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Geek Culture / TGC Newsletter - Issue 46 (November)

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Richard Davey
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Posted: 1st Nov 2006 22:22
Hi all,



Issue 46 of the TGC Newsletter is now out.

This issue contains:

PhysX Competition Results
Updated TGC / NVIDIA Compo Details
DBPro 6.3
Free Hands On DBPro PDFs
FPSC Model Pack 5
2 Game Videos
Tutorial: Explosion FX
Tutorial: Space Invaders, Part 2
Tutorial: Bloom Shaders
Tutorial: 3D Character Design

& the standard 'loads more'

Read it online here: http://www.thegamecreators.com/data/newsletter/newsletter_issue_46.html

Cheers,

Rich

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
BatVink
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Posted: 1st Nov 2006 22:33
Nice competition entries It's been quite a while since we've seen quality like Flyhard and Crash Tester. I'm sure the rest are also good, I just haven't got that far yet!



Richard Davey
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Posted: 1st Nov 2006 22:37
Definitely try Rolling Fury too It's frustrating, but in a good fun sort of way!

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Habatar
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Posted: 1st Nov 2006 22:51
Good. Thabks Rich.

Alfred
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Posted: 1st Nov 2006 23:11
Quote: "We only had 2 entries for this challenge from Alfred and bosskeith. Both are very good examples of what can be achieved when using Dark Physics with Dark Basic Pro... I'll ask Rich to include your entries and a description of them with screenshots in the next newsletter. "


I thought that the winners of the 'Room Challenge' were also going to be mentioned in this newsletter as Mike Johnson had said.

By the way, I give a big thanks for the 'Hands on DB Pro' electronic books. They are very good.

Hallowed are the ori.
Richard Davey
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Posted: 1st Nov 2006 23:16
Mike did email me details but I wasn't aware it was to be put in the newsletter, I'll check it, perhaps next issue, there was loads going on this month anyway so it would have been swamped.

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Spambergo
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Posted: 1st Nov 2006 23:33 Edited at: 1st Nov 2006 23:47
Quote: "Definitely try Rolling Fury too It's frustrating, but in a good fun sort of way!"


Thanks! Glad to hear the frustration didn't kill the fun factor. I guess the hammers were a little on the tough side...

I would love to hear what others think about my game, so I'll make a post in the program announcements section, as to keep the off-topic clutter out of the newsletter announcement:

http://forum.thegamecreators.com/?m=forum_view&t=92454&b=5
Miguel Melo
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Posted: 1st Nov 2006 23:47
Credit where credit is due - It's great to hear so much about the DGDK, .Net or plain vanilla... nice one!

See, I don't just moan when there's no info about the GDK: I acknowledge when it _does_ get mentioned.

Now let's just hope that Mike has the time to see this GDDK update through in a timely fashion, without being overly distracted with other projects...

I have vague plans for World Domination
Philip
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Location: United Kingdom
Posted: 2nd Nov 2006 00:01
I'm continuing my one bear crusade to have bears mentioned in the newsletter. Its still very humanocentric.

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip" (Philip)
BatVink
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Posted: 2nd Nov 2006 01:06
Ahem, Philip, I draw your attention to a mollycoddled bear, complete with personal bimbo, as featured in the June 2005 newsletter. You don't see the TGC staff with personal escorts, now, do you?





dark coder
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Posted: 2nd Nov 2006 09:00
I just played the winner of the software compos game and couldent get past the first room on level 2, despite trying everything, I then looked at the video TGC uploaded to youtube and apparently there is supposed to be a sphere in that room too, yet there isn't one on my game, anyone else have this problem?

Hallowed are the ori.
Miguel Melo
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Posted: 2nd Nov 2006 09:41
Yes, there should be a small sphere under a plank at the left of the room that you have to drop down the hole.

I have vague plans for World Domination
Miguel Melo
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Posted: 2nd Nov 2006 13:05 Edited at: 2nd Nov 2006 13:05
@Richard Davey: Do DGDK owners get a discount when buying DGDK .Net?

Your homepage only mentions discount for DBPro owners (which I also am but did not buy directly from TGC) and it's only fair that DGDK get (at least) the same discount...

[edit] Sorry, only noticed I was the last poster on the thread after posting this. Could have edited my last entry...

I have vague plans for World Domination
Spambergo
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Posted: 2nd Nov 2006 15:29
I just finished playing all the games from the compo. They are all quite enjoyable, but there was one problem: Atomic Bowling gives me the "Trial Version of Dark Physics has Expired" message when you attempt to start a new game.

Anyway, great job everybody... now get to work on the next compo!
Richard Davey
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Posted: 2nd Nov 2006 15:45
Miguel - Yes we will offer this, check out the DGDK .NET page tomorrow.

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Geddon00
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Posted: 2nd Nov 2006 21:10
I just bought the darkphysics plugin, so I can recompile Atomic Bowling and make it playable again if the mods will let me send it to them again.

Your signature has been erased by a mod becuase it doesnt conform to 600 x 120 in size
CJD
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Posted: 2nd Nov 2006 21:46
Quote: "The prizes even include secret hardware that we can't tell you about until later on in November, as it's so brand new it is still under NDA!"


Geforce 8 series?

DBPRO newbie
Chris K
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Posted: 2nd Nov 2006 22:36


No freaking way.

It can't be.

-= Out here in the fields, I fight for my meals =-
Jess T
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Posted: 3rd Nov 2006 08:48
Nice (BIG!) issue, Rich

Thanks for including my SIRDS DLL in there, muchly appreciated

And, congrats to all the compo winners - some top-notch entries there!

Nintendo DS & Dominos :: DS Dominos
http://jt0.org
Digital Awakening
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Posted: 4th Nov 2006 11:11
Rich:

I was wondering what software Grant Clark used to create those beautiful explosions in his Tech Tips section?

Richard Davey
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Posted: 4th Nov 2006 12:46
They look like those from Particle Illusion. So probably a mix of them and his own creations.

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Chris K
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Posted: 4th Nov 2006 13:05
Just out of interest Rich, is it possible we might find out about the mysterious hardware on the 8th?



http://en.wikipedia.org/wiki/Geforce_8

-= Out here in the fields, I fight for my meals =-
Richard Davey
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Posted: 4th Nov 2006 13:14
You'll have to wait until the week after, because Lee and Rick have been flown out to San Jose courtesy of NVIDIA, to partake in the launch event. We'll have a full report on it when they return. We've been running those cards for some months now, but all will be revealed shortly.

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Digital Awakening
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Posted: 4th Nov 2006 13:21
Neat program! Thanks Rich

Peter H
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Posted: 4th Nov 2006 15:47
wow, i'd almost rather win a geforce 8 than a pc... imagine the prestige at a lan party

"What graphics card do you have?"

"oh, a 768MB geforce 8..."



"One man, one lawnmower, plenty of angry groundhogs."
MikeS
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Posted: 4th Nov 2006 16:08
Awesome issue Rich. I loved seeing so many games in this issue, now I just need to spend a few hours trying them all.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Chris K
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Posted: 4th Nov 2006 18:02
I'd imagine the PC will have a Geforce 8 in it as well (or two!).

-= Out here in the fields, I fight for my meals =-
The dude guy
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Posted: 4th Nov 2006 18:29
6.3? Seriously? Was I gone that long? I have 5.2
the fps gamer
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Posted: 11th Nov 2006 16:47
this is definetly something i shall try this competition looks cool i have to try my luck

soon i will give up a link for my fps game website
Valle
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Posted: 15th Nov 2006 14:59
good newsletter as usual

I really liked the Explosions of this month's tech tips and would like to know if they are really free to use and also with which program you can create this kind of awesome Explosions.


Richard Davey
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Posted: 15th Nov 2006 15:04
Yes they are free to use, and most of them come from the package Particle Illusion (Google for it)

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
geecee3
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Posted: 15th Nov 2006 17:00
particle illusion was indeed used for several of the explosions, although the program is not geared for making 'sheets' of explosions, you have to do that yourself and the alpha can be a real pain. The other way to do it is to use the pyro code from a few newsletters ago and simply capture images, this actually allows you more freedom than particle illusion as you can write code to capture the explosions directly to sheets ready for use. The upshot of writing your own particle systems is this, you can use the particle code to either make 'sheets' or just use the particle system directly for more dynamic bursts of particles.

people should really take more intrest particle simulations and visualizations because it's how most games actually behave at heart. the invaders in steves tutorial can be looked at as an ordered particle system, constraind by rules. the same is true for any kind of game that relies on moving objects spawning, transforming, interacting and dying according to a set of rules. This is how I basically view most games now, as interactive particle simulations.
this is especially true of 'retro arcade' games that have masses of high speed enemies and bullets being spawned, interacting and dying.

I'll be showing you more particle systems of an interactive nature in future newsletters. There are also some pretty advanced particle simulation plugins for DBP. the main 2 that spring to mind are Cloth and Particles from TGC, and snowy's particle DLL.
Dark Physics also has a particle simulation engine which allows for much deeper interaction of particles in a proper 'physical' sense. Using Dark Phyics you can take particles to a whole new level of interaction.

The asteroids game that was in the newsletter is basically 3 interactive particle simulations, one for the rocks, one for the bullets, one for thrust particles, the explosions and 'shrapnel' are both non interacting simulations or processes, they simply play out their part in the scene then die.

Taking the particle approach to games making will definatley make the process of creation easier for a lot of coders who get bogged down in sprawling code. particle systems tend to be small chunks of code that are easily managed and very logical to read through. each particle system is a self contained unit that can be developed seperatley from the main game.

In an effort to understand the wider cosmos, scientists first had to learn about the fundimental building blocks that matter is composed of, This is also true for games, Particles are your game making 'essence', the more you understand the particle systems at a games heart, the more you understand games and how they actually work.

If you need inspiration for particle systems, look no further than the night sky, its a particle simulation that is governed by a set of 'simple' rules that leads to enormous levels of interaction and subtle complexity, much the same as the apparent complexity that arises out of the simple rules that govern your games interactions.

Did I mention I like particle simulations? lol.

thanks, Grant.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
Valle
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Posted: 15th Nov 2006 17:30
Thanks very much guys

I'll use the sprites and individual particles in the next game.


geecee3
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Posted: 15th Nov 2006 17:50
Valle,

Combining animated 'particle maps' with proper simulation particles will take your effects to a new height, please bear in mind though that the amount of transparent objects (plains) used in your particle system can have a heavy impact on framerate depending on how many particles are ovelapping at any given time, limit your particle numbers to a few hundred on screen at any one time and you should stay within the realms of decent framerates, try to keep your particle textures as small as possible too as this helps with framerate issues when there are loads of particles on screen.

cheers, Grant.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.

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