|  |
|
hello: Let the time wasting ensue
|
|
Sick of using using a scientific calculator for a real purpose. Now the greatest port to come to the Texas Instruments 83/84+ is Wolfenstein83.
The guards may look like lego figures, but it comes with its own on-calc map editor.
The best 130kb you will download all week
Wolfenstein83
|
|
hello: Fashion in Video Games
|
|
Somethingawful.com brings us a tongue in cheek critique of fashion in video games.
From FFX to Bushido Blade 2, Zack and Dr David Thorp tell it like it is.
"Zack: I think he's supposed to represent a metaphorical perfect swordsman. He combines the European fencing and cutlass fighting, medieval broadsword and long sword fighting and the famous Japanese tradition of simply horrifying your enemy with various bright colors and oversized garments."
Fashion Swat
Enjoy
|
|
hello: Pixxel Point 2005 Call for Subs
|
|
Pixxel Point is an ambitious and promising new digital art festival to emerge from the very lovely Slovenia. Submit or visit, it looks to be a goodie.
Deadline for submissions: 20th of September 2005 (errm consider it a reminder..)
From the Pixxel Point site.
The International Digital Art Festival Pixxelpoint is one of the most
successful and renowned festivals of digital art in Slovenia and also
abroad. Its purpose is firstly, to bring the information technology and
digital art closer to the general public, and secondly, to raise
awareness about a different potential to use computer among the young.
Gracias por el enlace Marta!
|
I-F-E-A-R is a project exploring an interesting, if not ambitious thesis. From the project page:
I propose to explore aspects of infrasound and their connection to emotion. Infrasound is synonymous with negative emotion, but how well can this emotion be controlled. Is it possible to use infrasound to specify definite emotions? To accomplish this I will use a corridor installation which will represent my virtual environment. This will be used to translate emotional events from a virtual world (the video game Doom 3) into the real world. I am going to control infrasound through eversion of data, so someone else will be defining the experience for the participant relinquishing control.
Brought to you via Chris of the excellent PIxelSumo.
|
|
tech: Sauerbraten - 6 Directional In-game Heightfield Modelling
|
|
This looks promising. An experimental evolution of the Cube engine code base, Sauerbraten takes the unusual bi-directional extrusion-based in-game modelling paradigm several steps further; here the entire worldmesh is a 6 direction heightmap (a cube has 6 faces so you can imagine the possibilities). Looking at some of these screenshots it's no wonder Escher's universes come to mind.
I found Sauerbraten compiles easily under Linux with gcc-4.0, a simple 'make && make install' in the src directory. I just had to ensure I had the SDL 1,2 image and mixer headers in my path. Once done 'cd ../sauerbraten' and '../src/sauer_client'.
It's a brilliant project, and ideal for teaching, rapid prototyping situations; within seconds I was in an FPS map. I hit the EKEY and I'm editing it realtime. Great work and congrats to the developers.
Update 06.09.05
I forgot to add you need to ./configure && make in the enet/ directory (they provide the libs). Tak pix and Nils!
|
|
theory: Other Players Papers Online
|
|
A fantastic selection of papers from the Center for Computer Games Research
IT University of Copenhagen Other Players Conference, December 2004, is now available online.
http://www.itu.dk/op/proceedings.htm
|
|
Patently Insane (was 'Patently Absurd')
|
|
It doesn't get too much better than this.
In a feat of bizarre, capricious opportunism, the flailing Nintendo filed to patent first-person representations of madness in videogames.
<sarcasm>The astute and rigorously well researched United States Patent Office scoured their case, dragging it over the proverbial coals and trawling their abundant archives for prior art. At the last minute and completely out of character for this noble, ethically grounded institution, they said </sarcasm>:
"Whateva. Cough up with the cash and we'll sort it out for ya."
That's innovation right there, in green. It's telling that madness itself has become a commodity item..
|
|
theory: Virtual Gaming's Elusive Exchange Rates
|
|
camper writes "
CNet has recently published an article entitled Virtual Gaming's Elusive Exchange Rates, in which they discuss the difficulty in putting a fixed exchange rate on MMORPG coinage. They spoke with the Terra Nova guys, who everyone knows are an academy for virtual economy.
They covered IGE and GameUSD.com,a non-commercial research site providing price trend graphs for currencies of most top MMORPGs(Ffxi gil, SWG credit, WoW gold, Lineage 2 adena,
Everquest Plat, Eq2 gold,etc.). According to the graphs and talking heads, what is interesting is that ironically, given the dollar's weakness in world markets, in almost every case the games' currencies are losing value against the greenback because of inflation."
|
Be sure not to miss 'Mystery_Bob's' suggestion in the main thread, I'd pay for the front row. Better still I'd like to see Agassi vs The White Block.
Besos Marta!
|

Playable prototype Java game for the mobile platform, designed for people who are so bored they'd rather be dead. Mobile games, are after all, a catharsis for transient boredom.
Currently on show at the Sydney Opera House as part of Dlux05 Mobile Journeys.
|
|
tech: Real-world games with portable, motion-sensor consoles
|
|
Staying on-topic, Wired are covering a new mobile
gaming technology from University of Southern California's School of Cinema-Television.
Runs on a tablet PC with motion detection and WiFi. You know how people with BlueTooth headsets look like they're conversing with ghosts? Wait until they start seeing giant killer spiders through direct-retina, mobile gaming units.
|
|