That Kevin Spacey's face is in the uncanny valley.
Posts by ZZZ
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This is sad. Ukraine has beautiful forests and beautiful architecture. And the olympic athletes are very famous.
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Speaking of which, read that Mark Cerny went to Berkeley, California, at age 13, to study math and physics.
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What I'm studying, atmospheric science, is pure applied math, applied physics, applied statistics, applied chemistry, computing and big data with connections to biology, astronomy, engineering and financial risks (natural distasters).
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Does calculus, basic physics and basic statistics play some role in games in areas not directly related to programming?
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Sort of achivements to unlock in real life. Mine:
- Do not fail any course at uni
- Build some map or a piece of a map at least
- Study something unrelated to uni: english or programming
- Learn a bit of personal finance
- Read books
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What specular map isn't is real realtime reflections. That is, the specular doesn't create a mirror by itself. In real world every surface reflects off light and absorbs some light, there is no surface that is a perfect, 100% specular, mirror or 0%, perfect black, surface.
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Spiritual successor to "I robot" ?
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That free app is meant to make your screen emit less blue light at night. It makes your screen warmer, red/orange tint over the normal blue glow hat you'd usually see.
Some studies suggest that the blue glow emitted from computer and cellphones screens can cause your brain to delay the sleep phase, which is harmful for your health.
I did notice that when it's sunset time, I feel a bit sleepy as the screen dims to a more orangeish / flameish tone.
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I don't know if any of you was once, or is, a Power Rangers fan, but
http://www.dailymotion.com/video/xrrjql_k…b-hd_shortfilms
The 35th edition brings all heroes from all previous 34 series in one season.
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It all began when I bought a book which contained solutions for all doom I & II levels, plus a cdrom with a shareware copy of the game and the level editors. Unfortunately the shareware game doesn't allow you to load custom maps, which I could only do some years later when I finally got a full copy of the game. I remeber that the first maps were tests, like openning up a stock map and messing around with walls and floors. The first real map was some building, in which I discovered that doom couldn't handle 3D floors. As a workaround I though about making the map split in many maps, one per floor, but I've never finished it.
From doom I came to know duke 3D, from duke 3D unrealED, from unrealED gtkradiant and id tech 3. That's pretty much my storyline.
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Quote from Pampers
[Blocked Image: http://i.imgur.com/EhUlwqF.gif]
This is amusing, what other product creates that kind of attraction?
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Doom or occasionally Heretic. The MP communityh is split in between Odamex (rarely any players), Zandronum (some servers are always active) and Zdaemon (less active than zandronum). I'm only playing at coop servers.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.I think that John Romero and Carmarck would be impressed by what ppl have done with the doom source code.
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Quote from Buddy
Wouldn't it be a question of simply shading it differently rather than attempting to put it at a far distance? It definitely sounds like there's a tech hack buried somewhere that could help out with that...
Wasn't this why 3d skybox was invented in the first place?
UE3+ lacks portal rendering, which is required to render portal skies. I've seen a tutorial that mimics skybox in UE3 by means of cube map if IRC.
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There is a pretty strong community for this. Many doom servers (summing up all engine ports).
What I find curious is that there are many interesting maps, some of which are very clever. It's different from unreal servers filled with nonsense, random maps with no theme at all.
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Quote from AlgorExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
What I find most impressive is the fact that 10 years ago such tech would cost a fortune, thousands and would require huge equipment, but now they do it with cheap consoles.
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Oh, right, tesselation, image based reflections and other features dates from UE3 and CE3 DX11 updates.
Both PS3 and Xbox 360 were terribly bottlenecked, tight texture limits, tight shader limits, tight bandwidth. At least, this new gen around, MS talks about balance and Mark Cerny about compute units and bottlenecks.
Back on game reviews: market is overloaded with FPS.
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Quote from [HP]
Same engine features of UE4 and the new CE. Some things alleviate the burden on artists, such as dynamic occlusion and dynamic wet and dirt surfaces.
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Look inside PS4 http://video.wired.com/watch/gadget-l…ew-game-console
http://www.wired.com/gamelife/2013/11/ps4-gallery/
For comparison, here are pics of the PS3 motherboard, from 1st revision till the last: http://www.edepot.com/forums/viewtopic.php?f=9&t=1376