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  • Sun 30 Dec 2007

    The Wii is hacked

    Published at 11:02   Category Game development  

    Until now nobody could run an application on the Wii without it being approved by Nintendo. This means that the application had to be signed with Nintendo’s encryption key. At the Chaos Computer Club Congress, some hackers explain how they were able to hack the Wii and run their own code, obviously not approved by Nintendo.

    As the Gamecube was already hacked, and the Wii is an upgraded Gamecube, they were able to run application on the GC emulation layer, but not access the Wii specific memory, game controller etc. With a hardware hack they could access the whole Wii memory, and they found the encryption key!

    Homebrew VR on the Wii anyone? ;)

    Here’s the video explaining all that. Hang on tight ..

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    Sat 22 Dec 2007

    Wiirtual Reality

    Published at 22:05   Category Game development, VR Devices, Virtual Reality DIY  

    Johnny Lee is definitely a genius.. After the Finger Tracking and the Wiimote whiteboard, here’s how with two Wiimotes he’s creating VR games at home !!

    (not that we didn’t think about it, but hey.. he actually *did* it =)

    If you want to have real 6Dof information from your Wiimote, check out Oliver Kreylos Wiimote projects.

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    Wed 28 Nov 2007

    Stereoscopic game development

    Published at 10:23   Category Uncategorized  

    Here I’ll try to list references to documents on stereoscopic game development.

    There is a chapter in the NVidia GPU Programming Guide about Stereoscopic Game Development (Chapter 9) with some useful tips about “How stereo works”, and “Things that hurt stereo”.

    Why care about Stereo ?

    People see with two eyes in the real world. While artificial stereoscopic viewing (on a screen versus in real life) is not a huge market, many gamers enjoy the extra sense of presence obtained by playing games with inexpensive shutter glasses along with NVIDIA’s stereo override driver.
    In addition, there are benefits to viewing your game in stereo during development. You immediately pick up on things that look fake. Keep in mind that motion parallax gives similar visual cues to stereo but the stereo viewer perceives instantaneously what users see if they move around and obtain depth information via motion parallax.
    Using stereoscopic viewing while developing a game is a competitive advantage; you see and correct visual defects before they even come out in a game. This of course will also enhance the experience of those who play your game in stereo.

    For more extensive informations about stereoscopy for immersive applications, check out the Stereographics Developers Handbook.

    For more information about the available stereoscopic displays, check Stereoscopy at home.

    For technical information about asymetric frustums : Stereo geometry in OpenGL

    Some rules to follow to create successful stereo effects : Stereoscopic 3D Film and Animation - Getting it right.

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    Sun 4 Nov 2007

    Assassin’s Creed art

    Published at 10:09   Category 3d, Art, Game development  

    Here’s a nice article about the art of Assassin’s Creed.

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    Thu 1 Nov 2007

    3d3 competition photos

    Published at 17:41   Category Game development  

    The 3d3 competition is “rewarding the best students’ projects using Virtools, in the field of real time 3d creation”. Here are some photos I took during the event. Some of the games presented looked really great, and as usual students impress me by their incredible work!

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    Fri 6 Jul 2007

    EA STL

    Published at 9:28   Category C++, Game development  

    Electronic Arts has been writing their own set of C++ STL because the standard STL doesn’t fit gamedev constraints :

    Gaming platforms and game designs place requirements on game software which differ from requirements of other platforms. Most significantly, game software requires large amounts of memory but has a limited amount to work with. Gaming software is also faced with other limitations such as weaker processor caches, weaker CPUs, and non-default memory alignment requirements. A result of this is that game software needs to be careful with its use of memory and the CPU. The C++ standard library’s containers, iterators, and algorithms are potentially useful for a variety of game programming needs. However, weaknesses and omissions of the standard library prevent it from being ideal for high performance game software. Foremost among these weaknesses is the allocator model. An extended and partially redesigned replacement (EASTL) for the C++ standard library was implemented at Electronic Arts in order to resolve these weaknesses in a portable and consistent way. This paper describes game software development issues, perceived weaknesses of the current C++ standard, and the design of EASTL as a partial solution for these weaknesses.

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    Tue 13 Feb 2007

    Another world, another time

    Published at 23:53   Category Game, Game development  

    Tonight I went to a conference organized by the french chapter of the International Game Developpers Association, about old school game development. Invited were Philippe ULRICH et Didier BOUCHON, from ERE Informatique, authors of some mythical games like Captain Blood, and Eric CHAHI, author of Another World (Out of this world).

    Mr Ulrich, Mr Bouchon and Mr Chahi

    Mr Chahi is a sort of hero for me. He created Another World alone, at 22, for two years. When I first played his game on my Amiga, I remember getting a shock. This game was like nothing else I had already seen, both on the graphics and the game play point of view. Sometime after that, I locked myself in my teenage room for 1 month to program my first game, a bomberman clone in C and asm on PC.

    15 years later, Another World is going out again, with improved graphics. I bought it, and it brings back a lot of memories. I was really happy to hear about this conference, and surprised to meet Mr Chahi at the entrance of the building as he arrived. As I instantly recognised him from the making-of videos included with the new Another World edition, I chatted with him a bit.

    This and all the talking of the evening was really interesting. They all shared stories of the past, of these glorious days of games, and their thoughts about the state of the gaming industry.


    Mr Ulrich was particularly disappointed by the lack of courage of investors and game developers. He thinks that risks should be taken, and that being successful is a very relative thing. Even if you make successful games your company can (and for him did on some occasions) close its doors, or fire you. So just step back and get back to work! He was particularly bitter about games (and music) being marketing driven, rather than creative driven. Going the creative route is a risky way, but very much worth it according to him. He also points out that finding funds nowadays is quite easy.
    He also mentioned that it’s not because you sell lots of copies that you will make more money than an independent game that sells 10x less. How much you spent on marketing is too much? Word of mouth costs nothing.

    Mr Bouchon, whom I had already met twice (one of which being this afternoon…) without knowing who he was, shared the story of the creation of Captain Blood. It was not a predefined idea, but rather a collection of ideas and piece of code put together to create a game “we were not even sure people could finish” !

    Mr Chahi had an interesting memory about the financing of his games during those days. The money given by the publisher for one game would be used to finance the next game. The publisher wouldn’t invest any money, and the programmer was free of any pressure, and could create the game he wanted. The only pressure were material, of course, some day the money runs out! Another World was already his 10th game. He adds that he prefers working alone or with small teams, because creativity is improved. He is now involved in the creation of a new game (maybe PC/Wii) but he wouldn’t talk about it.
    If you’re interested in the creation process of Another World, go buy a copy of the new edition, the making-of is particularly interesting (in french only I guess), or go here.

    This may sound cheesy but I even have an autograph :p

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    Thu 28 Dec 2006

    Virtools commercial

    Published at 10:07   Category Game development, VR Applications  

    Here’s a funky commercial presenting the range of applications you can create with Virtools.

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    Fri 22 Dec 2006

    Stereoscopic Game Development

    Published at 16:09   Category Game development, VR Applications, Virtual Reality DIY  

    This page moved here.

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    Sun 17 Dec 2006

    Sony to copy Wiimote ?

    Published at 10:59   Category Game development, VR Devices, Virtual Reality DIY  

    Sony is thinking about a “motion-sensitive controller”that would work like TrackIR and ART, that is with markers on the device and a camera to analyse their position.

    The Wii-mote has the camera inside the device and the markers on the TV, plus 3 accelerometers.

    The current PS3 controller, called SIXAXIS (notice the palindrome), has gyroscopes in it.
    From ArsTechnica :

    “Sony applied to the United States Patent Office (USPTO) for a patent on a “hand-held controller having detectable elements for tracking purposes.”

    (…)

    From the patent application :

    Because this data is gathered on an image frame-by-frame basis, the data can be used to calculate many physical aspects of the movement of the controller 110, such as for example its acceleration and velocity along any axis, its tilt, pitch, yaw, roll, as well as any telemetry points of the controller 110.

    (…)

    The controller uses four LEDs to capture this motion, but in a twist from Nintendo’s sensor bar configuration, the LEDs are mounted on the controller itself. A camera mounted next to the player’s television set takes many pictures of the four LEDs every second, and this data is used to calculate the position and velocity of the controller.

    (…)

    Will Microsoft retaliate with a motion-sensitive controller of its own?

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