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Monday, December 12, 2005 | Permalink
Some of you may remember my old GameEngine
demo from 2002. Occasionally I get people asking me to do something like that again. I started working on this quite a long time ago, but the project has been more or less idle for most of the time. But I recently got over my laziness and actually finished this thing.
So here you go. It's a bit larger demo than usual, but IMO, a lot better than usual as well. It features a large map, you can do cool stuff like wall-jumps, dodging, rocket-jumps etc.
There's also sound and some background music for a change.
[ 42 comments
| Last comment by Tan Yee (2013-10-17 09:43:53)
Wednesday, December 7, 2005 | Permalink
If you received an unexpected email from me that you had received before, say over a year ago, kindly disregard it. For some obscure reason Thunderbird suddenly decided that all my email from 2004 was "unsent". When I opened the application yesterday it asked whether I'd like to send my unsent messages. Sure, I thought and selected yes. I thought it was just my last message that wasn't sent. After a few moments I noticed a lot of activity in the status bar, it appeared to be sending a lot of messages, so I quickly closed it in panic. Opened it again, got the same question, selected no and everything seemed normal, so I didn't think more about it. Today I noticed some old messages from myself reappear in my mailbox at work, which I found weird but didn't connect it to the Thunderbird weirdness yesterday. But today as I started to receive some replies I understood what happened. I guess I won't be using Thunderbird anymore.
I don't know how many messages was sent.
In other news, sorry for not updating this site in a while, but there will be some cool stuff coming shortly.
[ 7 comments
| Last comment by N (2005-12-23 05:53:47)
MetaBalls demo updated
Wednesday, October 19, 2005 | Permalink
I just recently got myself a new dual-core Athlon64 3800+, so naturally I had to try taking advantage of this extra processing power. Most of my demos are more GPU limited than CPU though, but MetaBalls is an exception to that rule. So I implemented threading into it to improve performance. Everything couldn't be parallelized though, so the gain is fairly moderate, about 15-20%. Another reason for the moderate increase is that the bottleneck apparently shifted from computations to cache/memory. The gain is larger when running the slower FPU path than the 3DNow path, about 25%.
This CPU also supports SSE3, so naturally I threw in an SSE3 path as well. 3DNow is still a tiny bit faster though.
[ 22 comments
| Last comment by Míša (2006-06-14 16:04:22)
New ATI SDK
Friday, October 7, 2005 | Permalink
Today a new release of the ATI SDK was released. There's plenty of interesting content in there, several new samples for the X1800, a bunch of new tech papers and many updated samples as well.
[ 18 comments
| Last comment by miko (2005-12-15 06:19:10)
Monday, September 5, 2005 | Permalink
Finally a new demo! There hasn't been much activity here for a while, but now I have a new demo here at last.
Lots of people have asked for a long time why I don't have any HDR demo on my site. There's no particular reason for that, I just hadn't bothered writing one. But now I've covered that as well.
Of course, it's complete with the butter-on-my-glasses blur effect that has come to characterize HDR and actually to some extent get confused with HDR.
Anyway, the main selling point of this demo is that it doesn't go the lazy route and uses FP16 just because "that's HDR" as is a common misconcept out there. Instead it's using a DXT1/L16 combination that's faster and uses less memory space and can be filtered all the way down to R300. The main render target is FP16 though.
Anyway, enough talking. Now go grab it.
[ 58 comments
| Last comment by ProgrammerBob (2008-05-30 13:32:45)
ATI celebrates its 20th anniversary
Thursday, August 18, 2005 | Permalink
Today ATI turned 20. Which of course was celebrated across the world.
[ 13 comments
| Last comment by James (2006-01-22 00:45:18)
Alpha to coverage demo updated
Saturday, July 9, 2005 | Permalink
I added another option to the demo that allows magnified textures not to become blurry when using alpha-to-coverage or alpha-blend, but instead be equally sharp as alpha testing, but without the aliasing. Looks very good.
[ 14 comments
| Last comment by tEd (2005-09-01 13:06:53)
API overriding tools
Tuesday, July 5, 2005 | Permalink
Today I'm adding two API overriding tools to the Cool stuff
section, one for OpenGL and one for Direct3D. The main purpose of these is to solve the problem with alpha-tested textures in games, which look very aliased with multisample antialiasing. With these tools you can force alpha-test into alpha-to-coverage, which looks a whole lot better.
Caution: Be careful with online games using PunkBuster or other anti-cheat measures. They don't neccesarily like overriding the API and may think you're cheating, so if you're going to try, I wouldn't try on my favourite server first.
If there are any other features you'd like to see added to these tools, please let me know.
[ 35 comments
| Last comment by mike (2009-10-18 20:49:14)
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