Tuesday, April 14, 2009

Real Men don't use game engines

Game engines have become so popular.

It's not just about putting polygons on screen.. it's the tools, the solution that goes from the model in Maya/3D Studio to the animated character on screen.

..a lot of knowledge, a lot of work.. but still, one can't be both a real man and use one of those canned engines.. Gamebryo, Unreal, you name it..

Sure, they save time, but they also cost a lot of money. If you have the skills, you don't need to invest time trying to get some foreign engine going.
Learning to create is always better than learning to use !

The canned engine thing rings a bell to the manager types.. but real programmer know it's no easy business, it spoils innovation and makes weak programmer even weaker.

There !


  1. Davide Pasca. remember that fractual lanscape generator that you made for psx. i ported it to ps2. looks nice. let me know if you want to see a screenshot.

  2. o yeh i aso forgot to tell you that i wrote this graphics lib from scratch for ps2. i wrote it based on what i learned from psx, so the funtions will look close to the ones in psx. thats why it was easy to port you 'dp_demo1'

  3. i forgot the url: http://svn.ps2dev.org/filedetails.php?repname=ps2&path=%2Ftrunk%2Fps2sdk%2Fee%2Flibgs%2Finclude%2Flibgs.h&rev=0&sc=0

  4. Hi Lion !

    Nice work there ! I sometimes miss PSX and PS2 programming myself 8)

    If you have a screenshot of the port of the fractal thing I'd like to see it for sure.. Thankssss !

  5. here youo go:


  6. ..wow cool !
    Nice work there.. the original demo wasn't really anything special however 8)

  7. i'm fascinated with how you gen such a smooth height-map using just code (you call it plasma...)

  8. I called it plasma because that's what it was known as in demo coding (plasma-looking effect 8).

    The proper definition I guess is fBM or Fractional Brownian motion ( http://en.wikipedia.org/wiki/Fractional_Brownian_motion ) ..as usual, it looks more complex than it really is 8)

    fBM, Perlin noise and Wavelet-based noise generators seem very similar.. they are all about multi-resolution noise.
    I'm not 100% sure how they exactly stand between each other though.