Monthly Archives: August 2006

My Visit of the Games Convention 2006

Games Convention LogoThe Games Convention: Europe's biggest game show - and I was there! Rather I was one of 183,000 visitors, so you can imagine how big this event is and how damn lost you can get inside the big convention halls.

It was fun nevertheless and a great thing to see. There were DJs, special guests, moderated events and and and everywhere all the time. And I better not forget to mention all the gorgeous booth babes that were around.

Yeah, GC was really a visual feast. But first things first:
A friend and I arrived at about 11 am and stayed for 6.5 long hours and visited every hall and almost every booth. Some of our highlights were:

  • Saw some great case moddings (pictures below)
  • Saw Sebastian Lahm (German soccer player who is in the national team) at the Nintendo booth signing footballs
  • Heard some known hip-hopper singing at the EA booth (but silly me, I've already forgotten his hip-hop artist name)
  • Played and watched a preview of Crysis
  • Previewed Gothic 3 and watched the trailer
  • Played Stalker - yeah, it's finally going to be release soon - really!
  • Met Fatal1ty at the Creative Labs booth, where he moderated a lottery. People had to ask him good questions to win a prize - but I didn't dare ask him about the reasons why he lost against the Chinese Doom3 player, should I have?
  • Stayed in queue for about 30 min to play Enemy Territory: Quake Wars (after other friends of mine had waited for an undisclosed time but gave up their seats for us - thanks to them, Michi & Olli). It really kicks ass and I can't wait to play it online.
  • We also met Wils and Digibob at the SplashDamage/ET:QW booth (bongoboy was around, too, but I didn't know him from IRC). Wils was so kind to guide me around in ET:QW and show me some tricks throughout the game session. Thanks Wils!
  • Saw a lot of hot chicks but I've mentioned that already, didn't I?

Ok, ok, so this was the text part. I know that you all want to see some pictures, so here we go - but due to their amount and the lack of auto-generated thumbnails (thank you, WordPress), I had to add a 'More' tag. I hope it doesn't bother you. Enjoy the pictures.

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The Return of QuickGamma

QuickGamma LogoQuickGamma is a very nice tool, originally written by Randy 'ydnar' Reddig, which allows you to set and reset the screen's gamma easily. The program itself stays nicely hidden in the tasktray, so it won't take away any valuable taskbar space.

You can download the new 0.1.2 version (which was created by me based on ydnar's 0.1.1 release) here.

After my explorer crashed horribly a few times yesterday and I had to kill the old QuickGamma app in the task manager and then restart it again each time, I decided that something had to be done about it.

So after searching for too long in MSDN and with Google, I finally found some documentation on some custom-registered "TaskbarCreated" message. Shame on you, Microsoft, for not making this information easily accessible!

Anyway, I've added support for automatically reregistering the QuickGamma tray icon after an explorer restart and also removed the idle thread priority, so it should always be responsive from now.

Stay tuned and enjoy the new version of this neat, little tool.

Andreas

PS: It also seems that the old download link is down, so, if you want the original QuickGamma, simply ask me.

Sploidz - About a Game

Finally after 8 months of hard but fun work Sploidz is done and has been released by Red Thumb Games. I was the lead (and only) programmer for that project (David House did code the prototype, however) and I'm so proud to see it released and played by you!

Here check out this screen:

 Sploidz Promo Screen

Weee, exciting, isn't it?

If you want to find out more about the project, don't forget to check it out in the project area or download it directly from http://www.sploidz.com.

Enjoy the game,

Andreas

Everybody can use GLSL - even I.

Well, it's hard to believe but true. Yesss, I seem to have mastered the basics of GLSL and I've really managed to write a phong shader that even supports normal maps and tangent space.

You validly wonder how I achieved this? The answer is..

Typhoon Lab's Shader Designer!

It's really a great tool to quickly develop GLSL shaders and preview them with various textures and models. It also includes all necessary OpenGL extension specifications and the GLSL specs. You haven't downloaded it already? Go get it, or maybe not? Perhaps I've been paid by them to do some illegal (or is this kind of obvious surreptitious advertising legal?) advertising? - my fish now scowls at me; you wouldn't believe that fish can do that..No, to be honest I'm just very excited about GLSL and everything. And this tool has certainly helped me debug my shaders and gain some experience with the language before taking on some serious project.

Before I forget it, I've uploaded my first (and right now only) Shader Designer project for you. The one that supports tangent space - yay!

Here, grab it: First ShaderDesigner Project

But now I'll tell you the actual reason why I'm so excited: I've added GLSL shader support to Vengeance2. You might have to wait for a new build that supports the feature though, since it is brand-new - you could, however, directly grab the SVN version and compile it yourself to be able to see these hot effects now. OK, there are dozens if not hundreds of other engines which already support phong shading and probably do so better than my code does but hey, do you remember - I'm excited!

About the dev aspect of it:

It's been incredibly easy to add GLSL lighting support to this Quake1 engine. At first I doubted that I would be able to add support for lighting the worldmodel (the map), too, but it turned out to be pretty easily and it even is relatively fast. I'm using distance checks and PVS culling, which both turned out to be very easy to code and yield good performance. Thus I'm quite happy with the result.

For the ones of you, who always want to see some hot pics and some action, I've got a few screenshots for you:

E1M1 without shader lightsE1M1 With One Shader LightE1M1 With One Shader Light - Look at the Specular Lighting

E1M1 Dead Bloodhound - Look at the Specular LightingE1M1 Dynamic Lighting Using Shader Lights

Stay tuned and remember the wise words of my fish.

Andreas

Hello, my Name is..

This is my first post here and I guess people introduce themselves with their first post. I'm going to introduce my fish instead. He's so much cooler than I am - although I'm bigger than him, but who isn't?

You see, actually I don't even know whether he really is a 'he', if you understand what I want to say. I mean, how do you determine this for a fish? I guess the male fish don't have a, well, a counterpart to what the female fish don't have.. you understand, do you?

Actually I think: I shouldn't know. People who know such stuff and publicly tell other people about it.. Who cares anyway? It's a fish after all. Though.. no, no, let me go back to the task of describing the fish - my fish.

It - let's call it it for a while although now he it looks at me a bit furiously - isn't that big, a lot smaller than my 1.88m. I daresay as big as fish nowadays get but you never know after Chernobyl and all that other almost melt-downs and leaks. The color of fish is indifferent, isn't it? Let's just say my fish is yellow. I don't want to discriminate my fish. With all that lawsuits because of people's color and race and smoking habits, I really don't feel like taking part in that discussion.

I don't want to hurt anybody's feelings. So let me simply declare my fish is some yellow fish. It's a pity that it - you can't say no to those eyes - he has no arms and no hands but only fins. We're already a perfect team but we would be invincible, if he could give me a hand with coding. But the way things are, he can only assist me with his mind and his well-educated comments and notes on my work. You're going to appreciate his words, too - believe me.

By the way if someone wants to know more about me, simply take a look at the About page.

Andreas