Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

6/04/2008

功夫熊貓發行囉快去買



我們的遊戲終於要發行了...
還剛好在我的生日6/3...
現在北美先上市再來是歐洲和日韓...
快去買吧賣越多我分紅越多拜託囉...
影片是Wii版本廣告很搞笑...

Published by: Activision
Developed by: XPEC
Genre: Action
Release Date:
US: June 3, 2008
Europe: June 27, 2008
Australia: June 25, 2008
MSRP: $49.99

ESRB Content Descriptors: Fantasy Violence, Mild Language
Also Available On: PlayStation 2, PC, PlayStation 3, Xbox 360, Nintendo DS

4/24/2008

Cheat Code



{0, 0, 1, 3, 2}, // CHEAT_HEALTH
{3, 0, 3, 1, 2}, // CHEAT_AWESOME
{2, 1, 0, 2, 3}, // CHEAT_UPGRADES
{0, 1, 2, 3, 0}, // CHEAT_CHI
{2, 0, 2, 1, 0}, // CHEAT_MPCHARS
{3, 3, 2, 0, 0}, // CHEAT_MPLEVELS
{0, 3, 2, 1, 1}, // CHEAT_GIANT
{0, 2, 2, 3, 0}, // CHEAT_BLOCK
{3, 1, 2, 1, 3}, // CHEAT_STUMBLE
{2, 0, 1, 2, 3}, // CHEAT_DWARRIOR

上->3 下->0 左->2 右->1

3/23/2008

破關?



有打過電動的人就知道上面這張圖是啥...
沒錯就是我們遊戲全破後的製作人員名單...
幹真的有一點虛榮阿我的天...
雖然只是短短閃過但這不就是小男孩的夢想...

但是其實加班地獄還沒結束...
倒數完一個月還有上千個bugs很無奈...
他媽的每天12小時工作還沒有周末假日...
真不是人幹的身心俱疲...

下班回家就是洗澡睡覺然後隔天起床再去上班...
連話都不太想講了網誌只好結蜘蛛網吧...
真想好好睡個3天3夜然後大口吃肉大口喝酒一番...
結束以後一定要去海邊度假沒變成木炭不回來...

Whatever...
已經在爆炸邊緣了不要再來點火拜託...

12/31/2007

Street Fighter IV



水墨畫風的快打旋風...
Capcom近年來重大畫面技術...
我猜外國人應該會很愛...
有點像美式漫畫超高級版...
精緻3D模型單純2D玩法
渲染噴血爆炸氣功...
excellent prefect KO啦...

這種格鬥遊戲...
重點就是要爽快感阿...

11/07/2007

Kungfu Panda



嘿嘿嘿...
不能透露太多...
反正等著瞧吧...
呼呼...拉拉...勒勒...

http://www.kungfupanda.com/

6/01/2007

"id" game & engine analyze



最近在研究遊戲引擎...
稍微整理一下id Software...

這一家game engine的始祖...

他們幾個經典遊戲比較...

well...只能說...

他媽的會不會太深奧...

bytheway...更扯的是...

老闆有錢到去玩火箭是怎樣...
就是上圖那個3D之神John Carmack...
看來我以後沒弄個太空梭不就遜掉...


Wolfenstein 3D
1992/5/5
Wolfenstein 3D engine
可算是第一人稱射擊遊戲的老祖宗了。它除了是FPS遊戲的始祖外,還是全世界第一個名義上接近3D的第一人稱射擊遊戲。

Doom 1
1993/10/8
Doom 1 engine
非在同一水平線上有高度差異。非垂直的牆壁(德軍總部的牆都成矩形的)。武器的晃動。所有表面都可貼圖。光線的差異(德軍總部都呈現同樣亮度),成功的由光線和陰影製造視覺上的錯覺。

Doom2
1994/10/10
Doom 1 engine
沒有革命性的技術革新,沒有圖像上的驚人改進,沒有在遊戲性上面能看的出來的修改。遊戲的環境還是用毀滅戰士引擎構造的非線性關卡,仍然是尋找開門的鑰匙,在無數的怪物中間殺出一條血路。

Quake 1
1996/5/31
Quake 1 engine
最早的全3D人物模型引擎,而不是將2D地圖渲染成3D圖像。組合了lightmap和dynamic light sources。首先使用fluid control scheme ,滑鼠來觀看/瞄準/定向以及用鍵盤前進/後退/側移。且帶來了獨立3D顯示卡的革命。

Quake 2
1997/11/30
Quake 2 engine
首次實現了彩色光影效果,使得遊戲中的物體在反射光影時候能展現出不同樣的色彩效果。單人遊戲中充滿了陷阱和機會,玩家在享受絢麗效果和屠殺樂趣的同時可以擁有解謎的樂趣。

Quake 3
1999/12/2
Quake 3 engine
多人連線第一人稱射擊遊戲。第一個不支持Software Render的第一人稱射擊遊戲。玩家必須擁有一個有硬體加速能力的顯示卡才能夠運行遊戲。此遊戲簡單易上手,變化多速度快,開創了連線對戰的風潮。

Return to Castle Wolfenstein
2001/11/20
Quake 3 engine
重返德軍總部來自德軍總部3D。但使用大幅度改動的Quake III引擎,由於圖像技術大幅度改進和遊戲方式變化,這版本已和原來大不相同。內容大綱主要依照原來故事單線進行,但有4種職業可相互支援增加可玩性。

Doom 3
2004/8/3
Doom 3 engine
增加了bump mapping, normal mapping, 和specular highlighting,最主要的是使用了全動態的per-pixel lighting。提供了之前的遊戲所沒有做到過的真實的光線與陰影。

Quake 4
2005/10/18
Doom 3 engine
單人遊戲中故事接續二代,玩家必須對抗稱為Strogg的外星生化改造種族。多人遊戲模式分死亡Deathmatch、Team-Deathmatch、Tournament和Capture the Flag,對戰感和前幾代遊戲是很相似的。

3/27/2007

小金P入手



PSP香檳金入手啦....
哈哈哈哈哈...爽**

因為坐捷運很無聊阿...
淡水到中山站要35分勒...
背單字那是國中生的事吧...
隨時要準備讓位也不能假睡...
型男我總不能一直找美眉看吧...

還有可能會接PSP的案子阿...
總要先熟悉一下公司的遊戲吧...
然後小P還可看影片秀圖裝模擬器GPS...
超強的啦...金色很少人有又適合我優雅氣質...
不買怎麼對得起天地良心阿公阿媽和兄弟姊妹勒....

唯一個缺點...
上車就打開實況野球猛打...
會不會太宅阿...好像電車男...ORZ...
管它...搞不好遇到個Miss Hermès就發了...

2/05/2007

[請益]鈊象VS樂陞

面試了大概有7,8家...最後要選擇2家...
問了很多人...考慮多因素...
PTT是個好地方一下就有高手指導...
親戚朋友們也給了很多寶貴意見...
最後選擇"樂陞"給自己一個全新的開始...
面試真的很累也滿有意思...
下一篇來分享一下經驗談好了...

希望能學很多做出一點成績...
鈊象最後來個9個月年終讓我掙扎好久...
可是就是愛挑戰不案牌理亂搞一通阿...
看開點囉....有能力還怕沒有錢來嗎...哈...
期待有一天遊戲製作跑出來我大名吧各位...


--------------------------------------------(原文)

鈊象科技 底薪3xK*16 有加班費(少見)有股票or紅利...
公司現在大陸很賺....股票快要300...
問題是我沒問到會發多少怎麼發(殘念)...
專門做大台電玩的不過要現在主打線上休閒...
老公司感覺穩重...面試主管也不錯...

樂陞科技 底薪4xK*14 沒加費也沒股票...
好像剛好開始要賺...預計2年後國外上市...
目前以遊戲機為主自行開發和國外合作並重...
有機會碰到PS3,Xbox360,Wii(是的就是那Wii)...
新公司走不同的路...整個氣氛活潑有挑戰性...


是的小弟想不開要去寫遊戲程式...所以各位大大也別勸我了...
檯面上遊戲公司幾乎都去過...不想去幫韓國人吸金...
比較過後這2家最有吸引力...工作地點不是問題...
總薪資(底薪差10K但有股票變數)和公司未來性是我考慮的重點...
這兩天要給答覆....可是真的難抉擇想聽聽大家寶貴經驗...

推 bug001:鈊象沒有發股票喔 @__@ 01/30 22:19
推 ppaass:鈊象科技 +1 01/30 22:28
→ randytse:有發吧!只是不清楚怎麼發,好像是看考積的樣子 01/30 22:35
推 bug001:可是面試跟我說只有分紅耶 @__@a 01/30 23:36
推 bug001:如果是想做單機遊戲的話,樂陞可能會好一點喔 01/30 23:57
推 AzureEE:推原波!臺灣要在遊戲軟體上自強,不要幫韓狗吸金!加油! 01/31 00:50
推 panian:謝謝各位寶貴意見...bug大也是2/5要報到嗎... 01/31 11:14
→ panian:不是只想做單機就是想做遊戲..不過其實國外市場大的嚇人... 01/31 11:17
→ panian:謝Azu大鼓勵...代理真是條不歸路...但其實大家都很努力.. 01/31 11:21

8/11/2006

SQ3R

RESEARCH PRINCIPLES AND PRACTICE
人太少被較去上這很無聊別系的課...
不過覺得這個教的讀書方法還不賴....

SURVEY - gather the information necessary to focus and formulate goals.

1. Read the title - help your mind prepare to receive the subject at hand.
2. Read the introduction and/or summary - orient yourself to how this chapter fits the author's purposes, and focus on the author's statement of most important points.
3. Notice each boldface heading and subheading - organize your mind before you begin to read - build a structure for the thoughts and details to come.
4. Notice any graphics - charts, maps, diagrams, etc. are there to make a point - don't miss them.
5. Notice reading aids - italics, bold face print, chapter objective, end-of -chapter questions are all included to help you sort, comprehend, and remember.

QUESTION - help your mind engage and concentrate.
One section at a time, turn the boldface heading into as many questions as you think will be answered in that section. The better the questions, the better your comprehension is likely to be. You may always add further questions as you proceed. When your mind is actively searching for answers to questions it becomes engaged in learning.

READ - fill in the information around the mental structures you've been building.
Read each section (one at a time) with your questions in mind. Look for the answers, and notice if you need to make up some new questions.

RECITE - retrain your mind to concentrate and learn as it reads.
After each section - stop, recall your questions, and see if you can answer them from memory. If not, look back again (as often as necessary) but don't go on to the next section until you can recite.

REVIEW - refine your mental organization and begin building memory.
Once you've finished the entire chapter using the preceding steps, go back over all the questions from all the headings. See if you can still answer them. If not, look back and refresh your memory, then continue.

8/02/2006

The 3D Water Effect Tutorials



上個課程project...

OpenGL教學網站...

持續建構中...
http://home.kimo.com.tw/s882607/

The main concept for this project is an online OpenGL tutorial website which focused on the water simulation effects. In this website, there are several water effects that could be used or give an idea in some game’s scenes like surfing, fishing, swimming or RPG.

It is a kind of e-learning website to show how to create the “3D real-time water effects” used by OpenGL & C++. In this website, There are five basic tutorials (Window, 2D color, 3D texture, Lighting and Camera) and four advantaged one (Blending, Fog, Waving and Reflection). In each 3D effect tutorial, from basic one to difficult, there is a detailed lesson to teach how to create it.


5/14/2006

OpenGL Eyeball



禮拜二早上要正式報告...
禮拜一要練習報告技巧...
禮拜天程式要修改完畢...
這幾天又不用睡覺了我...

媽的OpenGL有難...
參考書比磚頭還要厚...
這個弄完還有Sony專案...
什麼時候才可寫論文畢業拉...

3/30/2006

Awesome Half Life 2 Engine



最近一個報告是要用HL2引擎開發遊戲...
只能說....這個engine是看過功能最強大...
不論是圖形模型光影聲音動作樣樣完美好用...
想想大學時玩CS...這個是它超級賽亞人版...
我和同學Bob二人二天畫出半個大英博物館...
不用寫程式只要像堆積木一樣去組合我喜歡...
想試試要買原版遊戲有序號上網可下載...

不過其中也是有學問...
這門課是Interactive Design...
有再好引擎沒有好設計也是沒用...
簡單說就是要好玩有創意有賣點能吸引人...
整個感覺這些系上課程還滿有用...
有軟有硬有行銷有設計還實習...
培養以後我當boss的sense...^0^....

下禮拜3報告完就暫時解脫...
法簽快點下來要去Paris玩!!!

Ciao...

Merci...
Bonjour...
Au revoir...
Je t'aime...

大四閒閒旁聽一年法文...
這是全部我記得...hahaha...

3/11/2006

Asteroids game

2週時間在Lab地獄基地...
1100~2100 everyday...

4人小組做出星際大戰...

3D的...
multiplayers的...
online的...
ps2的...

除了超屌...還能說什麼...




Here's what we should all be looking to document:

Details on what we wanted to have in the game - Ian
Details on what we managed to get in the game - Ian
Details on known problems with the game - Ian

Server design - Kate
Client design - Rob
Use of VU1 - Rob

Explosion - Jamie
Asteroid - Ian
Ship - Rob
Skybox - Ian
Common - Kate
Bullet - Jamie
UserInput - Rob
ShipList - Kate
AsteroidList - Kate

Performance counters we have used - Jamie
Performance counters we would like to have used - Jamie

Results of performance analysis - Rob
Optimisations made to client - Rob
Optimisations made to server - Kate

Network deisgn - Kate
Client - server messages - Kate
Client server connection faillure handling - Kate
Use of mutexes - Ian

2/07/2006

EYEBALL



Special Techniques for Graphics and Animation
Coursework Project Specification

Title
Eye ball

Short Description

Creating realistic depiction of the eyeball for CG characters

Target Hardware

2.0 GHz Processor
512MB RAM
DirectX 9 level graphics card
Windows 2000/XP
Mouse
Keyboard

Goal

The eyeball is one of the most important aspects of character design. The eyes give life to a character; no matter how good your animation is "dead" eyes will always make a character look doll-like. This project will hope to use some techniques that we can make believable eyes.

Design
1. Take a picture of real eyeball and try to paint photo
2. The eye is modeled in 4 parts (white, Pupil, Cornea and Iris).
3. The actual geometry of the eye ball
4. Projecting the eye texture
5. The shaders and lighting the eye
7. Animating the eyeballs
8. Additional images showing the eyes in action

Methods
1. Use Photoshoh7 and 3dsMax8 to create the eyeballs.
2. Real eye makes depends on 3 factors: the actual geometry, shaders, and lighting.
3. Write C++ and DirectX codes to control the eyeballs moving.
4. Add the other modules like eyelids, eyelashes and else…
5. Show some emotions like happy, angry, sad or doubt.

Deliverables
1st week (1/31~2/7): Collect useable information and practice tools
2nd week (2/8~2/14): Draw 3D graph of eyeballs
3rd week (2/15~2/21): Write controlling codes
4th week ( 2/22~2/28): Final presentation
5th week (2/29~3/7): Assignment writing


Well...一個月要搞一個有情緒的眼球出來...
God...寫完這個計畫書我的頭感覺就快醬爆了...

1/15/2006

Assignment Schedule S2 2006



(Monday 30th Jan) Pete's Essay
(Friday 17th Feb) Management of Entertainment Software Projects Report
(Friday 24th Feb) API Assignment for Paul
(Monday 6th Mar) PS2 Asteroids Joint Assignment
(Monday 13th Mar) Special Techniques for Graphics Assignment

阿...明天就要開學了...
看來這學期會滿爽低...
來吧...其實還滿期待的...

12/15/2005

PS2 Linux Kit 開發機

有些人以為我這個系很爽...
整天可以玩PS2...沒錯...
的確是一天8小時以上跟它相處...
不過開心的是只能用c++跟它玩!!!
而且還是很親切的linux介面!!!
今天是第一學期最後一天...
大約有一個月的假期...
教授們體貼的出了一卡車assigament...
系上也很慷慨的借出開發機器...
妳老師勒...我一點也不想借阿...
唉...既然拿回家了...就來介紹一下吧...


ps2開發機: 主機+鍵盤+滑鼠+記憶卡+三用轉換器+電源線+網路線


三用轉換器: 可讓ps2和pc一起接電腦螢幕,南韓製(ITPIA)


PS2背面面板,外有RJ45接頭,裡面小有玄機


藏了一顆40G硬碟,安裝ps2 linux,這台大黑版本為
v7 SCPH 39003 (UK) (GH-019 & GH-022) (BIOS 090)


只能看不能吃,某一天受不了自己去買的小銀(約100磅)


SCPH-70003 CB (UK),銀色的金屬質感,跟VAIO有像,讚讚讚


大黑小銀比一比,大黑沒有dvd接收器,小銀沒有s400接頭,
當然也沒硬碟與風扇,電源線有特製變壓器防過熱燒機


不知道為什麼一定要玩的疊疊樂,工程師腦子都很奇怪...哈哈

12/03/2005

3D MAZE





經過兩個禮拜地獄般的修鍊...
我的第一個遊戲3d maze終於誕生...
雖然看起來還是很陽春沒貼圖...
但這可是一個個c++所coding出來...
還小小有成就感....
CS也是如此慢慢做出來的阿...
了解到DirectX真的算猛...
很多特效都還沒用到勒...
想到下學期要用half life2的引擎...
就一邊興奮一邊在發抖....
這個科系真是XXX的刺激...
下來是要做星際大戰是嗎...
come on come on...babe....

在此要感謝我同學kate...
沒有她最後3天的密集指導...
我應該會掛在這個死迷宮裡....
阿里阿多...甘溫拉...

11/22/2005

DEADLINE!!!


(munch/scream)

12/01 3D maze------------------rough
12/15 PS2 API--------------------rabbish
01/27 linux mix report----------rediculous

12/? MA report (30 pages)------nightmare
01/? online game program-------the hell

11/20/2005

Xbox360 vs. PS3



明天北美就可以買到xbox360...
剛好做了個報告關於game console...
前幾天也在電玩店玩到展示機...
越研究越有趣...預感一定會大賣...
英國Juniper Research公司估計in 2008...
全球遊戲產業總值有200億美元...
呵呵...賺翻了阿...
下面是我assignment一部分...
比較xbox360與ps3硬體...
這裡有2台詳細規格...
都使用了最新的CPU,GPU和DVD技術...
還有無線網路,硬碟,藍芽,網路對戰...
只能說...MS和Sony真他媽的變態...
這裡可以看很多xbox360的影片介紹...
對了Nintendo的revolution把手也超屌...
真不敢想像明年PS3出來的遊戲畫面是怎樣...

1. Xenon vs. Cell:
Xbox360 is much easier to program for 3 symmetric processors than an asymmetric processor. The multithreading is difficult to program for but not near as hard as for the cell. It is strong single thread performance, but can only run limited number of threads
The PS3 cell is a massively parallel vector processor. It is excellent for running multiple floating point tasks such as game engine, encoding and decoding video.
But the cell is difficult to program because all software has to be optimized. There are no hardware Branch prediction and extremely poor at running complicated branch code (like A.I. code)

2. ATI vs. NVIDIA:
The Xbox360's GPU has a unique architecture to unified vertex, shader and pixel pipelines. It has 48 of these units that are automatically assigned a function. It is easier to program for but has a less high theoretical peek than independent pipelines. There are10MB frame buffer that allows for free anti-aliasing but limited resolution to 720P.
PS3’s GPU officially stated to have 300 Million transistors with fixed pixel and vertex pipelines. The independent pipelines are faster but are harder to program.

3. 512MB vs. (256+256)MB:
The flexibility is the obvious advantage. Game developers can split the memory any way they like 50:50, 30:70 etc, but they have to be shared.
PS3’s advantage is that the each has its own faster memory but each is limited to 256mb. While the CPU in the X360 can have a max of 512mb, the cell is stuck with 256mb.

4. HD-DVD vs. Blu-ray:
HD-DVD is support by DVD FORUM and capable of holding 30GB or a full-length high-definition movie, plus extras, on a prerecorded double-layer disc (compare that to today's limit of 9GB for standard double-layer DVDs).
Blu-ray will go up to 50GB at launch and support mandatory managed copy. Sony is reportedly working on a quad-layer 100GB disc.

5. DVI vs. HDMI:
Xbox360 has a single DVI-output that supports all HD resolutions (including 1080P and 1080i).
PS3 has dual HDMI (copy-protected DVI that combines audio) so that you can hook up two HDTV at the same time.

6. Others:
PS3 has dual Ethernet, built-in Wi-Fi, Bluetooth, Blu-ray, and multi-types of flash memory slots (SD, CF, and MS). Those are more attractive to the players but the above probably adds $100 US dollar extra to PS3.

7. Conclusion:
Xbox360 and PS3 are about the same in power but approach it with different philosophy. PS3 is theoretically more powerful but less flexible and harder to program.

6/16/2005

Entertainment Software Development


7/5就要出發去Sheffield了...
一年的時間...還是念資訊...
不過主修是電玩設計...
系上還很屌的跟sony建教合作...

下面這幾行字讓我太心動了...

RHUL美麗校園有緣再會了...
一輩子完全奉獻給電玩...
這應該是全世界小男孩的美夢吧...

總是喜歡做跟別人不一樣的...

靠...會不會餓死阿挖勒...
管他
爽就好...大不了回來賣雞排...
各位...以後ps3,4,5,6,7就直接跟我要了...

Are you a recent graduate from a computing degree course or someone who has some experience working as a software developer in the IT industry?

Are you interested in and enthusiastic about software development?

Do you wish you had the skills to design and develop the software to deliver new and exciting applications for ‘infotainment’ on new technologies such as mobile information devices, broadband networks and interactive TV?

Do you want to try your hand at creating your own business in this exciting and ever growing market?

If your answer to any of these questions is YES, this is the course for you.