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Despre jocuri
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A History Of Shareware, Demos And Covertapes
The earliest roots of the demo as we know it can be traced right back to the computers of the ’80s and ’90s. An entire industry built itself around the idea of giving people freely distributed packages, to convince users to buy the full product.
Shareware was the name, and it was arguably one of the most inventive forms of distribution for games and software. Remember, we’re talking about a time with no internet, next to no distribution on a small to medium scale that wasn’t a couple of people doing labour labor by hand, and computers not being as popular as they are today. And when it was difficult to share around software without physically handing out floppy disks, it’s no surprise that shareware took off.
Done
Out into the foggy street. Turn your collar up.
Out into the foggy street. Turn your collar up.
- ola small dickie
- Big Daddy
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Re: Despre jocuri
Experienta mea din anii 90 cu jocurile pe calculator m a facut sa asociez conceptul de shareware in principal cu apogee. Inca mai am cd uri din copilarie pe la ai mei cu sharewares de la ei
- Ferrrrrrrrrdinand
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Talking RPGs with Dayan Radisic (Underrail dev)
Today’s guest is Dayan Radisic, the lead developer at Stygian Software, the team behind the indie CRPG UnderRail.
- Ferrrrrrrrrdinand
- al IX-lea
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Timesplitter 2 playable at an arcade cabinet in Homefront The Revolution
The story began with an offhand comment on Twitter this weekend from British programmer Matt Phillips, who had worked on the 2016 video game Homefront: The Revolution. As a nod to the Easter holiday, Phillips piled onto a Twitter thread about long-lost Easter eggs inside of video games, and his was a doozy: He had put a "fully playable, native 4K port of TimeSplitters 2" into a five-year-old game without anybody realizing it.
If you've played H:TR, you may have seen a TS2-branded arcade cabinet toward the end of the game. Walk up to it and activate it, and that 2002 game will boot up, albeit in bite-sized form. Only its first two levels are playable, and only in single-player mode. But as it turns out, Phillips put most of the older game's native content into that cabinet, all locked away with some debug codes.
Hilariously, he has since lost those codes. "I don't have the notebook with it in any more," Phillips wrote. "I once gave it to a friend to leak in some Discord channel, and they called him a liar and banned his account."
- Ferrrrrrrrrdinand
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Acclaim's Shadow Man was an impressive 1999 tech showcase for N64, with decent PC and Dreamcast versions and a poor PlayStation port - but the game truly shines via its recent remaster thanks to Nightdive Studios. In this DF Retro EX, John Linneman takes us through the game's origins, what made it special and how the various ports compared. Then we go deep - *really* deep - into the creation of the remaster, where modern rendering technique merge with the original game aesthetic to create something exceptionally impressive.
- joonior_bmf
- Gravity e un film misto
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- Ferrrrrrrrrdinand
- al IX-lea
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recomand în special al doilea video, vorbește despre cât de influențat a fost George Lucas pentru Star Wars de The Hero with a Thousand Faces de Joseph Campbell
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This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a 4 month quest to achieve not only that, but rewrite a brand new voxel engine from the ground up that would feature:
- An 8x (512 cubic) detail increase with animation support, high compression rates, and per-voxel material attributes
- Fast collision detection that physics and player walking will utilize
- Full fracture and mutation of objects
- Improved path traced global illumination that features 5 bounces from the sun, atmosphere and all emissive objects
- A powerful asset pipeline that can utilize Quixel Megascans, PlantFactory/PlantCatalog's detailed vegetation, and other highly detailed polygon models after being converted and processed into voxels (all 3 seen in this video)
- Ray-traced world generation that could easily place trees, grass, flowers, and other assets (eg. crystals) in designated areas: eg. in sunlight, on cave walls, in big open areas, and so on
- A 10x speedup in rendering over the previous engine
Most of these features are showcased in the video. Of course, there are some kinks to work out, like you can see object intersections occurring or being placed in odd places, and the path traced denoiser is lacking a spatial filter, but I got too excited with how this looks that I couldn't wait any longer to share. The effective world size here is 256K^3 and the island is generated once upon startup (like Terraria for instance), which takes about a minute. Things won't look this chaotic in whatever the final version is, as it's more a feature test than anything else.
To those who prefer the charm of the old engine, there is a low-detail mode that will be toggleable. More likely than not, this level of detail will be reserved for RTX graphics cards, and the low-detail mode will be the fall back for older ones. I don't have exact spec predictions yet, because there are so many tweaks to be made like level-of-detail threshold, lighting refresh rates, and the world size itself, so general performance requirements remain to be outlined.
Stay tuned for more updates, as in the future we'll soon see that this world is dynamic and not just there to be looked at. Rigid body physics will make a return, so will fluid dynamics eventually, and really everything seen here is only the beginning. Thank you to everyone who supports this project, and doesn't leave mean comments calling out how I keep saying the next video will be the official announcement. Soon(tm)
- joonior_bmf
- Gravity e un film misto
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In primul Hellblade, Senua a necesitat o dublura pentru cascadorii. Dar in sequel, Melina Juergens a decis sa faca singura totul. Asa ca trebuie sa invete sa lupte. No small feat, nu doar pentru ca sufera de fibromialgie.
Diary of a digital human - episode 1
Episode 2
Babe of the day tbqh
Diary of a digital human - episode 1
Episode 2
Babe of the day tbqh
Re: Despre jocuri
Un joc cu ninja in care, pentru a-l termina fara a lua damage (mai ales de la ultimul boss) trebuie sa inveti o tehnica de maestru pe care doar putini o pot stapani. Mai ninja de atat nu se poate.
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- Ferrrrrrrrrdinand
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In special al doilea e misto
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