Displaying entries for tag: Personal

Tags: Personal

Isolation Mode


I'm just posting to note that I've been getting a shitload of stuff done on my game, but there's still a lot to do. So I'm going to continue to ignore all of my e-mails and online communications for another week or two from now. Once my game is finally done, I'll be rejoining humanity and addressing all of those bug reports (and maybe even some feature requests) on That Tool That I Pretend I Didn't Make. I've also received quite a few e-mails in the past 10 or so days. Since like 5 of them are complaining about the exact same problem, I'm going to answer them all here, and just hope the people who sent them give enough of a shit to check my web site. Read more...


Don't :P Where You Eat


It is common for us petty engineers to hold our knowledge and abilities in high esteem. When we practice a trade that can only be known to the common person through weeks, months, or years of learning and training, such a thing is to be expected. However, because of this, and because of the competitive nature of humans, we often lose sight of the fact that this knowledge is merely a product of our own circumstances, and has come at a price for all of us.

That price can be measured in time, effort, and sometimes even in a literal sense (for those who have invested money in an education). However, the fact that we were able to pay the price and had the will to do so is nothing to be proud of. It's merely been a part of who we are, and a part of our natural circumstances in this world. If we lose sight of this, we will begin to :P uncontrollably. Read more...


...And a Happy New Year


There's a new version of Scarlet up. This one has a lovely new feature called "Ultra-shot". It allows you to take massive multi-sampled renders of models (if your graphics hardware supports it) and export them to PNG files. It also saves the depth mask into the alpha channel, so you have a nice anti-aliased cutout layer for your render.
Merry Christmas!
I made this fantastic and wonderful Christmas wallpaper in celebration. I apologize if it makes you collapse and/or cry tears of blood.


I'll Swizzle Your Face


I've been quite aware that my GIM de-swizzling has been pretty busted for a while now. I totally brute-forced it by looking at my raw RGBA pixel output and re-arranging pixel chunks based on bit depth conditions and all of this other crap, having no idea what in the hell was actually going on with the data. So I decided it was time to actually make it work right across the board. I figured this is a problem that had been solved 100 times over, so I went digging into the community-maintained pspdev SDK and its documentation, and what did I find? Swizzling (and de-swizzling) routines that were completely broken across varying image bit depths. Read more...


General Update


There are a few subjects to cover in this update. AVALANCHE status will be the first order of business.

AVALANCHE has been getting more popular lately. I'm not really sure why, or how, but there have been a number of comments to the effect of "dude don't release this til its done!!!" and "what else are you going to add in the next version?". To clarify, AVALANCHE has been out for over a year, and it's more or less done in my eyes. There was a bug in v0.5 that completely broke the decals, so I'm going to fix that eventually. But, otherwise, it's done. Read more...


The Burning


My officeI was reminded recently of the time half of the building burned down while I was working at Human Head. I actually managed to take some pictures of the destruction back then, while I was walking through the burned wreckage and assisting in pulling burned and smelly hardware out of the building.

It was sort of a nice and surreal experience. I never put the pictures up before, because it was a "sensitive" issue and the owners didn't want people making pictures of the destruction public. But it's been a couple years now, and I no longer work there. So here, look upon the destruction! Read more...


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