News
April, 06, 2008
February, 23, 2008
February, 22, 2008
-
Released a
proof-of-concept test
for "partial hulls", a way to optimize the SAT test between convex objects. See
the
blog for more info.
February, 16, 2008
February, 13, 2008
-
Starting a
blog. We'll
see how long this survives.
February, 12, 2008
-
After many years I finally moved my website from the
lousy Altern.org to a professional web hosting company. If you wonder why I
haven't updated this page for so long, here's the answer: Altern sucks.
-
So anyway, the news: as briefly outlined below, I left
Switzerland some months ago, and moved to Barcelona (Spain). I now work for
GRIN.
That's right: I'm french, moving from Switzerland to Spain, to work for a
swedish company. I guess I'm simply european.
-
Nvidia acquired Ageia, woah! A part of me would have
been proud working for Nvidia. A part of me is happy to have missed this. If
the intent is to port my convex-vs-mesh contact generation code to CUDA, uh,
have fun. I'm very curious to see how well this would work.
-
Adam
got engaged! This is so Twilight Zone. Congratulations, man!
-
Uploaded a
sweep-and-prune article
I wrote last year.
July, 11, 2007
-
It is now official: I will be leaving my job (and
Switzerland) at the end of september. So it has been 4 years here.
-
You play Tomb Raider too much when... you start adding
dual
guns to your own project :)
-
I hate when people call me the "collision guy". Hello,
I wrote dozens of software rasterizers in assembly and spent years doing
graphics before Opcode / Novodex. I'm a graphics guy, originally. And those
days I'm a gameplay guy, a special effect guy, an AI guy, a Win32 GUI guy,
anything but a "collision guy". Get a clue!
June, 25, 2007
June, 20, 2007
-
Released some code for a "pair
manager" data structure. Old stuff
but a few people asked me about it, so here it is.
-
Also added some
notes about
pair management in an incremental version of the sweep-and-prune algo.
-
What's the difference between the "new" "MegaTexture"
from ID and the old chunk-LOD code from Thatcher Ulrich? He already had a
32000*32000 texture in that demo, back in 2002. Don't believe the hype.
May, 29, 2007
May, 07, 2007
March, 22, 2007
March, 16, 2007
-
Released a first version for a
CD Test Framework.
So far it's just a demo or sample for Opcode 1.3.
March, 09, 2007
-
I just heard about
Tuo. There
is no word for this. Rest in peace.
-
I found
super
old
pics
on some backup CDs. Since they were relevant, I added them to the corresponding
pages.
-
I added a new
screenshot for
"Konoko Payne".
-
Updated the radix sort page. New version available
here.
February, 22, 2007
-
Minor website checkup. Cleaned some pages a bit, fixed
a few links, etc.
November, 10, 2006
April, 06, 2006
February, 06, 2006
January, 06, 2006
July, 29, 2005
June, 06, 2005
September, 24, 2004
August, 15, 2004
-
My old e-mail account on CoderCorner is full of spam. I
haven't read it in months. Please use my new
e-mail.
August, 09, 2004
-
We just released the
NovodeX SDK 2.1.1
! It's now free for non-commercial use. Make sure you also try John
Ratcliff's Rocket !
March, 29, 2004
-
I'm back from the GDC! It was very nice, I met a lot of cool
people here. Thanks everyone!
-
I have a small article in
GPG4, co-written with Adam.
March, 10, 2004
-
I'll be in the US from tomorrow until the end of the month in
San Jose
for the GDC. See you there !
March, 9, 2004
-
Here's a small "work in progress" version of "Konoko Payne"
:
http://www.codercorner.com/KonokoPayne_WIP_03_2004.rar.
You'd better run it on a fast PC. If you get some troubles with the sound, try
to edit the INI file and switch to the DX9 renderer (it fixed it on my GF2 MX).
-
Please stop asking about Flexporter and Max 6 !!! I obviously
don't have Max 6, else Flexporter would have been updated already.
February, 18, 2004
-
Here! Here! We just released our
new SDK ! There are a lot of
cool physics demos included !
February, 17, 2004
-
No time for website updates, yet a lot of new things....
-
My small Oni remake is better than ever. I extracted all the
levels with correct geometry / UVs / lighting / etc. I rewrote my character
controller so that it's more robust. I improved the motion graph so that it
supports more Konoko motions. I added sound and music support. Etc, etc. It
starts really looking like Oni. I liked how Flexine was able to swallow
all that stuff. There are some design flaws in the engine but otherwise I'm
pretty happy with it. By the way, Project Line Counter says it's now about
445.000 lines of code (without including Flexporter and various minor tools). I
would never have expected that when I started it as a hobby / home project.
-
I started my own small physics editor, codenamed "Eve" because
of an obvious lack of imagination on New Year's Eve. So far I mainly
implemented a small GUI library with all the standard elements. I also have
those cute rollup windows like in 3DS Max, but it's not fully finished. I've
been suspecting this for a long time, but now I can confirm it : GUI
programming is pretty boring.
-
We're about to release the new NovodeX SDK. I've been working on
it since I'm here (about 6 months), and we made huge improvements everywhere. I
spent a while optimizing the whole thing, and it's now a bloody fast linear
solver. Stacks of hundreds of boxes are a piece of cake to handle now ! Some
people have reported it was faster than Havok 2, but don't quote me on that. As
far as I'm concerned I think we only removed the fat. We didn't start really
optimizing it :) I also have a lot of ideas to make it a whole lot better. Stay
tuned ! We already started a PS2 port, by the way.
-
That skiing week in Le Corbier (France) was nice, yes,
thanks.
-
I attended a nice presentation by Marie-Paule Cani at the ETHZ,
for their "Graphics Lunch". I couldn't agree more with the methodology she
exposed, since as far as I can see it's nothing more than what demomakers have
been doing for ages, and what I usually call "artistic coding". If the theory
doesn't work, just bypass it in practice and invent something clever that
works. - a.k.a. "japanese way of life" (from our first Atari demo in 1992),
a.k.a "imagination is more important than knowledge" (from that famous guy you
probably know about). This is old news really, Nick / TCB showed us the way
eons ago, and there's no way I can forget this...
January, 22, 2004
September, 7, 2003
-
Not much time these days...........
-
I didn't find anything in Norway or Iceland, so I moved to
Switzerland instead ! One day I'd like to try Bergen (Norway) or Reykjavik. I'm
currently working for NovodeX,
in Zürich.
Any French people out there ? See you at the Nelson !
-
Don't tell me you missed
Skin live at the
Rohstofflager ?! ... (Hi Dina
!) It was just amazing.
June, 10, 2003
-
Sometimes I feel like moving to Norway or Iceland. Any
interesting and interested company out there ?
June, 3, 2003
-
OPCODE 1.3
has been fixed and re-uploaded.
-
A small bug has been fixed in
Flexporter 1.17 as well
(current version is 1.17b)
-
In case you're wondering why I still haven't answered your
particular mail...... In an old Outlook directory of an old machine, I still
have about 1000 (yes, one thousand) late, unanswered mails. And that's
the "TODO" directory, where "important" mails are stored. So, no, I can't teach
you how to create a MAX exporter from scratch, I can't add all those features
to Flexporter, I can't teach you how to do a 3D engine either, I can't
teach you the basics of rigid body simulation, I can't give away for free the
whole Flexine source code, I can't import ONI character motions in 3DS
MAX so that you can edit them with Character Studio, and please, use Google.
June, 2, 2003
-
Hmmm, I found a big bug in OPCODE 1.3.... Sigh. I'll upload the
file again as soon as it's fixed. Sorry.
June, 1, 2003
May, 30, 2003
-
Flexporter 1.17
has been released. The Cube tutorial has been included in the default zip, and
removed from the site.
May, 18, 2003
April, 13, 2003
-
Uploaded a little
Flexporter tutorial. It speaks
about various things from smoothing groups to consolidation, using a simple
cube as an example.
March, 31, 2003
-
Uploaded a little
test for cube-vs-mesh
contacts.
March, 19, 2003
-
Added a new page for
terrain stuff. After some
years I'm finally back to terrains, it seems. Latest implementation uses DX9,
vertex / pixel shaders, and light scattering. Looks cute.
March, 9, 2003
-
Added some
Flexine snapshots, showing
some portals and chunk-LOD terrains I've been recently integrating in the
engine. It will be interesting to make the physics engine work with chunk-LODed
terrains.
February, 9, 2003
January, 31, 2003
January, 10, 2003
January, 8, 2003
January, 1, 2003
-
Updated the
rigid body page with a little
demo
for you to test mesh-mesh rigid body simulation.
-
Happy new year !
December, 30, 2002
December, 17, 2002
-
Updated the
rigid body page with new
snapshots ! I now directly support arbitrary meshes in my rigid body simulatior
!
December, 5, 2002
December, 2, 2002
-
Uploaded the Opcode page with a new link to the Linux version.
An Opcode demo has also been included in The Demo Effects Collection, by W.P.
van Paassen.
November, 7, 2002
-
Uploaded a little
demo featuring
Konoko, some boxes, and some
other little things.
October, 19, 2002
October, 15, 2002
October, 11, 2002
October, 10, 2002
-
Flexporter 1.15
has been released ! It contains an experimental MAX5 version, the updated ZCB
importer (which is now part of the Flexporter SDK), a new format plug-in for
NovodeX, and a lot of new features.
-
Uploaded the MAX scenes for the
NovodeX joint tutorial.
October, 8, 2002
-
Added some entries with various things I've been doing recently.
(check them
here)
October, 4, 2002
September, 5, 2002
-
Even more physics !
Wall00,
Wall01,
Wall02. This version runs
smoothly.
-
Bigger and better :
Wall03,
Wall04. This version is, of
course, slower ! But looks very cool.
September, 2, 2002
-
More physics ! I'm currently using some scenes from
Havok Xtra to test my
own physics code. I can tell you, it's highly motivating when it looks so
sharp.
Totally mesmerizing in motion.... Maybe I'll put a demo online soon, but while
I'm at it I'd love to include Konoko, and let her savagely kick those crates. I
want the same as in the Havok
warehouse animation.
September, 1, 2002
August, 18, 2002
-
I finally wrote a little user manual for
OPCODE. Get it
there !
August, 8, 2002
August, 1, 2002
-
Finally released
OPCODE 1.2 almost one year
after version 1.1. You can thank Erwin de Vries. And guess what ? Version 1.3
has already started, sigh....
-
But I need to release Flexporter 1.15 before that. (yep, 1.14
was an internal release for a bunch of NVIDIA guys)
-
I love to see people using OPCODE for
robotics and motion planning courses.
That motivates me.
-
Updated the
ray-AABB code with the
SAT-based versions used in OPCODE 1.2
-
Updated the
RAPID Hack article.
July, 31, 2002
-
Posted a little
physics demo. This is the test
I built before implementing some physics code for Elsewhere Entertainment.
You'd better have a fast machine to see that one (not really optimized). Highly
influenced by Baraff's SIGGRAPH Course Notes...
-
I also implemented two MAX plugs for Elsewhere : a prelighter
and a normal map generator.
July, 30, 2002
-
Posted some new
snapshots on the Flexine page
(actually old snapshots but I like them). This engine starts beeing somewhat
pleasant to work with. At last...
July, 13, 2002
Sometimes a Google search is fruitful ! Notable
hits :
June, 14, 2002
-
Flexporter
has been used to produce the NVB format in
NVIDIA's Cg ! Cool or what ?
-
Sorry for the lack of updates and the mails that didn't get any
answers.... too many of them...
March, 29, 2002
-
(Updating that page from a friend's place) I'm having some
problems with my Internet access, and I've been unable to read my mails for
more than a week. Sorry....
February, 10, 2002
-
Uploaded some old
box-pruning code. I need to
make it available to feed a thread on comp.graphics.algorithms !
-
In case you missed it, that purple-mauve background image you've
been lookin'at for years is a tribute to
Q-Collide indeed....
Disappointed ?
January, 26, 2002
-
Almost one year later I finally uploaded the little
doc I once wrote for
Opcode...
I never finished it, since the efficient implementation presented in Game
Programming Gems 2 made it quite pointless. Anyway here it is in its
current (and probably final) form, at least it can be interesting to understand
the story behind Opcode.
-
Flexporter 1.13b
now contains a special version to support Character Studio
3.2.
January, 21, 2002
January, 20, 2002
-
New
Flexporter release (version 1.13)
-
I don't quite believe it but there was a bug in my
radix sort. In very particular
cases the last sorting pass was skipped for floating-point values, and of
course it's bad since for floats you still have to reverse the current list
order when all values are negative (contrary to what happens with ints, where
there's nothing to do). Anyway it's fixed now, but I feel cheap. Gloomy sunday,
she said.
January, 13, 2002
January, 6, 2002
December, 28, 2001
December, 25, 2001
-
Here's
a very nice radix sort by Michael Herf. The 11 bits trick is great !
December, 24, 2001 (almost)
-
Updated the
ONI breaker page with new snapshots.
Downloaded many game demos to keep in touch with the industry, and guess what ?
Most of them sucked big time. Konoko, you rule.
December, 23, 2001 (later)
-
Bloody hell ! Actually the last version of
SAINT (0.99) replays our demos
even better than STEEM. Some Japtro fullscreens weren't working correctly in
STEEM, but it seems to be a piece of cake for SAINT. It Just Works. Even
Blood
runs from top to bottom without any problems (In Pacifist only the first part
was working, and STEEM simply never ran it). The only problem I have so far
with SAINT is quite dumb : I don't know how to take snapshots with it (and they
disabled Alt-Impr, it seems). Oh, well. Download the demos
here and see for yourself.
-
Released the
Eden source code so that you
can laugh at me with me :) That was fun.
December, 23, 2001
-
I played a bit with
STEEM and I'm impressed....
That baby is great ! It gracefully handles most Atari games, including Goldrunner
(other emulators usually trash the fabulous Rob Hubbard music, which kind of
ruins the experience). It also replays most demos, including
ours....... and THAT is
impressive because they were quite trashy on the fullscreen side. I'm baffled :
it even manages to replay our Japtro, whereas many real STs just couldn't :) At
least here's your chance to see those somewhat epic Cat's Eye pictures : done
one pixel at a time with Degas Elite, bigger than a fullscreen, using multiple
palettes. Hell on Earth. And don't be surprised by the Björk scan : yes I was a
fan right from the start !! Code-gourmets will hopefully also appreciate the
fullscreen snapshots Pacifist was formerly totally unable to deliver. After
years and years of PC coding, I still have to find something as unbelievably hardcore
as fullscreen-programming on Atari. This is just way, way sicker than
everything I've been confronted with on PC. Yeah, I'm rambling on, so what ?
That's my private corner on the web, if you don't like it, scram !
-
Merry X-Mas !
December, 18, 2001
-
Updated the
Flexine page with some
screenshots.
December, 5, 2001
November, 18, 2001
-
I was asked about the hierarchical profiler used in some of my
demos. It's not worth writing about it, you'd better directly
check the code !
November, 16, 2001
-
Pierre in the
Blue Lagoon ! Thanks for the
photograph, Clarisse.
November, 14, 2001
-
Worked a bit on Konoko Payne ! I don't have much time for this,
but it made me implement a nice motion blur effect in Flexine. Check some
snapshots on the
ONI breaker page!
November, 3, 2001
-
Updated the
Flexporter page with a
snapshot of standard zcb Options I'm using. You'll need them to make sure
exported files can be read gracefully with either Ice or Flexine.
November, 2, 2001
-
Updated the
Konoko test. Should now run on
Radeon cards. Ahem. You probably should use this as well instead of the old zcb
reader...
-
Updated the Airwaves
text with some links... Also
corrected some older texts.
-
I still have plenty of unanswered
mails, sorry about this...
October, 29, 2001
-
New
text (in french) about my
icelandic trip and the Airwaves festival ...
-
Updated the
card detection code thanks to
two DXML posts by Tom Forsyth & Richard Crowder.
October, 15, 2001
October, 13, 2001
October, 11, 2001
October, 10, 2001
-
Updated the
ONI breaker page. Still not much out there.
October, 9, 2001
-
Flexporter
version 1.12b is the same as 1.12, updated with a missing file (thanks to Hervé
Denis again!)
-
Added a page for the
ONI breaker. Just a screenshot
for now.
-
Various old screenshots have been (re)moved.
-
Updated the
ray-AABB code
-
OPCODE 1.1
has been released
-
Added a page for
Flexine.
-
Added a page for the
Route du Rock 97. Almost
nothing so far.........
-
Added an old text in the verbose section. That used to be in
Heliovisions'
trombinoscope.
October, 5, 2001
September, 21, 2001
-
Added a page for the mesh unwrapper and two project entries for
Flexine & the ONI breaker. More info later, no time...
August, 14, 2001
-
Updated the
strips code! Many thanks to
Eric Malafeew for the bug report ! The new version is more efficient and
produces better strips.....
July, 7, 2001
June, 21, 2001
June, 10, 2001
May, 27, 2001
May, 23, 2001
May, 11, 2001
May, 09, 2001
May, 03, 2001
-
The
ZCB Reader and
OPCODE's demo have been
updated. They should now run without problems on INTEL i740 and similar boards.
April, 21, 2001
-
The
ZCB Reader and
OPCODE's demo have been
updated. They should now run without problems on ATI RAGE 128 and similar
boards.
April, 1, 2001
March, 29, 2001
-
OPCODE's
demo has been updated.
March, 28, 2001
-
Fixed the "pencils" scene for
OPCODE ! The lib now handles
that case as well as RAPID, and as a bonus several other scenes/configurations
also run faster. The idea was to use a full box-box test at the first level of
the hierarchy only (keeping SAT-lite tests otherwise). Simple, efficient, neat
! I believe van den Bergen's SOLID would benefit from this as well.
March, 25, 2001
-
OPCODE's demo doesn't run? Here's a
summary with full screenshots.
March, 24, 2001
-
Uploaded a demo of
OPCODE. Mainly for
collision-detection fans like me.
March, 21, 2001
-
Following my "Dumb OBB optimization" on the GD-Algorithms list,
and with the initial help of
Tomas Möller, I just completed
a brand new collision detection library called
OPCODE. I'm very pleased with
the results, which are far better than what I had expected !
March, 10, 2001
-
I finally uploaded some
links..... This is mainly for
my own convenience...
March, 9, 2001
March, 8, 2001
February, 22, 2001
-
I dont believe
this ! (Thanks Piotr)
February, 21, 2001
February, 17, 2001
February, 4, 2001
-
New
Flexporter release (version 1.08 - supports
MAX4 and Character Studio 3)
February, 1, 2001
-
Flexporter
bugfix - the consolidation was broken. Thanks for the report Stephen!
January, 31, 2001
-
New
Flexporter release (version 1.07)
-
Flexporter mailing list opened
-
This page to announce news!