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scott wrote:
> Oh, I remember reading about the cloth simulation in this game ... yes
> here it is:
Oh, me too. I hadn't realized it was a well-anticipated game.
>
http://www.gamasutra.com/view/feature/4383/the_secrets_of_cloth_simulation_in_.php?print=1
Damn. I was hoping to learn to do cloth simulation in PHP.
--
Darren New, San Diego CA, USA (PST)
Ada - the programming language trying to avoid
you literally shooting yourself in the foot.
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On Mon, 31 May 2010 09:42:56 +0200, scott wrote:
>>> And I understand
>>> the PS3 player is a very nice implementation.
>>
>> It is, I can confirm that. :-)
>
> And bluetooth remote controls rock!
Yes, I do agree with that as well. Now if I could find an inexpensive
remote that had both Bluetooth & IR, that would be excellent (I have 5
remotes right now for the various components in the AV system).
Jim
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scott wrote:
>>> And I understand
>>> the PS3 player is a very nice implementation.
>>
>> It is, I can confirm that. :-)
>
> And bluetooth remote controls rock!
Huh. I wonder if the XBox controller is bluetooth, or something specialized.
I never really wondered if they used something standard.
I will say, the IR port on the xbox leaves much to be desired, as does using
an xbox controller as a media player control.
--
Darren New, San Diego CA, USA (PST)
Ada - the programming language trying to avoid
you literally shooting yourself in the foot.
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Darren New <dne### [at] san rr com> wrote:
> scott wrote:
> >
http://www.gamasutra.com/view/feature/4383/the_secrets_of_cloth_simulation_in_.php?print=1
>
> Damn. I was hoping to learn to do cloth simulation in PHP.
LOLZ
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> Huh. I wonder if the XBox controller is bluetooth, or something
> specialized. I never really wondered if they used something standard.
Oh I don't know if the PS3 ones are standard bluetooth or not (I always
assumed they were, but come to think about it I'm not sure). My point
really was that compared to IR remotes you don't have to point them at the
TV, they just seem a lot more responsive. Also the photo viewer on the PS3
is cool, using the two analogue thumbsticks to zoom/pan.
A few things that annoy me about the PS3 GUI (or hopefully I'm just dumb and
someone can tell me how to fix them):
1) Unless you prepare your memory stick/USB hard drive with certain folders,
you always have to go to the menu and choose "Show entire contents" rather
than just clicking on the drive icon. At least have the option to disable
this "feature" and show the whole drive straight away.
2) If you pause for more than a second or two while looking at the contents
of a folder (eg you are choosing a song to play or a video to watch) then
all the files apart from the one currently selected fade away to invisible!
I think this behaviour was introduced with some update, because I'm sure it
didn't always to do that.
3) I want to search for the next song to play *without* stopping the
currently playing one! How do I do that?
> I will say, the IR port on the xbox leaves much to be desired, as does
> using an xbox controller as a media player control.
Someone gave me the PS3 bluray remote control thingy for a birthday, but I
hardly used it because the gamepad works completely fine (and I know which
buttons do what). Also the gamepad I can charge by just plugging it into
the USB of the PS3, the bluray remote needs me to get out my real battery
charger every so often.
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And lo On Sat, 29 May 2010 13:17:24 +0100, Warp <war### [at] tag povray org> did
spake thusly:
> In 2005 Remedy Entertainment announced that they were developing a new
> revolutionary game named Alan Wake.
>
> 5 years have I been waiting for this game to be finished.
>
> Then Remedy Entertainment partnered with Microsoft, and the game was
> subsequently published exclusively for the Xbox360. No Windows version.
>
> F************CK you Microsoft. F*CK YOU!
On the other hand a new revolutionary game conceived in 2005 might not be
considered great shakes now. From reviews some are disappointed they
dropped the sandbox aspect for a
linear fixed storyline approach. Reading those it seems to be an updated
remastered version of Silent Hill 2.
Either way I don't think you're missing out on much.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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Phil Cook v2 <phi### [at] nospamrocain freeserve co uk> wrote:
> From reviews some are disappointed they dropped the sandbox aspect for a
> linear fixed storyline approach.
The Elder Scrolls IV: Oblivion was my first modern "sandbox-style" game
I played, and it was a magnificent experience.
Unfortunately after playing with it for a month or so, I got actually
immunized against the marvels of an open and realistic world, and afterwards
any sandbox-style game has been outright boring. Thus it would be such a
problem for me.
(I go to more detail here: http://warp.povusers.org/grrr/sandbox_games.html )
--
- Warp
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Warp wrote:
> The Elder Scrolls IV: Oblivion was my first modern "sandbox-style" game
> I played, and it was a magnificent experience.
>
> Unfortunately after playing with it for a month or so, I got actually
> immunized against the marvels of an open and realistic world, and afterwards
> any sandbox-style game has been outright boring. Thus it would be such a
> problem for me.
>
> (I go to more detail here: http://warp.povusers.org/grrr/sandbox_games.html )
From what I've seen, some people use "it's a sandbox game" as an excuse
for not developing any actual, you know, gameplay. You can just do
whatever you want... but there's no particular point to it.
Then again, designing a game that's actually fun to play is surprisingly
hard...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Warp wrote:
> (I go to more detail here: http://warp.povusers.org/grrr/sandbox_games.html )
I find it very amusing you have an entire subdirectory named "Grrrr". I
might need to steal that idea some time.
--
Darren New, San Diego CA, USA (PST)
Eiffel - The language that lets you specify exactly
that the code does what you think it does, even if
it doesn't do what you wanted.
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Warp wrote:
> The Elder Scrolls IV: Oblivion was my first modern "sandbox-style" game
> I played, and it was a magnificent experience.
Actually, I'd say that Thief and Myst/Riven were both sandbox-style games.
Thief had good puzzles and combat and such, Myst and Riven had good graphics
(altho obviously limited to stills). Both were quite excellent and far from
boring.
> This isn't a problem if the game gives you clear quests which you can
complete.
I think both Thief and Myst provided these without being pushy about it.
> It's because they give you everything
I think that's a lovely, deep insight. I can totally see that.
Myst was rather sandboxy, but the whole point of the game was to unlock
additional parts of the sandbox, finding keys to get into the next place.
(Of course, it eventually got rather silly, as every combination lock had to
have the combination written down somewhere fairly obvious, etc.) Thief
would occasionally give you additional goals, or would make you
find/fight/sneak past things to get to the next part, etc.
Hmmmm... A very interesting thought indeed.
--
Darren New, San Diego CA, USA (PST)
Eiffel - The language that lets you specify exactly
that the code does what you think it does, even if
it doesn't do what you wanted.
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