatives from end users involved in culture, heritage and tourism
17:00 – 18:30 Drinks Reception and virtual cabaret & disco Delegates can network, relax and be entertained by artists performing in a virtual cabaret then dance the evening away at the Wheelies Second Life Disco. This session will be jointly hosted by Implenia and Enable Enterprises Ltd.