blog.joolsadams.org
innovation | Julian Adams
https://blog.joolsadams.org/tag/innovation
The blog that doesn’t exist and no one reads. Skip to primary content. Skip to secondary content. September 30, 2014. Most of the tech press has been lukewarm on the Apple Watch. I think they are missing the point. Drew Crawford gets the technology. He also provides a great dissection of the business, positioning and marketing aspects:. We’ll set an Apple Watch ad against a luxury clothing brand ad. Which one is which? The point is, you’d be hard-pressed to tell these apart. How Do Good Ideas Spread?
gavinpugh.com
XNACPC: Xbox 360 Amstrad CPC Emulator, released! « gavpugh.com
http://www.gavinpugh.com/2011/11/11/xnacpc-xbox-360-amstrad-cpc-emulator-released
XNACPC: Xbox 360 Amstrad CPC Emulator, released! 11 November, 2011 at 9:44am XNA / C#. On and off during the last month or so, I’ve worked toward finishing a project I wrote about last year. It’s an Amstrad CPC Emulator, written in C# using the Microsoft XNA library. I’ve written plenty about the background and motivation in the previous blog post. This post is just here to announce the finished product, and touch a little on the things I’ve worked on recently. CRTC – Good Timing and Accurate Video.
pulsarengine.com
Book Reviews | Pulsar Engine
http://pulsarengine.com/category/book-reviews
Game Engine Development Blog. Skip to primary content. Skip to secondary content. Category Archives: Book Reviews. Book Review: Team Leadership in the Game Industry. June 22, 2011. In the Game Industry. Simply put, I really liked this book. In fact, I thought the book was so good that I bought two additional copies as gifts for a pair of coworkers who were just getting started as leaders of their own teams. 8221; Spaulding outlines the traits that are commonly chosen common and explains not only why they...
blog.stevemcauley.com
lighting « Steve McAuley
http://blog.stevemcauley.com/tag/lighting
Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. And I g...
blog.stevemcauley.com
Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley
http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse
Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...
pulsarengine.com
Color | Pulsar Engine
http://pulsarengine.com/category/color
Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...
pulsarengine.com
joey | Pulsar Engine
http://pulsarengine.com/author/joey
Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...
pulsarengine.com
March | 2013 | Pulsar Engine
http://pulsarengine.com/2013/03
Game Engine Development Blog. Skip to primary content. Skip to secondary content. Monthly Archives: March 2013. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is im...
blog.stevemcauley.com
materials « Steve McAuley
http://blog.stevemcauley.com/tag/materials
Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.
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