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Messages - Vordux

#1
The cash machine demo really hit it on the head for me for what it's all about - ingenuity and independence of creativity and exploration. :]
#2
Incredible stuff.
#3
I have only recently started to scratch the surface. But from what I have seen so far, the easiest and and most straightforward path into development is to use psl1ight http://psl1ght.net/wiki/Main_Page it is a homebrew project and supported by the community. Another bonus is that I think it falls out of the legal grey area(or wavers close) so online resources and contributors won't be ousted.

Secondly, and somewhat more risky is to use the SDK. It looks as though there are some serious with getting this to run as files are signed to cooperate specifically with debug/tool PS3 console versions. A number of stages must be manually implemented to sign the final project file for deployment on a homebrew PS3 dev OS. As of the legal issues surrounding this, almost no support exists, no advise or discussion and links to software and resources are long dead.

I've worked on the PS3 SDK legally through my university and it is a blast, I have yet to test psl1ight completely, so I have no stake on it yet.

Primarily, you want to get a NAND/NOR flash chip, depending on PS3 version and flash the hardware to enable to downgrade the firmware (version 3.5) to install a custom OS or whatever you fancy. This process is only compatible with the older phat models.

How comfortable are we here with discussing grey material? I plan to write a tutorial for getting started on PS3 dev (both methods) so I wonder if this is acceptable to post in the future.
#4
I have recently started getting interested in PS3 development, and I was curious as if demo coders out there have embraced this platform at all. It is a seemingly perfect environment to code for, lots of power, potential and some unique quirks.

Anyone had/seen any experience with this platform?
#5
Appreciated Clyde, it was great fun to make it. My house mate and fellow programmer made one of the entries(V.E.N.A) for the GBA, he has all his library source code up and it's pretty well put together; a good read.

Looking forward to seeing your new production and work, I am always excited to see new material!

I am working with Opengl 4.3, specifically putting a math library together, I don't know where I am taking this project, but I'll keep working on it and implementing features.

My Amiga 1200HD is getting setup, currently getting a composite - VGA adapter, be nice to go back to my childhood again!
#6
General chat / Re: Sundown 2012
September 22, 2012
I missed it, damn!
#7
I'm happy to see that they have made intelligent changes to the original and kept it similar whilst making it applicable to the modern market. Time to lose some more sleep and finish it!
#8
Just finished my crappy Lundum Dare #24 entry. Some huge issues relating to the camera and I didn't create any indication for what number each continent was, so it is hard to navigate at times.
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15280

When is the next demo coding compo on dbf?
#9
In the day: Just finished a scene event manager, actor manager and animation manager for a flash game my company is working on, currently I am working on the AI and getting them to respond to player-activated events and act accordingly; getting the player mechanics to work fluidly with the animations.

In the evening: Opengl 4.0/glsl research.
#10
I'm a C++ games programmer with some experience in DirectX10,  a  huge fan of the demoscene for most of my life, inspired when I used my Amiga when I was a small lad, playing cracked games, watching the intros.

Recently I've been making the adaptation to demo coding from generic 3D programmer: learning the techniques, optimizations and practises employed by groups.
I've been studying IQ's frameworks, Conspiracy groups aDDict2 engine and Farbrauch's altona/werkkzeug4 - which are currently over my head in terms of detail.

I can code a game/most 3D techniques...Given enough time, just making this jump to employing these demo styles and having a deeper knowledge of optimising, mathematics and programming practises is proving to be quite challenging. IQ has proved to be a great help in understanding these methods, but there's little else except my own exploration to help myself.

Hence me joining this board, I hope to talk to others who are in the biz, bang some heads and learn. I've lurked for a while here and it seems like a great community.

If there are any essential details or information that any beginner demo coder must see/learn, please throw it my way.

I thought I'd contribute initially a bit more than with a standard welcome, so I've made a topic over in general.

Thanks
#11
Me and a fellow coder colleague ordered our Rasberry Pi each. His has arrived before mine, so his is getting all the punishment currently.

It will be interesting to see what comes out of the demo scene in relation to what potential the device has.
I've seen a colleague have Quake3 running on it with (hacked) sound.

If anyone has one, what are you expecting out of it and what have you managed to squeeze into it so far?

thanks