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  • Star destroyer and tie-fighter modelled in 3ds max using greeble plug in and scanline render.
  • My 3rd WIP for challenge #10. I think I might have to stop tinkering and move the process along to the next stage to keep on target with the challenge timeline.
  • One of the fascinating discoveries to come out of our Origins of Australian Game Developers article is to see how many studios linked directly (and indirectly) from a small studio based in the outskirts of Melbourne called Torus Games. The studios to come directly out of Torus are: World class mobile game developer, Firemint Professional vehicle outsourcing company, Virtual Mechanix Physics middleware solution, True Axis and the following start ups.. Wicked Witch Endgame Studios Funburger…
  • Interzone Games have debuted the first trailer for Interzone Futebol, giving the world a glimpse of their MMOG soccer game. The press release below has more information on the trailer, so I won't repeat anything other than to say I totally dig the bright, colourful, and non-realistic visual style that they chose to go with. The fly-through of the various places in Rio de Janeiro show some top quality art work by the Interzoners. Oh, and I should add that Interzone Futebol is running on the…
  • something i made in tafe after i left well enjoy
  • Random guy I'm working on in my spare time. Feels good to turn edges and push pixels :D
  • Hi me again just an animation i did with low max hehehe but yea i wanted todo more with him but i didn't know what else to do well enjoy.
  • The Australian Centre for the Moving Image (ACMI) has done an absolutely brilliant job in graphing and documenting the history of game development in Australia which you can download or view online via two PDF files at their website. Australia has an incredibly rich history in game development, from humble beginnings with Beam Software on 8-bit computers, and ACMI has detailed much of the highs and lows that our industry has seen over the years... Australians have been making videogames for an…
  • well, missed a week (was going to do weekly updates of progress) this was due to travel, sickness, and most of the work being non-visual. do have a world system (or scene database) loading and saving, this required support of loading and saving virtual pointers. Changed the generic geometry class, to allow data stream reuse between render stages/ topologies. Rewrote the scene database sphere tree so that it actually worked. the image is a screen shot on the start of a 'world viewer' application…
  • 21-8-2008 update for sumea challenge