•3 July 2008, Thursday •
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Navigate the red box collecting the yellow circles while avoiding the blue circles. Reach the green tile to clear the level. Hitting the enemy will resets the player the starting point (yellow tile). This is my first attempt in using actionscript3 to create a game. I think it came out quite well with all the features I had planned to include like collision and tile maps.
Duration: 3 weeks
Posted in Web-Based Games
Tags: Rez, web games
•20 June 2008, Friday •
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MGS series is one of the series that will push the boundaries of hardware to its limits. MGS4 is no different.
The story-telling is awesome. It is one of the few games where the in-game graphics is as good as the cut-scenes. Fans of the series have to play this game for closure in the series. All the memorable characters from previous series return for one last chapter.
Graphically MGS4 shows the power of the PS3 technically. The beautiful environment and detailed characters is simply superb. Voice-over works, sound effects and music scores hit the theme just right.
Controls are slick once you get use to it. Newcomers may find it overwhelming at first, but it will rub along with you. There is no single way to play the game. You can play hide and sneak the whole game or Rambo your way through. Both ways you can still finish the game and you will get a different experience throughout.
Overall, it was worth the wait. I respect Kojima Productions for the high production value and experience in making great games.
Posted in Game Reviews
Tags: game review, mgs4, ps3
•29 May 2008, Thursday •
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Hemispheric Lighting

Velvet & Outline Highlights

Posted in Programming Hardware Shaders
•28 April 2008, Monday •
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My first actionscript 3.0 application.

The red ball translates from left to right at different height. When it reaches pass the right side, it will reset to left. Clicking on it will remove it from the screen.
The green box rotates clockwise every frame. Pressing the [CTRL] changes the rotation to anticlockwise. At every startup of the application, its position is randomize.
The blue star startup position is randomize. Clicking on it will bring it forward.
Posted in Web-Based Games
Tags: NYP DET Y3, Web-Based Games
•28 April 2008, Monday •
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Multitexturing

Transformation


Volume Texturing

Texture Transformation and Rotation

Rolling Ball


Posted in Programming Hardware Shaders
Tags: NYP DET Y3, PHS
•17 April 2008, Thursday •
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Above is first cube. The tutorial cube for week 1.

Colorful Cube. This shader is for the cube to have color layers horizontally.
It took me awhile to figure out the algorithm for this shader. After I got one layer done, the other layers was just building on that same theor

Split Color Cube. This shader colors the cube in four sections.
I had a better time figuring the algorithm for the shader. It has the same concept as the previous shader, with only a few minor changes.
Posted in Programming Hardware Shaders
Tags: PHS
•17 April 2008, Thursday •
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This course teaches on programming with High Level Shading Language (HLSL), and how to use it in a game engine. It is not uncommon for games to use shaders nowadays as the complexity of graphic cards are higher. Graphic Processing Unit (GPU) has improve tremendously and programs can be run on them.
Program that runs on GPU is usually called shaders, vertex shader and fragment/pixel shader.
Technologies use in this course are Render Monkey 1.80, HLSL
Posted in Programming Hardware Shaders
Tags: Hardware Shaders, NYP DETY3
•17 April 2008, Thursday •
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This course teaches on Web-Based Games, mainly using Flash. Web-Based games more cater to the casual gamers market who plays games the same way they would read a book or watch television. Technologies use in this course are Adobe Flash CS3, Actionscript 3.
Posted in Web-Based Games
Tags: DET Y3, Flash, NYP, Web-Based Games
•17 April 2008, Thursday •
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This course teaches students about a new method of animation – Motion Capture, which if used properly can be a very effective tool for animation and can save you a lot of time.
Students will learn the whole process – how to set up for capture, suiting up a performer and placing markers on him/her, recording the data, cleaning the data and finally outputting for use in a 3D package.
Technologies use in this course are Maya 8.0, Motion Builder.
Motion Capture: the process whereby the motion of human actors, animals or moving objects are recorded and stored as information that are then used to generate motion in the skeleton framwork of a 3D object
Posted in Motion Capture
Tags: DET year 3, Motion Capture, NYP