<rss version="0.91" xmlns:msxsl="urn:schemas-microsoft-com:xslt" xmlns:xasp="urn:asp-objects" xmlns:xtend="http://www.gamedev.net/"><channel><title>Journal of Ysaneya, by Ysaneya</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350</link><description></description><language>en-us</language><item><title>ASEToBin 1.0 release</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3537743</link><description>Finally, the long awaited ASEToBin 1.0 has been released !&lt;BR&gt;
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ASEToBin is a tool that is part of the I-Novae engine ( Infinity's engine ). It allows contributors and artists to export their model from 3DS Max's .ASE file format and to visualize and p...</description></item><item><title>Tip of the day: logarithmic zbuffer artifacts fix</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3513134</link><description>&lt;b&gt;Logarithmic zbuffer artifacts fix&lt;/b&gt;&lt;BR&gt;
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In cameni's &lt;a href="http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=503094"&gt;Journal of Lethargic Programmers&lt;/a&gt;, I've been very interested by his idea about using a logarithmic zbuffer....</description></item><item><title>Seamless filtering across faces of dynamic cube map</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3512343</link><description>&lt;b&gt;Tip of the day&lt;/b&gt;&lt;BR&gt;
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Anybody who tried to render to a dynamic cube map probably has encountered the problem of filtering across the cube faces. Current hardware does not support filtering across different cube faces AFAIK, as it treats each cube ...</description></item><item><title>Audio engine and various updates</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3487455</link><description>&lt;i&gt;In this journal, no nice pictures, sorry :) But a lot to say about various "small" tasks ( depending &amp;#111;n your definition of small. Most of them are &amp;#111;n the weekly scale ). Including new developments &amp;#111;n the audio engine and particle systems....</description></item><item><title>Galaxy generation</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3459535</link><description>&lt;i&gt;In the past weeks, I've been focusing my efforts &amp;#111;n the server side. A lot of things are going &amp;#111;n, especially &amp;#111;n the cluster architecture. But &amp;#111;ne particular area of interest is the procedural galaxy generator. In this journal, I wil...</description></item><item><title>Deferred lighting and instant radiosity</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3432126</link><description>In the past months, I've been wondering how to approach the problem of lighting inside hangars and &amp;#111;n ship hulls. So far, I had &amp;#111;nly been using a single directional light: the sun. The majority of older games precompute lighting into textures ( c...</description></item><item><title>Detail textures</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3422661</link><description>Many people have been worried by the lack of updates recently. No, we haven't got lazy, in fact quite the contrary :) We've been awfully busy at work.&lt;BR&gt;
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In this journal I'm going to review some of the recent work, without going too far into details....</description></item><item><title>Some nice concept art</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3400204</link><description>I don't usually post concept art, but this &amp;#111;ne, made by Dr. CM Wong ( alias Koshime ) is particularly good (click &amp;#111;n it for high-res):&lt;BR&gt;
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&lt;a href="http://www.infinity-universe.com/Koshime/Public/SSX_blowing.jpg"&gt;&lt;img src="http://www.infinit...</description></item><item><title>2008 Retrospective and progress</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3378993</link><description>&lt;h1&gt;2008 Retrospective&lt;/h1&gt;&lt;BR&gt;
First of all, Happy new year 2009 ! &lt;BR&gt;
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Looking back at 2008, I can't say I'm particularly happy about how things went. There has been some serious delays &amp;#111;n what I intended to achieve, and it's not due to a singl...</description></item><item><title>Craters and normal maps</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3343431</link><description>&lt;b&gt;Normal maps &amp;#111;n the GPU&lt;/b&gt;&lt;BR&gt;
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In the last journal, I was explaining that &amp;#111;ne of the main benefits of working &amp;#111;n the GPU instead of the CPU is the ability to create normal maps. Of course, it would be technically possible to generate...</description></item><item><title>GPU Terrain generation, cell noise, rivers, crater</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3339086</link><description>&lt;b&gt;GPU Planetary Generation&lt;/b&gt;&lt;BR&gt;
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&lt;b&gt;Motivation&lt;/b&gt;&lt;BR&gt;
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Until now, the planetary generation algorithm was running &amp;#111;n the CPU synchronously. This means that each time the camera zoomed in &amp;#111;n the surface of the planet, each terrain node...</description></item><item><title>A bit of history</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3277209</link><description>&lt;b&gt;General progress&lt;/b&gt;&lt;BR&gt;
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In the past weeks, I've been concentrating &amp;#111;n the new website. Thanks to Amshai and Choub, the layout is pretty much finished, but a lot of components are still not yet integrated ( like the galleries, videos, forums, ...</description></item><item><title>Lava experiments</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3251852</link><description>&lt;b&gt;General progress&lt;/b&gt;&lt;BR&gt;
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In the past two weeks, I've been working a lot &amp;#111;n "polishing" the engine. This means investigating all sorts of bugs and problems that I had noticed, but didn't have the time to fix so far.&lt;BR&gt;
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For example, I adde...</description></item><item><title>Descriptions generator</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3244747</link><description>In the past weeks, I've written a story/descriptions generator for players, NPCs or even locations. Steve Breslin, our storywriter, has helped to design the system, and so will be the &amp;#111;ne to try to explain it in today's journal (in better english than...</description></item><item><title>Meta server system</title><link>http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&amp;reply_id=3216811</link><description>&lt;b&gt;Meta-server&lt;/b&gt;&lt;BR&gt;
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In the past 3 weeks, I've been busy working &amp;#111;n the meta-server. The meta-server is the server &amp;#111;n which the client is first connecting. It handles connections to the server clusters ( shards ), patches, authentication, ...</description></item></channel></rss>