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omfg updates!!

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superpig

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It's been a while, hasn't it?

Firstly, I'm all back from cruising. It was fun. I spent most of the time in my cabin. I was not alone.

*ahem*

Next, EDF. EDF was good. A bit empty, thanks to the scheduling insanity. But I have a big healthy report to type up, yes sir.

After that, work! I am in gainful employment, working once again for the (relatively) nearby Rebellion Development in Oxford. I am a Junior Programmer. I am working on Sniper Elite. It is much greatness. I am still getting up at 6:45am. Ugh.

Seriously, I've only been there a week and I'm really enjoying it. They've thrown me in at the deep end - coding graphical effects for the PC branch of the game - and it's great. It's particularly cool because the stuff I'm doing is highly visible - it's not some AI tweaks you'll only see in a particular place, it's effects that (if you have the hardware) are present throughout the entire game. Kinda cool.

After I'm done fixing up these effects on the game, I'm going to be doing the same thing again for a different project, and then probably moving off to yet another project - one which, funnily enough, I was involved in creating the prototype for last summer. Crazy.

At some point I'll get back to writing about interactive movies. Basically I'm wondering what happens if you continue to render everything in realtime but take away 'degrees of freedom' from the player, such as their freedom to move or freedom to change direction. Have the game handle certain aspects - moving + rough direction - and the player fill in the rest - aiming, shooting, etc.
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Quote:
They've thrown me in at the deep end - coding graphical effects for the PC branch of the game - and it's great. It's particularly cool because the stuff I'm doing is highly visible - it's not some AI tweaks you'll only see in a particular place, it's effects that (if you have the hardware) are present throughout the entire game. Kinda cool.

Excellent - Congratulations [smile]
So what kind of effects have you coded/enhanced/invented so far?

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Bloom filtering and motion blur. Pretty simple; the hard part is learning the codebase and processes.

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