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duminică, 2 septembrie 2012

Blender Conference 2012

Blender Conference 2012 - it will take three days this year (October 12-13-14, 2012).

The place it's Amsterdam.

Also, the registration fees give access to all events and are including drinks and daily lunch.

Anyway ... All you need is on blender website.

Tips and tricks: use your tablet to see webgl output.

One big problem it's the result of WebGL output.
You have an old pc and also you want to make WebGL stuff.
Also, you have one big problem and this is about your video card and browser.
And this problem it's:... don't want to show the result of your WebGL.
The solution is your tablet.
Many tablets have a good video card also you can use firefox web browser.
I try this demos and all working fine.
My tablet has a MALI GPU with 400 Mhz with 2D, 3D processor.
If you have ideas about how to use tablets to solve things, just send or comment here.

miercuri, 29 august 2012

First 84 inch TV with 4k format and passive 3D viewing with SimulView

Sony has announced its first 84-inch (2.1336 meters) television featuring the new 4K resolution.

This TV will come with 4K format.That it's already in use in cinemas across the world.

It's the first time when Sony come with features like passive 3D viewing.

The set’s price and availability date are still unknown , but as a point of price comparison at this size, only a 1080p TV like Sharp’s 90-inch LC-90LE745U costs $11,000.

Why it's good news for us? The passive 3D technology in the XBR-84X900 called SimulView and available on several game titles for the PlayStation 3.

This allows two players to use the same screen to play multiplayer games without splitting the screen.

So each player has to wear the 3D glasses so they can follow their side of the gameplay.

Source article

The new game Clockwork Empires : Windows, OS X, and Linux platforms.

August 27th, 2012 – Gaslamp Games, Inc., independent game developers and makers of the critically acclaimed Dungeons of Dredmor, are pleased to announce their new title, Clockwork Empires, for the Windows, OS X, and Linux platforms.
You can read news about this game on this website.
If you want to see some screenshots see this article.

vineri, 24 august 2012

Bitdefender: Lack of inspiration or plagiarism ?

From the official site we saw this:

Bitdefender made its entrance on the international market when opening its own offices in Germany, Spain, USA and the UK.

This big leader position in the antivirus software and data security industry.

The question is:

Does suffer from lack of inspiration or plagiarism?

Why? See next images :

The symbolism can come from the province of Dacia.

The picture above shows their flag.

It was a province that was conquered by the roman empire only half.

Their software protects our PC in the same way ?

joi, 23 august 2012

Design your house online .

This is a good way to make your house of dream. Is simple and is free to do it.

The website have many tools to help you to create a beautifull house. Also you can see your house in a 3D enviroment.

The website with this feature is this.

See next video from youtube.

vineri, 10 august 2012

OpenGL Driver support for Linux and Windows.

NVIDIA has released a set of OpenGL 4.3 drivers for Windows and for Linux.

The driver support provide beta support for OpenGL 4.3 and GLSL 4.30 on capable hardware.

For Linux, the version number R304.15 is not the same with the drivers for Windows :R305.53.

All ARB extension specifications, can be downloaded here: this page.

For OpenGL 4 capable hardware, these new extensions are provided: ARB_compute_shader ,ARB_multi_draw_indirect ,ARB_shader_image_size ,ARB_shader_storage_buffer_object

You can download all drivers from here.

sâmbătă, 4 august 2012

Assassin's Creed III cu noul motor grafic AnvilNext

Ubisoft a lansat un nou trailer pentru Assassin's Creed III, de această dată dedicat noului motor grafic folosit de acest joc - AnvilNext. Graţie acestei tehnologii proprietare, Assassin's Creed III va beneficia de animaţii foarte realiste (peste 1000 de animaţii noi au fost înregistrate doar pentru personajul principal), spaţii deschise imense, bătălii navale, efecte meteo dependendete de anotimp, peste 2000 de NPC-uri în aceeaşi scenă şi multe altele.

Stire preluata de aici.

luni, 30 iulie 2012

10 top tablets 2012 by HillsBoyZ

If you want to buy one tablet , just see next video make by HillsBoyZ:

I'm not agree with the first place iPad 2. Why ? You must see this:

miercuri, 11 iulie 2012

New 3D Game - Mini Ninjas - Now Playable on Linux via Native Client

The 3D action game Mini Ninjas can now be played on Linux via Native Client.

You have four levels are free in game.

You can unlock more levels by purchasing Core points.

If you want to have very good frame rates with almost no lag use a better video card like : Geforce 9500GT , ATI HD 4650 .

marți, 10 iulie 2012

Chromium B.S.U. with FX5500 NVIDIA video card.

Chromium B.S.U. is an arcade-style, top-scrolling space shooter available on Windows, iPhone, PSP, Mac, Linux and numerous other UNIX-like operating systems.

It is a free software distributed under the Artistic License.

The original version of Chromium B.S.U. was designed in 2000 by Mark B. Allan and released under the Artistic License.

Since then it has received the contribution of numerous people in the open source community.

The gameplay is based on a player who plays the role of hero, shooting their way through a barrage of enemy forces.

The game is similar to 2D top-scrolling space shooters played in arcades.

Source wikipedia

# apt-get install chromium
Reading package lists... Done
Building dependency tree       
Reading state information... Done
The following extra packages will be installed:
  chromium-bsu chromium-bsu-data libglc0 libglpng ttf-uralic
The following NEW packages will be installed:
  chromium chromium-bsu chromium-bsu-data libglc0 libglpng ttf-uralic
0 upgraded, 6 newly installed, 0 to remove and 412 not upgraded.
Need to get 0B/2,152kB of archives.
After this operation, 4,166kB of additional disk space will be used.
Do you want to continue [Y/n]? 

Let's see the game:

luni, 11 iunie 2012

Project Skydive - 3D Engines

Skydive is a game developed as a student project at University of Skövde in Sweden. We are 17 students that for ten weeks together have made this game in Unreal Development Kit. The gameplay mechanics are completely physics based, i.e. the character is really flying. The mountain is super huge (actually 14000 times larger than the Unreal Tournament map dm_deck). The game features several game modes, two characters and splitscreen support for up to four players. The game is a PC game but is played played with an Xbox 360 controller.

On UDK website, we can see this:

If you are using UDK internally within your business and the application created using UDK is not distributed to a third party (i.e., someone who is not your employee or subcontractor), you are required to pay Epic an annual license fee of US$2,500 per installed UDK developer seat per year.

So what is my point.

To make something like this we can use an free and better 3D engine.

Like Ogre 3D, Irrlicht.

Read this if you don't trust in my opinion.

luni, 21 mai 2012

Python , OpenGL and cube map OpenGL ARB

Today I will show a simple script that uses the OpenGL ARB "Architecture Review Board". The result is show in the next image.
I use just one image file named 111.JPG for all cube images. Let's see the python script.

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GL.ARB.texture_cube_map import *
import Image                
import sys
#after I import all module , I set some vars
angle    = 0.1
texture  = 0
#this var set the type of reflection
reflMode = GL_REFLECTION_MAP_ARB
#this load the texture 
def loadTexture ( fileName ):
    image  = Image.open ( fileName )
    width  = image.size [0]
    height = image.size [1]
    image  = image.tostring ( "raw", "RGBX", 0, -1 )
    
    texture = glGenTextures ( 1 )
    glBindTexture     ( GL_TEXTURE_2D, texture )   
    glPixelStorei     ( GL_UNPACK_ALIGNMENT,1 )
    glTexParameterf   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT )
    glTexParameterf   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR )
    glTexParameteri   ( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR )
    gluBuild2DMipmaps ( GL_TEXTURE_2D, 3, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image )
    
    return texture
#this load a cube map of six images
def loadCubemap ( faces, path = ""  ):
    texture = glGenTextures ( 1 )
    target_map  = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
    glBindTexture     ( GL_TEXTURE_CUBE_MAP_ARB, texture )  
    glPixelStorei     ( GL_PACK_ALIGNMENT,1 )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
    glEnable          ( GL_TEXTURE_CUBE_MAP_ARB )
       
    for face in faces:
        if path != "":
            file = path + "/" + f
        else:
            file = face
        image  = Image.open ( file )
        width  = image.size [0]
        height = image.size [1]
        image  = image.tostring ( "raw", "RGBX", 0, -1 )
        gluBuild2DMipmaps ( target_map, 3, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image )
        target_map = target_map + 1
    return texture
#this check if is working OpenGL ARB extension 
def extensionInit ():
    if not glInitTextureCubeMapARB ():
        print "ARB_texture_cubemap not working !"
        sys.exit ( 1 )
#this is default init of opengl 
def init ():
    glClearColor ( 1.0, 1.0, 1.0, 0.0 )
    glClearDepth ( 1.0 )                
    glDepthFunc  ( GL_LEQUAL )
    glEnable     ( GL_DEPTH_TEST )
    glHint       ( GL_POLYGON_SMOOTH_HINT,         GL_NICEST )
    glHint       ( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST )
#this help us when resize the window
def reshape ( width, height ):
    glViewport     ( 0, 0, width, height )
    glMatrixMode   ( GL_PROJECTION )
    glLoadIdentity ()
    gluPerspective ( 55.0, float(width)/float (height), 1.0, 60.0 )
    glMatrixMode   ( GL_MODELVIEW )
    glLoadIdentity ()
    gluLookAt      ( 0.0, 6.0, 0.0, 4.0, -4.0, 4.0, 0.0, 0.5, 0.0 )

def display ():
    global texture, reflMode
    
    glClear   ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glEnable  ( GL_TEXTURE_CUBE_MAP_ARB )
    glEnable  ( GL_TEXTURE_GEN_S )
    glEnable  ( GL_TEXTURE_GEN_T )
    glEnable  ( GL_TEXTURE_GEN_R )
    glTexGeni ( GL_S, GL_TEXTURE_GEN_MODE, reflMode )
    glTexGeni ( GL_T, GL_TEXTURE_GEN_MODE, reflMode )
    glTexGeni ( GL_R, GL_TEXTURE_GEN_MODE, reflMode )
    
    glBindTexture   ( GL_TEXTURE_CUBE_MAP_ARB, texture )
    glPushMatrix    ()
    glTranslatef    ( 2, 2, 2 )
    glRotatef       ( angle,  0, 10, 0 )
    
    glutSolidTeapot ( 1.5 )
    
    glPopMatrix     ()
    glutSwapBuffers ()
#this test the keyboard
def keyPressed ( *args ):
    global reflMode
    
    key = args [0]
    if key == '\033':
        sys.exit ()
    elif key == 'n' or key == 'N':
        reflMode = GL_NORMAL_MAP_ARB
    elif key == 'r' or key == 'R':
        reflMode = GL_REFLECTION_MAP_ARB
#this will animate , is a idle function
def animate ():
    global angle
    
    angle  = 0.01 * glutGet ( GLUT_ELAPSED_TIME )
   
    glutPostRedisplay ()
#... and the main function
def main ():
    global texture
    
    glutInit               ( sys.argv )
    glutInitDisplayMode    ( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH )
    glutInitWindowSize     ( 600, 400 )
    glutInitWindowPosition ( 0, 0 )
    
    glutCreateWindow ( "ARB_texture_cubemap demo" )
    glutDisplayFunc  ( display )
    glutIdleFunc     ( animate )
    glutReshapeFunc  ( reshape )
    glutKeyboardFunc ( keyPressed )

    init          ()
    extensionInit ();
    
    texture = loadCubemap ( ( "111.JPG", "111.JPG", "111.JPG", "111.JPG", "111.JPG", "111.JPG" ), "" )
    print texture
    glutMainLoop()

print "Hit ESC key to quit."
main()