WOW things have certainly changed in the last 10 years, I'm not doing any game development these days, it's all simulation and film processing...some of you might remember me from way back when gamedev was just a small group of independent nerds trying to make a better world by sharing ideas and solutions, those were the days.
Since then I've become middle-aged and although I check up with gamedev every few months, I am totally out of touch with this younger generation of coders, I'm not sure how many people here can appreciate the fun and coolness of manually rasterizing textured triangles directly to the video buffer in mode 13h, with a whopping 256 colors and a whole 512kb of video memory to play with..
For old times sake I wanted to make a quick shout out to the older members to show off my personal project I've been working on for the last 3 years, there are few people that can appreciate the technology and work that goes into this and I wanted to share
FYI I released this publicly TODAY after 3 years of hard work.
http://s3d.cgbylg.com/
Greetings from an old pro..
WOW things have certainly changed in the last 10 years, I'm not doing any game development these days, it's all simulation and film processing...some of you might remember me from way back when gamedev was just a small group of independent nerds trying to make a better world by sharing ideas and solutions, those were the days.
Since then I've become middle-aged and although I check up with gamedev every few months, I am totally out of touch with this younger generation of coders, I'm not sure how many people here can appreciate the fun and coolness of manually rasterizing textured triangles directly to the video buffer in mode 13h, with a whopping 256 colors and a whole 512kb of video memory to play with..
For old times sake I wanted to make a quick shout out to the older members to show off my personal project I've been working on for the last 3 years, there are few people that can appreciate the technology and work that goes into this and I wanted to share
FYI I released this publicly TODAY after 3 years of hard work.
http://s3d.cgbylg.com/
could you grab some random un-copyrighted camcorder footage you can use to show it off?
There has to be some animation or video online you could use that isn't copyrighted.
'monkeyman' said:
WOW things have certainly changed in the last 10 years, I'm not doing any game development these days, it's all simulation and film processing…some of you might remember me from way back when gamedev was just a small group of independent nerds trying to make a better world by sharing ideas and solutions, those were the days.
Since then I've become middle-aged and although I check up with gamedev every few months, I am totally out of touch with this younger generation of coders, I'm not sure how many people here can appreciate the fun and coolness of manually rasterizing textured triangles directly to the video buffer in mode 13h, with a whopping 256 colors and a whole 512kb of video memory to play with..
For old times sake I wanted to make a quick shout out to the older members to show off my personal project I've been working on for the last 3 years, there are few people that can appreciate the technology and work that goes into this and I wanted to share
FYI I released this publicly TODAY after 3 years of hard work.
http://s3d.cgbylg.com/
could you grab some random un-copyrighted camcorder footage you can use to show it off?
There has to be some animation or video online you could use that isn't copyrighted.
Heck, if all else fails I've got some stock footage I shot with a DSLR I could give you.
Yeah, I really need to get some converted footage to show off, that's a big requirement...I got some great clips through a contact with NBC and did some demos for a studio using the new Star Trek movie, but I can't show any of that of course...for those demos I got free rotoscoping work so the only labor required (on my end) was the 3d editing, I made some great training videos that show the process of converting film but it's all using commerical footage..
For demo stuff the target level of quality is a big issue, as the conversion can be fast and cheap or detailed and expensive...I believe the software can deliver a better result for any given level of effort and time, but there is no standard..
The best analogy is that I make great construction tools, but I'm not in the business of building houses, when someone wants to see a completed building (in this analogy), I can explain that the actual architecture and design can vary (from a simple shed to the Taj Mahal), and I can demonstrate how the tools work, but most people just want to see the finished result, they won't know the details of how the foundation was laid, or the walls constructed internally..
My other bad analogy is that I make great brushes, paints, and canvas, but when someone asks me to "paint a picture", it's difficult to convey exactly why the tools are better..I culd easily paint a stick figure, and the paint may go on better than with other tools, but in the end it's still a crappy drawing
--------------------------------
I may get releases to use the commercial footage (I was very happy with the Star Trek tests), I'm also working with an artist friend to generate some useful video demos that show how the tools are used during an actual conversion...
I did record several informal training videos for a studio that was interested in buying me out at the prototype stage, but I can't use any of those materials, that was certainly a downer..
I will definitely post an update here on gamedev when I finish the next phase, getting "Version 1" out was a huge milestone, the next will be to have the training videos for a completed conversion up on youtube so everyone can see how it works in action..
Thanks for everyone that checks out the page (and/or requests the demo), I've been living with the code for so long I am slightly stunned to have a finished release out there...
For demo stuff the target level of quality is a big issue, as the conversion can be fast and cheap or detailed and expensive...I believe the software can deliver a better result for any given level of effort and time, but there is no standard..
The best analogy is that I make great construction tools, but I'm not in the business of building houses, when someone wants to see a completed building (in this analogy), I can explain that the actual architecture and design can vary (from a simple shed to the Taj Mahal), and I can demonstrate how the tools work, but most people just want to see the finished result, they won't know the details of how the foundation was laid, or the walls constructed internally..
My other bad analogy is that I make great brushes, paints, and canvas, but when someone asks me to "paint a picture", it's difficult to convey exactly why the tools are better..I culd easily paint a stick figure, and the paint may go on better than with other tools, but in the end it's still a crappy drawing
--------------------------------
I may get releases to use the commercial footage (I was very happy with the Star Trek tests), I'm also working with an artist friend to generate some useful video demos that show how the tools are used during an actual conversion...
I did record several informal training videos for a studio that was interested in buying me out at the prototype stage, but I can't use any of those materials, that was certainly a downer..
I will definitely post an update here on gamedev when I finish the next phase, getting "Version 1" out was a huge milestone, the next will be to have the training videos for a completed conversion up on youtube so everyone can see how it works in action..
Thanks for everyone that checks out the page (and/or requests the demo), I've been living with the code for so long I am slightly stunned to have a finished release out there...
"Like all good things, it starts with a monkey.."
if you go to the blenderartists forums you might be able to find some artists that are totally fine letting you use their animations (some of remarkable quality) for tech demo purposes.
I am curious. All of your examples seem to be the red/blue stereoscopy. Can you do it similar to how mainstream movies do it by just generating two full color images as well?
I am curious. All of your examples seem to be the red/blue stereoscopy. Can you do it similar to how mainstream movies do it by just generating two full color images as well?
if you go to the blenderartists forums you might be able to find some artists that are totally fine letting you use their animations (some of remarkable quality) for tech demo purposes.
I am curious. All of your examples seem to be the red/blue stereoscopy. Can you do it similar to how mainstream movies do it by just generating two full color images as well?
Absolutely, the app can output red/blue anaglyph, left/right images separately, or double-wide stereo images...
The red/blue anaglyph is the best bet for realtime editing on a PC because it doesn't require any special display hardware, but the final images could be shown in any other stereo format...I added dual monitor support so the anaglyph view can be isolated to a separate monitor while the application runs in the primary display but it's still red/blue output during editing...I could probably support the newer 3d displays coming out but nothing seems to be standardized yet, I'm saving that for the future (of course I can always do custom integration if a studio needs it)...
For a tech demo the biggest problem isn't the licensing so much, but the wide range of quality possible and the actual labor (I've automated much of the process but it still requires human workers for a pro result)...now that the core app is locked down I believe I can get a good demo together but I still face the "paint me a picture" problem I described..
I've been working with a studio to possibly start a conversion service (entirely different ballpark than "making software" itself), that's where the Star Trek and NBC clips came from, I'd like to use some of that if I can...there is no licensing agreement so I didn't want to include anything we worked on together, which leaves me with not much to show..
"Like all good things, it starts with a monkey.."
Hey its Monkeyman! Welcome back!
My deviantART: http://msw.deviantart.com/
Hey its Monkeyman! Welcome back!
THANKS!!! This is the only message board I ever really participated in, it is so nice to be remembered I was just telling my wife about how we used to have ONLY ONE troll (nes8bit) and everyone just tolerated it because it was just one guy...
I saw the post about the spammers, I'm guessing trolls are rampant as well..
For the record I do feel slightly bad about never contributing any articles or becoming a moderator, I just got tied up in getting my career going...I got so much help here in the early days I wouldn't have made it otherwise..
"Like all good things, it starts with a monkey.."
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