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  • Planning It Out

     If you fail to plan, you plan to fail. In order to plan, you first need to assess your assetts.  As of current status, those are: 4 very talented analyst/developers 1 excellent project manager 1 technical author A complete concept system A few bits of concept art.  A lot of experience.  An achingly empty void of actual ...
    Posted to A Clockwork Mind (Weblog) by Cael on November 10, 2007
  • Feel the Noise

    In this case, Perlin Noise procedurally animating an HLSL shader with a standard skybox and some procedural clouds (which i need to work on).  I also have a few dodgy light-reflections that need fixing  but considering that this was adapted wholesale from method i found on the web about generating shaders in 3DSMax (in other words, i had ...
    Posted to A Clockwork Mind (Weblog) by Cael on November 10, 2006
  • Plans Afoot

    And a face.  And a body.Character creation is one of the most appealing things in many online games for many people.And i think i've just come up with a way to truly exploit that.
    Posted to A Clockwork Mind (Weblog) by Cael on September 25, 2006
  • So, the first batch of refactoring....

    I don't know how many of you keep up to date with MS's tech announcements.  Probably just me.  But yesterday's (for all us beta subscribers) was a doozy.You can find it here.  What this means for me is that i have less than a week to refactor everything i've currently got into the new IDE and toolset before Austin.So, while my posts ...
    Posted to A Clockwork Mind (Weblog) by Cael on August 31, 2006
  • PhysX

    Based on previews of Easel, the 3D app and my calculations for graphic vector processing in Faith, we have just been accepted for the hardware and software program that Ageia are running for their PhysX Physics Processing Unit.I think that's pretty cool.
    Posted to A Clockwork Mind (Weblog) by Cael on June 8, 2006
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