
A blog showcasing a range of subjects, such as personal work-in-progress research and/or activities to related news items in the world of computer science...
Thursday, 28 April 2011
iControlPad, a retrofitting option for your iPhone

Monday, 25 April 2011
CryEngine to release level editor and SDK

Friday, 22 April 2011
Special issue of the International Journal of Interactive Worlds (IJIW) on Non-Photorealistic Graphics in Games and Animation
After many years of computer graphics research striving for results which cannot be distinguished from reality, there is now, in parallel, an increasing amount of work focusing not on the approximation of the real world, but on the simulated depiction of more traditional human artwork styles. These styles come with a variety of implications such communicative, emotive and perceptual processing aspects that these approaches can convey, via the inherent abstractive forms and stylization they are associated with.
The research field itself is called non-photorealistic rendering (or NPR in short) and can today be observed in a number of application areas, including real-time computer and video games plus also animated feature films. Contemporary hardware has made possible recent mainstream gaming titles such as Sega’s MadWorld (for Nintendo’s Wii) and Ubisoft’s Prince Of Persia (for a variety of platforms), employing comic-book/sketched and cel-shaded rendering styles respectively. Equally, Disney’s upcoming feature length film Tangled simulates oil-painting techniques. Titles such as these demonstrate that there is considerable interest from developers, film-makers and public alike to explore the possibilities for alternative graphical representations that modern NPR techniques, because of their flexibility in different stylizations, can offer in the area of computer entertainment.Only original research papers will be considered. Authors should limit initial submissions to no more than 30 double-spaced pages in 12-point font with appropriate margins, inclusive of all materials. A double-blind review will be conducted and papers will be returned to the authors, with explanatory notes for further action. Submissions will be screened to ensure coherence with the theme of the special volume and will be accepted for by the 30th of June 2011.
More information about the journal and the special issue itself can be found here.
SAGE Simulation And Gaming journal special issue on serious games
•Serious games research•Theory, including taxonomies
•Interactive serious games
•Virtual and augmented reality serious games
•Research on effectiveness and quality of learning from serious games
•Serious games for mobile platforms
•Multimodal human computer interaction
•Artificial reality in serious games
•Multimedia games and learning
•Debriefing in serious games
•Effectiveness of learning
•Requirements
The deadline for initial proposals is the end of 2011, more information can be found here.
Short course at Bournemouth University in the fundamentals of games development
On this short course you will develop an in-depth knowledge of contemporary game development. Via a set of intensive lecture and tutorial sessions you will comprehensively cover the basics of the three main aspects of modern video game creation; 3D modelling and animation, level design and engine programming.

You will be taught in state-of-the-art, dedicated games development laboratory facilities at Bournemouth University’s Talbot Campus, using industry-standard software such as Autodesk’s 3D Studio Max (used to create content for games such as the Assasin’s Creed series), Epic’s UnrealEd (used in games such as the Gears Of War series and Batman Arkham Asylum) and Unity (a very popular up-and-coming multiplatform indie engine capable of producing browser-based 3D games.
More information about the course can be found here. This a great taster of the ins and outs of games development and well worth checking out if you have even a passing interest in this.
ghostTown urban modelling 3DS Max script
Friday, 15 April 2011
Wii 2 appears to be in the pipeline
More interestingly, rumours suggest graphical capabilities beyond the XBox 360 or Playstation 3. Backwards compayibility is also mentioned. At this point information is very sketchy and the above may or may not be true but it definitely appears increasingly likely that Nintendo will be getting the head-start in next-gen.Unity games now on an Android platform
This retains the same pricing model with the iOS too, with Unity Android being $400 and Unity Android Pro $1500. For more information (and also a trial) please visit the official site here. Thursday, 14 April 2011
SupaBoy, a portable SNES
Also equipped with controller ports, AV-out for use on a television and a rechargeable batter lasting for (reportedly) five and a half hours, this looks like a really cool proposition for mobile gaming and retro-gaming fans. Dream:scape, new Unreal-powered iPhone/iPad game
Tuesday, 12 April 2011
The Darkness II, another non-photorealistic game in the pipeline
Saturday, 9 April 2011
Ruined, a browser-based, non-photorealistically rendered Unity game

Unreal 3 engine's new features
Thursday, 7 April 2011
Real-life Manhattan versus Crysis 2 Manhattan
Courtesy of Kotaku, the video here compares an area of downtown Manhattan where State St. meets Bridge St. in the financial district. This is a great example of how close real-time engines are getting to approximating real-world urban locations.Sunday, 3 April 2011
Cities in Motion
Saturday, 2 April 2011
CityEngine tutorial event at Escape Studios
The event takes place in London and is free of charge, more information can be found here.TIGA 10th anniversary party
More information can be found here.Team Fortress 2 production focus
