The paints from gaianotes finally arrived as well. Even though I picked speedpost, which should arrive in only a few days, it basically stayed waiting at customs for a few weeks. I spotted an unusual label, though. This one has Ex-BLACK in the English text where it should be Ex-FLESH.
Let’s see what we can do now. INode *node = scene.container()->scene()->rootNode()->find(ucstring(“TR_HOF_civil01_gilet”)); nlassert(node); exportObj(“tr_hof_civil01_gilet.obj”, node->getReference(1)->getReference(1)); Plain easy, right?
I’ve written an emulator for the Gameduino open retro gaming hardware, and made it open source. You can grab the source code from https://github.com/kaetemi/gdemu
Some full page collapsed layers from a storyboarding assignment, December 2008.
As you might have noticed, I haven’t posted any follow ups on my first blog post on Snowballs yet. I had some ideas planned to talk about, but there’s been other work like the NeLSound engine that had higher priority. Since Snowballs doesn’t have sound yet, you can see this as work on Snowballs as […]
Last week I’ve been playing around a bit with sound synthesis, as I was interesting in seeing (or rather hearing) what it takes to get a decently human voice sound from scratch. Given the horribly low amount of documentation you can find on sound (compared to graphics), of course, it was mostly a matter of […]
Had requests from some people for some more drawings in this style from me, so here’s one. Nothing really special, happened to have a silly sketch lying around, and quickly colored it just a bit. Something new to post here at last!
The project to run NeLSound on top of Microsoft’s new XAudio2 API is already nearing it’s final stages of development. The driver currently implements all basic functionality required by NeLSound, as well as the some of the environment effects (commonly known as EAX), and has support for the OGG Vorbis music format. I am currently […]
I have recently started working on an XAudio2 driver for NeLSound, which will allow OpenNeL to make use of Microsoft’s new XAudio2 sound library (included in the latest DirectX SDK), in addition to the three sound libraries already currently supported by OpenNeL (FMod, DSound and OpenAL). The project currently does not implement all functionality yet, […]
Leaving it at this I guess…