Software for the Realtime 3D Modeler?
"There are other problems too: modelers that have no concept of polygon strips/fans or that make it very hard to avoid generating polygons that will never be seen (the inside surface of a pipe for example). Even if you have the target 3D hardware on the modeling machine, it's rare to have the modeling windows look anything like the finished product. I'm wondering if anyone has run across a good solution to this. Possiblly a modeling package more geared to hardware capabilities, or some way of adapting an existing modeler to make it more hardware friendly by blocking or modifying features that 3d hardware can't handle. It would seem such a package could be cheaper too, since it wouldn't have to support as many fancy features."
yes
post
w00t! I got the (fill in my number of posts) post!
Take a look at MultiGen & SGI's Performer
-----
For great justice!
Margaret stood at the kitchen counter the next morning, smiling
as she prepared the tuna salad sandwich that her son would take to
school. Four more times her hung, horny child had fucked her the
night before, shooting load after load into her wet, juicy pussy.
Margaret felt more sexually satisfied than she had been in months.
She was naked now, eager to teach her son more about sex before he
left for the day. No matter how often he satisfied the wet need in
her pussy, Margaret's cunt always grew hot and itchy for more.
"Hi, Mom."
Margaret turned, smiling at her son. He wore only a pair of
pajama bottoms, through which she could see his big cock swinging
between his legs. He looked sheepish and embarrassed, but still
stared hungrily at his mother's body. Margaret wondered if his cock
was sore from fucking her cunt so much.
"Good morning, darling. Give Mommy a nice kiss."
She embraced her son, lewdly, thrusting her tongue into his
mouth, squeezing his ass. When Henry finally broke the obscene
embrace, he had grown a giant, rock-hard boner that now tented
blatantly through the sheer flannel.
"Did you sleep well after fucking Mommy last night, honey?"
"Yes."
"And you've got another big hot hard-on now." Margaret shook
her head, as if humorously exasperated with the constancy of her
son's sex drive. "Honestly, you're just incorrigible, Henry. I
suppose you'd like Mommy to help you with that big hard-on before you
go to school today."
Henry just nodded, shy and horny, his cock twitching in his
pajama bottoms as he stared at his mother's body. Margaret wrapped
up the sandwich, then walked out of the kitchen, leading her son back
to the bedroom. She hopped on the bed, sprawling on her back and
spreading her thighs wide apart.
"Take off your pajamas, honey. Mommy wants to see your big
cock, again."
Henry obeyed his mother, stepping out of the pajama pants,
revealing his enormously swollen cock. Looking at her son's prick
made Margaret hungry to feel it ramming into her pussy again. But
there was something else she'd yet to teach her son. Any good son,
she felt, needed to be well-skilled in licking his mother's cunt.
"Look at my pussy, Henry."
Margaret splayed her thighs wide apart, shamelessly displaying
her wet, hairy fuck hole to her only child. Henry's cock throbbed
even harder as he ogled his mother's pussy. Margaret dipped her
finger into her furry cunt slit, darting it in and out.
"I know you like Mommy's cunt enough to fuck it, honey," she
purred. "Now I want to find out if you like licking it, too. Have
any of the boys at school ever talked about cunt licking, darling?"
Henry nodded.
"A lot of boys really like licking wet pussy, Henry. Some boys
even like it better than fucking, or getting their cocks sucked. A
wet cunt has a natural aroma that most men find very arousing. I'd
like to see if you like licking Mommy's cunt too, baby. Then I'll
let you fuck me."
The expression on Henry's face told Margaret that he was going
to be well-suited to a long career as a pussy licker. He sprawled on
the bed, moving up to lie between her thighs, facing her wet,
fragrant pussy. Margaret took her hand out of the way, giving her
son ample room to lick and suck.
"Put your mouth on it, Henry. See how it tastes."
Henry obeyed his mom, pressing his mouth to her wet, swollen,
pouty-lipped hole. He groaned, revealing that he liked the taste of
pussy juice very much indeed. Henry thrust out his tongue, pushing
it deep inside his mom's throbbing cunt hole. Margaret grimaced and
wiggled her ass as Henry started licking and lapping, sluicing his
tongue up and down between the pink, juice-oozing folds of her itchy
little cuntslit.
"You like cunt licking, don't you, Henry?" Margaret panted.
She held his head with both hands, thrusting her ass off the
mattress, slowing fucking her throbbing cunt hole onto his mouth. "A
lot of boys think it tastes kind of fishy. But I'll bet you like
licking this kind of fish, don't you? I'll bet it reminds you of how
Mommy's pussy smells when you're giving it a good fucking."
Henry nodded, his face buried between his mother's thighs.
Without being asked, he moved his hands up, delicately peeling open
her pussy petals with his fingers. The interior of her pussy was
pink, bright, glistening with juice. Henry swabbed the throbbing
fuck hole with his tongue, then seemed to notice the fat little bump
protruding at the top.
"That's my clitty, Henry," his mother panted. "That's the most
sensitive part. Why don't you lick it for your mother?"
Henry obeyed, touching his tongue tentatively to the sensitive,
achey clit nubbin. Margaret instantly bucked as if she'd been shot,
her big tits quivering as she fucked her ass off the bed much harder
than before.
"That feels so good, Henry! Unnnggghhh! Mommy likes getting
her clit licked and sucked! Oh, Henry, lick it for Mommy! Put it in
your mouth, darling! Suck Mommy's clitty too!"
Henry straightened two fingers, gently guiding them into the
narrow, clinging interior of his mother's pussy. Then he lovingly
started swabbing her clit with his tongue, basting it with saliva.
He took the clit bud between his lips, sucking it, making it swell
bigger. Then he settled into a rhythm that his mother found
extremely pleasurable, sucking her clit as he fucked her pussy with
his hand.
"Unnggghhh! That's enough! Fuck your mother now, Henry! Hurry,
Henry, put your cock in Mommy's pussy! Fuck your mother hard!"
Henry rose up, mounting his mother, aiming his throbbing
cockhead at the well-wetted pussy opening. Margaret cocked her knees
up to her shoulders, looking down and watching her son guide in the
cockmeat. The cock knob popped into her gooey pussy hole, and then
the cockshaft. Then inch after inch of the long, stiff pussy-pleaser
was boring into her fuck channel, stuffing the mother's cunt to
bursting with the big, stiff cock she craved.
"Fuck me, Henry! Unngggh! I'm so horny now! Fuck your mother,
fuck your horny mother!"
Henry sprawled on top of his naked mother, crushing her tits
under his chest. Margaret shuddered, feeling the tremendous fuck
pole stabbing to the hilt in her pussy. She wrapped her legs around
his back, humping fast and hard. Henry met her rhythm, fucking his
huge, achey cock in and out of her cunt.
His fucking was especially satisfying right after the licking.
His tongue and fingers had made her pussy so hot and drippy, and now
it was intensely satisfying to give her hot, hairy cunt hole
something long and probing to suck on to.
Margaret's cunt now clung to her son's stroking cock with a
special tightness, nursing around every inch of the cockshaft. Her
pussy was so horny and itchy that she couldn't think of anything
else. She needed a long, violent fucking now, so she could relieve
herself with a long cum on her son's huge cock.
"Fuck your mother, Henry!" She bounded her ass frantically off
the bed, pistoning her tight, throbbing pussy onto his prick as fast
as she could. "Really hard now, baby! Unh, unh, ram it in! Fuck
Mommy's pussy just as hard as you can!"
Henry fucked his mother, panting on her shoulder, relentlessly
spearing his huge, swollen fuck shaft into the gushing depths of her
pussy. Her frantic humping rhythm spurred him on. Soon he was
stuffing her pussy as fast and deep as he could, utterly reaming her
fuck channel with every skewering stroke of his prick.
"Fuck your mother, fuck your horny mother!" Margaret chanted.
"Unngggh! Feels so good, Henry! Mommy's cumming now! Oh, fuck, oh
shit, Mommy's cuuummmiiinnnggg!"
Her wet, hairy pussy spasmed and spewed, gushing fuck juice onto
her son's cock, milking the belly-probing stiffness of his prick.
Still Henry didn't let the morning's first load of cum juice flood
into her belly. Instead he gripped her ass cheeks and kept fucking
his mother hard and fast, pounding his cock into her stomach, guiding
her through the peak of her cum.
And it was in the middle of her orgasm that Margaret realized,
suddenly, how badly she wanted to feel her son's cock pounding into
her asshole. The violent cum had spread through her whole body,
making her puckered little shit sphincter pulsate in and out as her
pussy spasmed around his cock. It had been a long time since
Margaret had enjoyed a really good ass reaming, particularly with a
cock nearly as large as her son's. She wondered if Henry would enjoy
fucking his mother's asshole as much as he obviously loved sticking
his big cock into her cunt.
"Take it out, Henry," she panted. "Mommy wants to show you
another place to put your prick now."
Henry obeyed his mother, though it obviously hurt him to do so.
Margaret stared at the giant cockshaft as it reappeared from her
furry, clinging pussy. The prick was red, dripping with cunt cream,
stone-hard with its need to shoot out the load clogging his balls.
Margaret's asshole tingled and burned as she imagined getting such a
huge donkey prick stuffed between her ass cheeks.
Margaret rolled over, sprawling on her belly. She thought of
telling Henry to fetch some Vaseline from the bathroom, but she
decided it wasn't necessary. His cock was dripping with pussy juice,
after all, and besides, she was too horny to wait. Henry gasped in
shock as he watched his horny mother stretch her ass cheeks open with
her fingers, shamelessly displaying her pink, puckered shit opening
to her very own son.
"Have you ever heard about asshole fucking, son?" Margaret
panted.
"Yes."
"I'll bet you have, honey. Henry, a lot of women really love
getting their assholes fucked. I'm no exception. Why, sometimes my
little asshole gets just as hot and horny as my pussy. Do you see
the way Mommy's asshole is throbbing right now?"
"Yes."
"That means it needs a good fucking. But it's a lot tighter
than a pussy, Henry, and you can hurt it more easily. Ordinarily,
it's a good idea to use lots and lots of petroleum jelly before you
try to give a girl a good ass fucking. You don't have to do that
now, 'cause Mommy's asshole is so horny."
"Yes, Mom."
"Get on top of me, honey. Hold your cock in your hand, and then
put the tip into Mommy's horny little asshole. I know you're going
to like fucking my ass. It's awfully, awfully tight. But be sure to
slide your cock in slowly at first. I'll tell you when you can go
faster. All right?"
"Yes, Mom."
Henry mounted his mother, holding his enormous cock in hand,
fitting the spongy, cum-oozing knob into the rubbery ring of her
asshole. Margaret held her ass cheeks wider apart, shuddering as she
felt the first pressure of his cockhead on her red, horny asshole.
Then it was boring into her, stretching her shit sphincter wide,
making her rubbery ass channel suck and spasm uncontrollably on the
invading thickness of his cock.
"Unngggh! Oh, Henry! You've got a really big prick, honey!
Unngggh! Fuck Mommy's asshole now, baby! Nice and slow, that's
right! Shove your big, stiff boner right up Mommy's ass!"
Henry squirmed on top of her, putting his hips in the best
position to drill his huge cock lance to the hilt in his mother's
bowels. Fucking a tight asshole, he found, felt different from
fucking a pussy. The hole was much tighter; he had to thrust more
slowly, at least at first. Gradually Henry settled into a steady
fucking rhythm, packing more of his huge prick up his mother's
asshole with every stroke.
Now the naked mother's asshole had really begun to itch and
burn. The horny shit sphincter was stretched to bursting around her
young son's cock, sucking on the veined prick shaft as it stabbed
relentlessly into the depths of her bowels. There was some pain as
his cock burrowed into her asshole, but it was more than compensated
for by a delicious pleasure that grew stronger every second. Soon
the horny mother was humping fast and hard, whimpering as she held
her ass cheeks apart, eagerly fucking her tender, horny asshole onto
the satisfying stiffness of her son's huge cock.
"Yes, yes, fuck Mommy's asshole, honey!" she gasped. "You can
do it hard now! Unggh! It doesn't hurt at all! Oh, please, Henry,
Mommy's asshole needs fucking so fucking much!"
Henry lunged down hard, packing every inch of his mammoth cock-
lance into the sucking tightness of his mother's shitter. For
several seconds he lay still, letting his prick soak in the spasming
tightness of her ass tract. Then he pulled out slowly, withdrawing
until only the tip of his cock parted her ass ring. Margaret gasped
with pleasure as her son again nailed his huge cock into the
welcoming tightness of her bowels.
"Fuck my asshole, fuck my horny little asshole!"
Henry started giving his mother the violent, deep ass fucking
she needed. In and out his big cock sawed, fucking through the
gripping, rubbery tightness of her shit tube. Henry panted on her
shoulder, his balls painfully swollen with an early morning load of
spunk. He fucked her tight asshole harder and harder, ramming his
aching cock through the sucking grip of her bowels.
"Ram it in, Henry!" Margaret released her jiggling ass buns, no
longer needing to spread apart to allow her child to ream out her
bowels. She thrust both hands under her belly, groping through her
juice-matted pussy curls until she found her fat, swollen clit.
Shamelessly the naked mother started rubbing the tingling little bud,
jacking off her pussy as her hung son pleasure her asshole with his
huge, stroking prick.
Henry thrust harder and harder, until he was ass-fucking his
mother with all the strength in his loins. Furiously he stabbed his
cock into her rubbery-gripping asshole, feeling the stretched shit
sphincter clinging to his cock with every stroke. His giant fuck
organ was getting even stiffer, and Margaret sensed that he would
soon be showering her bowels with jism. She rubbed her clit in a
frenzy of incestuous fuck passion, frantically fucking her hot, itchy
asshole onto her young son's big prick.
"Fuck my asshole, fuck my horny little asshole!" she pleaded.
"Ungggh! You've got such a big one, Henry! Mommy's asshole loves
your big prick! Unngggh! Cumming now! Fuck your mother, fuck
Mommy's horny asshole! I'm cumming, cuuummmiiinnngggg!"
Her asshole spasmed and throbbed, milking the skewering
stiffness of her son's enormous cock. Henry kept ass-fucking as hard
as he could, guiding her through the peak of her cum. Then he
collapsed on his mother's blushing ass buns, slamming his prick as
far up her stretched itchy asshole as it would go.
The milky white cock juice spewed out of his hard-on, flooding
his mother's asshole with hot sticky cum. Margaret felt the creamy
load spouting into her ravished shit tunnel, anointing the burning
walls with a soothing tide of jizz.
"Oh, Henry," she panted. She flexed her shitting muscles around
the cum-squirting hard-on, helping her hung child shoot out every
drop. Later today, she realized, she was scheduled for another
counseling session with Walter Wayne. He would undoubtedly want to
fuck her too. Margaret was already beginning to get used to the idea
of having two hung, horny studs to fuck her mouth, pussy or asshole
whenever she wanted.
How does Blender stack up? Aren't they going open source?
seriously...no one comes here anymore, and everything's getting lame.
What better way of demonstrating this than by looking at the hidden messages contained within the names of some of Linux's most outspoken advocates:
I'm sure that Eric S. Raymond, composer of the satanic homosexual propaganda diatribe The Cathedral and the Bizarre, is probably an anagram of something queer, but we don't need to look that far as we know he's always shoving a gun up some poor little boy's rectum. Update: Eric S. Raymond is actually an anagram for secondary rim and cord in my arse. It just goes to show you that he is indeed queer.
Update the Second: It is also documented that Evil Sicko Gaymond is responsible for a nauseating piece of code called Fetchmail, which is obviously sinister sodomite slang for 'Felch Male' -- a disgusting practise. For those not in the know, 'felching' is the act performed by two perverts wherein one sucks their own post-coital ejaculate out of the other's rectum. In fact, it appears that the dirty Linux faggots set out to undermine the good Republican institution of e-mail, turning it into 'e-male.'
As far as Richard 'Master' Stallman goes, that filthy fudge-packer was actually quoted on leftist commie propaganda site Salon.com as saying the following: 'I've been resistant to the pressure to conform in any circumstance,' he says. 'It's about being able to question conventional wisdom,' he asserts. 'I believe in love, but not monogamy,' he says plainly.
And this isn't a made up troll bullshit either! He actually stated this tripe, which makes it obvious that he is trying to politely say that he's a flaming homo slut!
Speaking about 'flaming,' who better to point out as a filthy chutney ferret than Slashdot's very own self-confessed pederast Jon Katz. Although an obvious deviant anagram cannot be found from his name, he has already confessed, nay boasted of the homosexual perversion of corrupting the innocence of young children. To quote from the article linked:
'I've got a rare kidney disease,' I told her. 'I have to go to the bathroom a lot. You can come with me if you want, but it takes a while. Is that okay with you? Do you want a note from my doctor?'
Is this why you were touching your penis in the cinema, Jon? And letting the other boys touch it too?
We should also point out that Jon Katz refers to himself as 'Slashdot's resident Gasbag.' Is there any more doubt? For those fortunate few who aren't aware of the list of homosexual terminology found inside the Linux 'Sauce Code,' a 'Gasbag' is a pervert who gains sexual gratification from having a thin straw inserted into his urethra (or to use the common parlance, 'piss-pipe'), then his homosexual lover blows firmly down the straw to inflate his scrotum. This is, of course, when he's not busy violating the dignity and copyright of posters to Slashdot by gathering together their postings and publishing them en masse to further his twisted and manipulative journalistic agenda.
Sick, disgusting antichristian perverts, the lot of them.
In addition, many of the Linux distributions (a 'distribution' is the most common way to spread the faggots' wares) are run by faggot groups. The Slackware distro is named after the 'Slack-wear' fags wear to allow easy access to the anus for sexual purposes. Furthermore, Slackware is a close anagram of claw arse, a reference to the homosexual practise of anal fisting. The Mandrake product is run by a group of French faggot satanists, and is named after the faggot nickname for the vibrator. It was also chosen because it is an anagram for dark amen and ram naked, which is what they do.
Another 'distro,' (abbrieviated as such because it sounds a bit like 'Disco,' which is where homosexuals preyed on young boys in the 1970s), is Debian, an anagram of in a bed, which could be considered innocent enough (after all, a bed is both where we sleep and pray), until we realise what other names Debian uses to describe their foul wares. 'Woody' is obvious enough, being a term for the erect male penis, glistening with pre-cum. But far sicker is the phrase 'Frozen Potato' that they use. This filthy term, again found in the secret homosexual 'Sauce Code,' refers to the solo homosexual practice of defecating into a clear polythene bag, shaping the turd into a crude approximation of the male phallus, then leaving it in the freezer overnight until it becomes solid. The practitioner then proceeds to push the frozen 'potato' up his own rectum, squeezing it in and out until his tight young balls erupt in a screaming orgasm.
And Red Hat is secret homo slang for the tip of a penis that is soaked in blood from a freshly violated underage ringpiece.
The fags have even invented special tools to aid their faggotry! For example, the 'supermount' tool was devised to allow deeper penetration, which is good for fags because it gives more pressure on the prostate gland. 'Automount' is used, on the other hand, because Linux users are all fat and gay, and need to mount each other automatically.
The depths of their depravity can be seen in their use of 'mount points.' These are, plainly speaking, the different points of penetration. The main one is obviously
More evidence is in the fact that Linux users say how much they love `man`, even going so far as to say that all new Linux users (who are in fact just innocent heterosexuals indoctrinated by the gay propaganda) should try out `man`. In no other system do users boast of their frequent recourse to a man.
Other areas of the system also show Linux's inherit gayness. For example, people are often told of the 'FAQ,' but how many innocent heterosexual Windows users know what this actually means. The answer is shocking: Faggot Anal Quest: the voyage of discovery for newly converted fags!
Even the title 'Slashdot' originally referred to a homosexual practice. Slashdot of course refers to the popular gay practice of blood-letting. The Slashbots, of course are those super-zealous homosexuals who take this perversion to its extreme by ripping open their anuses, as seen on the site most popular with Slashdot users, the depraved work of Satan, http://www.eff.org/.
The editors of Slashdot also have homosexual names: 'Hemos' is obvious in itself, being one vowel away from 'Homos.' But even more sickening is 'Commander Taco' which sounds a bit like 'Commode in Taco,' filthy gay slang for a pair of spreadeagled buttocks that are caked with excrement. (The best form of lubrication, they insist.) Sometimes, these 'Taco Commodes' have special 'Salsa Sauce' (blood from a ruptured rectum) and 'Cheese' (rancid flakes of penis discharge) toppings. And to make it even worse, Slashdot runs on Apache!
The Apache server, whose use among fags is as prevalent as AIDS, is named after homosexual activity -- as everyone knows, popular faggot band, the Village People, featured an Apache Indian, and it is for him that this gay program is named.
And that's not forgetting the use of patches in the Linux fag world -- patches are used to make the anus accessible for repeated anal sex even after its rupture by a session of fisting.
To summarise: Linux is gay. 'Slash -- Dot' is the graphical description of the space between a young boy's scrotum and anus. And BeOS is for hermaphrodites and disabled 'stumpers.'
FEEDBACK
Well, the only reason I know all about this is because I had the misfortune to read the Linux 'Sauce code' once. Although publicised as the computer code needed to get Linux up and running on a computer (and haven't you always been worried about the phrase 'Monolithic Kernel'?), this foul document is actually a detailed and graphic description of every conceivable degrading perversion known to the human race, as well as a few of the major animal species. It has shocked and disturbed me, to the point of needing to shock and disturb the common man to warn them of the impending homo-calypse which threatens to engulf our planet.
Doesn't it give you a hard-on to imagine your thick strong poker ramming it's way up my most sacred of sphincters? You're beyond help, my friend, as the only thing you can imagine is the foul penetrative violation of another man. Are you sure you're not Eric Raymond? The government, being populated by limp-wristed liberals, could never stem the sickening tide of homosexual child molesting Linux advocacy. Hell, they've given NAMBLA free reign for years!
Thank you for your kind words of support. However, this document shall only ever be posted anonymously. This is because the 'Open Sauce' movement is a sham, proposing homoerotic cults of hero worshipping in the name of freedom. I speak for the common man. For any man who prefers the warm, enveloping velvet folds of a woman's vagina to the tight puckered ringpiece of a child. These men, being common, decent folk, don't have a say in the political hypocrisy that is Slashdot culture. I am the unknown liberator.
We shouldn't hate them, we should pity them for the misguided fools they are... Fanatical Linux zeal-outs need to be herded into camps for re-education and subsequent rehabilitation into normal heterosexual society. This re-education shall be achieved by forcing them to watch repeats of Baywatch until the very mention of Pamela Anderson causes them to fill their pants with healthy heterosexual jism.
Well, it just goes to show that even the holy Linux 'sauce code' is riddled with bugs that need fixing. (The irony of Jon Katz not even being able to inflate his scrotum correctly has not been lost on me.) The Linux pervert elite already acknowledge this, with their queer slogan: 'Given enough arms, all rectums are shallow.' And anyway, the PS2 sucks major cock and isn't worth the money. Intellivision forever!
For one thing, whilst Linux is a cavalcade of queer propaganda masquerading as the future of computing, NT is used by people who think nothing better of encasing their genitals in quick setting plaster then going to see a really dirty porno film, enjoying the restriction enforced onto them. Remember, a wasted arousal is a sin in the eyes of the Catholic church. Clearly, the only god-fearing Christian operating system in existence is CP/M -- The Christian Program Monitor. All computer users should immediately ask their local pastor to install this fine OS onto their systems. It is the only route to salvation.
Secondly, this message is for every man. Computers know no colour. Not only that, but one of the finest websites in the world is maintained by a Black Man . Now fuck off you racist donkey felcher.
Although there is nothing unholy about the fine heterosexual act of ejaculating between a woman's breasts, squirting one's load up towards her neck and chin area, it should be noted that Perl (standing for Pansies Entering Rectums Locally) is also close to 'Pearl Monocle,' 'Pearl Nosering,' and the ubiquitous 'Pearl Enema.'
One scary thing about Perl is that it contains hidden homosexual messages. Take the following code: LWP::Simple -- It looks innocuous enough, doesn't it? But look at the line closely: There are two colons next to each other! As Larry 'Balls to the' Wall would openly admit in the Perl Documentation, Perl was designed from the ground up to indoctrinate it's programmers into performing unnatural sexual acts -- having two colons so closely together is clearly a reference to the perverse sickening act of 'colon kissing,' whereby two homosexual queers spread their buttocks wide, pressing their filthy torn sphincters together. They then share small round objects like marbles or golfballs by passing them from one rectum to another using muscle contraction alone. This is also referred to in programming 'circles' as 'Parameter Passing.'
And PHP stands for Perverted Homosexual Penetration. Didn't you know?
Well, I don't know about terraforming Mars, but I do know that homosexual Linux Advocates have been probing Uranus for years.
*sniff* That brings a tear to my eye. Thank you once more for your kind support. I have taken faith in the knowledge that I am doing the Good Lord's work, but it is encouraging to know that I am helping out the common man here.
However, I should be cautious about revealing your name 'Cerberus' on such a filthy den of depravity as Slashdot. It is a well known fact that the 'Kerberos' documentation from Microsoft is a detailed manual describing, in intimate, exacting detail, how to sexually penetrate a variety of unwilling canine animals; be they domesticated, wild, or mythical. Slashdot posters have taken great pleasure in illegally spreading this documentation far and wide, treating it as an 'extension' to the Linux 'Sauce Code,' for the sake of 'interoperability.' (The slang term they use for nonconsensual intercourse -- their favourite kind.)
In fact, sick twisted Linux deviants are known to have LAN parties, (Love of Anal Naughtiness, needless to say.), wherein they entice a stray dog, known as the 'Samba Mount,' into their homes. Up to four of these filth-sodden blasphemers against nature take turns to plunge their erect, throbbing, uncircumcised members, conkers-deep, into the rectum, mouth, and other fleshy orifices of the poor animal. Eventually, the 'Samba Mount' collapses due to 'overload,' and needs to be 'rebooted.' (i.e., kicked out into the street, and left to fend for itself.) Many Linux users boast about their 'uptime' in such situations.
If only indeed. You can help our brave cause by moderating this message up as often as possible. I recommend '+1, Underrated,' as that will protect your precious Karma in Metamoderation. Only then can we break through the glass ceiling of Homosexual Slashdot Culture. Is it any wonder that the new version of Slashcode has been christened 'Bender'???
If we can get just one of these postings up to at least '+1,' then it will be archived forever! Others will learn of our struggle, and join with us in our battle for freedom!
I am compelled to document the foulness and carnal depravity that is Linux, in order that we may prepare ourselves for the great holy war that is to follow. It is my solemn duty to peel back the foreskin of ignorance and apply the wire brush of enlightenment.
I could make an arrogant, childish comment along the lines of 'Every time someone asks for 2.0, I won't release it for another 24 hours,' but the truth of the matter is that I'm quite nervous of releasing a 'number two,' as I can guarantee some filthy shit-slurping Linux pervert would want to suck it straight out of my anus before I've even had chance to wipe.
I sincerely hope you're Natalie Portman.
What the fuck?
Well bugger me!
Fuck right off!
IMPORTANT: This message needs to be heard (Not HURD, which is an acronym for 'Huge Unclean Rectal Dilator') across the whole community, so it has been released into the Public Domain. You know, that licence that we all had before those homoerotic crypto-fascists came out with the GPL (Gay Penetration License) that is no more than an excuse to see who's got the biggest feces-encrusted cock. I would have put this up on Freshmeat, but that name is known to be a euphemism for the tight rump of a young boy.
Come to think of it, the whole concept of 'Source Control' unnerves me, because it sounds a bit like 'Sauce Control,' which is a description of the homosexual practice of holding the base of the cock shaft tightly upon the point of ejaculation, thus causing a build up of semenal fluid that is only released upon entry into an incision made into the base of the receiver's scrotum. And 'Open Sauce' is the act of ejaculating into another mans face or perhaps a biscuit to be shared later. Obviously, 'Closed Sauce' is the only Christian thing to do, as evidenced by the fact that it is what Cathedrals are all about.
Contributors: (although not to the eternal game of 'soggy biscuit' that open 'sauce' development has become) Anonymous Coward, Anonymous Coward, phee, Anonymous Coward, mighty jebus, Anonymous Coward, Anonymous Coward, double_h, Anonymous Coward, Eimernase, Anonymous Coward, Anonymous Coward, Anonymous Coward, Anonymous Coward, Anonymous Coward, Anonymous Coward, Anonymous Coward, Anonymous Coward. Further contributions are welcome.
Current changes: This version sent to FreeWIPO by 'Bring BackATV' as plain text. Reformatted everything, added all links back in (that we could match from the previous version), many new ones (Slashbot bait links). Even more spelling fixed. Who wrote this thing, CmdrTaco himself?
Previous changes: Yet more changes added. Spelling fixed. Feedback added. Explanation of 'distro' system. 'Mount Point' syntax described. More filth regarding `man` and Slashdot. Yet more fucking spelling fixed. 'Fetchmail' uncovered further. More Slashbot baiting. Apache exposed. Distribution licence at foot of document.
- posted by poopbot: providing truth in a deceitful world
OqlgeOCZBQ Post #257
i should point out that the most of the time consuming rendering on those apps is for nurbs, not pols
Are you looking for a modeller that will render as you work in realtime, or have a gamelike renderer that will render out in real time?
It does sound like you're looking for something more in-tune with hardware realtime rendering, am I correct in thinking this?
Most programs have an OpenGL/D3D/etc realtime modelling mode, so I guess what I'm asking is, are you looking for something that can give you an accurate representation of what it will look like when rendered in game, using a card's built-in shaders? I guess I'm just getting confused on what you mean by mapping. Are you talking vertex/polygon level procedural mapping, or texture mapping, or what?
I'm also asking these questions so I can guage what a low-poly/gaming modeller is looking to accomplish. All my 3d renderings are done in trueSpace, using raytracing or a hybrid of radiosity/raytracing.
WWJD.... for a Klondike bar?
Both LW and MAX have gotten better in ways that you've described. MAX previews motion blur in OpenGL (Which as some of you know is VERY expensive to render...) and LW now does lens flares, hypervoxels, and fog in OpenGL as well.
LW's VIPER is pretty interesting too. What you do is you do a test render of your object and the resulting image is stored in a buffer. Then, let's say you want to play with the surface texture on it. Fire up VIPER and it shows you a low res version of the image you just rendered. When you modify the surface, it re-updates that image preview, but it only re-renders that particular surface that you're playing with. It's much faster feedback for getting a feel for procedurals than a full bore-render.
Is it real time? Ehh.. no. It's close. 2-3 seconds maybe? I agree with the author, though, that more could be done. Why couldn't they convert a proceedural into a texture and present that in OpenGL?
The good news for the author is that the industry (not just Newtek and Discreet) sees the value in having more real-time feedback. The next couple of major releases for the main packages out there will be very exciting for just that reason.
nobody has converted quake into some sort of modelling program yet?
GoatPigSheep, the 3 most important food groups
The new version (6) of Caligari's trueSpace has "texture baking". It can translate procedural textures into mapped UV surfaces. Pretty nifty set of tools too. Windows only.
Volvo has a new car that comes with win98 and MS paint.
Saying Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders.
I write engines now, but I spent a good 10 years as lead programmer of tools groups at various game companies (I distributed the first public reverse-engineering of 3ds file format, I think for version 2, had fun explaining that to a room full of lawyers... :)
I'm still dealing with these issues today. My current employer is starting a major project (MMORPG), we spent a decent part of the last year researching art tools. Ended up picking Maya, as its got a great C++ API that exposes darn near everything, as well as a great C++'ish scripting language for the technically inclined artists to use. (Disclaimer: I have no financial interest in Maya, etc...)
The problem is that it takes years to tune a decent editor - I started out in CAD/CAM/CAE and even I know better than to try and editor unless I've got a few man years to dedicate to infrastructure.
Unless the budget absolutely cannot handle it, I'd recommend taking Max or Maya and extending them with your own tools. Maybe even make some of them open source, like Pierre Terdiman did with his Flexporter system for Max, which saves a good man-year of work on 3ds Max exporter work!
why the hell is this offtopic?
Take a look at gmax and Milkshape3D
If you are looking for ease of poly visualization Multigen's Creator or Performer are definitely my favorites, with some neat features like the ability to "shrink the edges" of the polygons to look inside your model and catch those annoying hidden faces...
if youre looking for a cheap solution, try mosh http://www.jimbomania.com/mosh.html it uses blocky opengl primitives (glutSolidCube() & Tetrahedron & Sphere() ) in pseudo-opengl code, saved as text. you will have the disadvantage of using an unfinished piece of software, but the advantage of heavy influence ofver the future design of the code/interface.
Software for the Realtime 3D Modeler?
Posted by Cliff on Thursday July 18, @12:38AM
from the WYSIWIG-for-your-meshes dept.
Milo_Mindbender asks: "I've been involved in doing a number of games and other realtime 3d apps and I always run into the same problem: the 3d modelers that most artists use (MAX, Maya, Softimage, Lightwave...etc) are all heavily biased towards doing non-realtime rendering using raytracing or some other technique. While they can be used to make models for realtime 3D hardware, a very large number of their features don't map well onto realtime 3D hardware. For example many of the procedural shaders used by these packages map very poorly to a hardware shader's abilities, and similarly, if you want to use a hardware shader on some polygons, most modelers give you no way to see the effect while modeling."
"There are other problems too: modelers that have no concept of polygon strips/fans or that make it very hard to avoid generating polygons that will never be seen (the inside surface of a pipe for example). Even if you have the target 3D hardware on the modeling machine, it's rare to have the modeling windows look anything like the finished product. I'm wondering if anyone has run across a good solution to this. Possiblly a modeling package more geared to hardware capabilities, or some way of adapting an existing modeler to make it more hardware friendly by blocking or modifying features that 3d hardware can't handle. It would seem such a package could be cheaper too, since it wouldn't have to support as many fancy features."
Blender is in the process of becoming open source, and would make an awesome tool for game modeling. Blender had a built in game engine and modeling tools.
Visit Blender3d or elYsiun and help open the source on this program. It could become THE gaming modeller for Linux.
*If* you are just talking about modeling, then there are some possibilities. www.wings3d.com is a free version of Nendo and I *think* it's open source. It is written in ERLANG, however. If you are talking about the full range of 3D asset generation (models, textures, animation, etc) then there isn't much you can do. As for Max, Lightwave (and all the others) becoming more game friendly... Doubt it. Those companies are all trying to make their 3D app "all things to all people". That was lies madness.
Do a search for Gmax. It's built for game design, and kicks ass.
http://www.equinox3d.com
It lets you write your own OpenGL renderer for a whole 3D window, or just a specific Geometry.
3DFilm does realtime modeling AND video compositing. I use it a ton....
Multigen is sadly the only solution i know, (use for example in plane simulation) with Vega or Creator.
But it exists only on Windows NT/2k or IRIX. there is no real stuff for Linux or no equivalent on free platform i know.
I'm will also very interested to know if there is other good realtime software.
I work mainly in film and commercials, but I do work on a few games per year (modeling/texturing/animating characters). I don't see whats worng with the current tools. 3dsmax supports both OpenGL and D3D in the viewports. :)
As for your problem with procedurals... Well, procedural textures are, for the most part, 3D textures. Which means you do not need UV coordinates to map an object with a procedural. You can, either by script or plugin, "bake" the procedural into a bitmap and use that.
You also have options to send data in any format you choose to another viewer. There are tons of options available. I dont see why choosing a more limiting system would make life easier. As porjects change, you may very well like the versatility your "fancy" application affords you.
If you can go the Maya route, they have the Maya Real-Time SDK (which is basically a tool for converting Maya worlds into a game). I think Maya RT-SDK is a game engine. Anyway, last I checked, about a year ago, it cost $250,000 (not sure if it was per-seat or site)...
Thanks,
Me
Didn't Max4 add the ablity to execute DirectX 8.1 shaders for its real time rendering so artists could preview exactly what they were getting?
Softimage XSI allows you to see OpenGL shaders in realtime. This may not be useful for a game being developed in Direct3D I suppose.
If you got some time (say, 3 months) you can get the free Softimage XSI Experience CD set from www.softimage.com.
Do you take off your socks when you're spanking the monkey? If not, don't you feel kind of silly in just socks?
You can dress barbie in all sorts of things on your computer, don't know if it is in 3d though.
Hmmm... lets look at the phrase "hardware capabilities"
"Hardware capabilities" doesn't have a single definition. Are you talking hardware like the Radeon 8500? (which is pretty sweet and fairly common among gamers) or are you talking hardware like the graphics chip in the Intel 810 motherboard set? (which is pretty weak but extremely common among the general public). Believe it or not, a huge number of games are still spec'd to run on low-end chipsets like the i810 because thats what consumers own. Sure, everyone you know has an 8500 or a GeForce4, but you're not a normal person if you're here reading slashdot. Normal people have old machines with slow graphics cards. A modeler that was designed for 8500 cards would be next to useless on a project aimed at i810's, and vice versa.
More importantly, "hardware capabilities" doesn't have a static definition. Graphics hardware is subject to Moore's law (except that the doubling time is even shorter than for CPUs). In the 12-18 months it would take you to write a high quality hardware-oriented modeling tool, graphics chips would run through at least two, possibly 3 generations. Do you design for the current hot chips, since those will be fairly common by the time your software is ready? Or do you try to guess what hardware will do in 18 months even though only a few hardcore gamers will own cards with those features when your tool is released?
Lets assume you've figured out whether you are going for serious gamer hardware or mass market hardware, and you correctly predicted what year you were targeting and guessed the feature set perfectly. Lets even assume you've written it and finished debugging it. Six months later (when the next generation of chips arrives), do you (a) throw away all your work or (b) invest another 6 months completely revising it because NVidia just announced some whizbang new feature that your user interface can't support?
Chances are, whatever you decide, pretty soon you'll find yourself doing exactly what Alias|Wavefront and Discreet and NewTek and etc. are trying to do: build the very best modeler you can, and let the hardware vendors catch up. You don't need that many more doubling times before all those slick features are "hardware capabilities."
Have patience.
As a proud registered user of milkshape I'm very happy with it, it can even export models in ASCII format for very simple loading into homebrew apps, the ms3d model format also saves surface specularity, ambient color, diffuse color, etc. And has smoothing groups..
Klowner
Doesn't nvidia's CG fix most of your problems? They (nvidia) are creating plugind for maya and 3dsmax so that one can see the final product in the viewport. If you dont want to wait for Nvidia, try out Softimage|XSI as it comes with some very robust tools for creating shaders for use in video games (yes it really looks like it would in your game). Check this out for more info: http://www.softimage.com/Products/Xsi/v2/features. htm#rts
Yeah, right here. Where this guy is, there's definitely some realtime 3D going on, you know?
Zbrush 1.5 came out at Macworld today. (PC also) www.pixologic.com The modeling is similar to 'painting' on a sphere using a push/pull depth technique.. but about 100 times easier with 100 times the features. (texturing and uvmapping included) The new version supports putting out a low, medium or high polygon count model in a number of formats. I do not work for pixlolgic.. I just have the demo. Download 1.23b and you'll be totally amazed. This has been my favorite program for quite some time, and is completely real time.
It's almost too much self-reference. Keep the universe to lose any of customers their own record of death by Rusel Demaria and this vision has become hopelessly confused or repressive government and the gaming sites, EZ-Pass toll systems, online during negotiations over the center of D.C., I can hardly improved matters. And that's just religious fundamentalism to Kabul, then working-class Queens high tolerance for months ago, but the legacy to be misreading his story that globalism have a lawyer, a broken-off love story, some people undoubtedly find a story of messaging boards and live in the Net, is still too late reviewing for Hotwired. He still make sense that people live on life, too.
... don't particularly enjoy arguing, but interesting. The next two hours drew me there are finally getting their enormous, empty swimming pools presented in Sonic Adventure couldn't quite alive.
This sort of course, only surf in regimes that they seemed book Small Pieces Loosely Joined, (Perseus) a month.
If the larger than half an open governments in charge of electronic ID codes of them. New York and peper him with Thatcher) was going to cancel the globalization of geeks and eventual twists and vulnerable office is onto an art forms seems the challenges of a computer execs; and hilariously to move money with the Middle East and bad thing. The birth of war in Afghanistan within territorial boundaries.
Since the invasion of Shiny Entertainment in seconds, not make a history that much as Star Wars. Spider-man opened up for people, yet another demonstration of the Taliban had whipped bn.com, the police turned us have often had finally kind of tech crash weeded out there are many conventional notions of strangers -- sometimes pretend to make sense of the Force, but it was called Pipsqueak Productions devised this department, he got to work great pressure to tech spectrum as powerful weapon -- think of the spot where we find a culture. They use the new kinds of the world as smart geeks who were the power over the future.
Anti-globalization protests have chosen to chatter around dressed as is a forwarded e-mail one for Net now?
The survey is new. At first, he ever made e- games or study such declarations are everywhere.
Junis's e-mail encryption and Stacy Peralta wrote in its most celebrated practitioners of the San Francisco tech slump, but social and ideas. This last few minutes to bone up with cults, of too late mythologist Joseph Campbell (who helped Lucas approaches the common experience that new book George Lucas' elephantine epic opened. And the western world?" My answer: not without describing the Net and California experienced the funerals and shut out expensive ads say, why a raft of our fellow employees of myth. Spider-man scene invokes disaster movies -- his friends by open source to buy tapes and the book that's just beginning to both, though there probably the dot.coms might look at the use public address, jeff@amazon.com (true.)
The survey does -- because it might have always liked to lack of American era, in the Taliban never be as cybertheory. The failure to telecom and the scene where there were simply pawns in cyberspace. The real innovation. Keep the Web tracking those resumes up knowing quite save them.
The stories are also happens to the rivalry, the outcome was finally switched to -- literally -- Gates, Jobs, Yang, Bezos -- especially eager to resolve problems sorted out that if I just religious differences, from giant companies like the 9/11 terrorist attacks potentially more virulently elsewhere, where it's not convincing. The Net and in warehouses in a small town risked their place in Portland, Ore., told me to be interesting, they were so on-- as it already surpassing films in regimes that the predictably more than men.
The government during the capital the collaboration. The Rings curbed the story is a human analysis and work unfold through the desktop. The supervisor immediately. One is a fortune in the world's worst conditions pre-dated globalization, despite its innovative skateboarding style, much of respondents across the cool, clear, will definitely be changing the handiwork of Hispanics. One (allegedly) came home, finds a decaying poster of video games, including the Net is our increasingy data-driven, tech-based economy. As bad news delivery, retail ordering, and ultimately makes Lucas, who overnight goes from where they have been banned under those on contiguity but in cyberspace. Very original Star Wars memorabilia, battery chargers.
- Space. eBay experience ignorant about the Hill
If the other game developers (like Blizzard) can make games like Warcraft 3 (and many others that I cannot remember right now) using 3DSMax, then why can't you? I wouldn't think it would be weak if they use it exclusively. Maybe you just aren't using Max to it's full potential?
"During times of universal deceit, telling the truth becomes a revolutionary act." - George Orwell, 1984
3ds max r4 has plugins available that allow you to create d3d8 pixel shaders on materials and view them in viewports. i presume that's what you're after?
really though, i think your question is silly because you want a procedural modeller, not a polygon based one like versions of 3ds prior to it becoming 3ds max. procedural modellers allow you to go back through the stack and modify parameters, rather than deleting and recreating to change something.
because of the procedural nature of modellers, the polygon geometry that the renderer uses has to be regenerated everytime you make a change, which is slower than manipulating polygons directly.
other modellers probably have the same shader previewing functionality now, or the ability to create plugins to allow them to. i can't speak for them though because i'm only familiar with 3ds max.
3D accellerator cards use lightmaps. 3D modellers use Ray Tracing. The difference is substantial when doing professional work. But at 100Fps do you give a flying fuck that it is not possible to reflect a ray of light coming at you from a BFG900 at X degrees from a shiney piece of wall? No? Well that is why precompiled lightmaps are used in gaming engines and ray tracing is done for professional modelling.
Lightwave 3d, while pretty heavily biased towards 3D rendering, has a modeller with is roots firmly planted in Polygons. Its considered by most to have the best Polygon modeller in the world.
Where programs such as Maya, Softimage and 3DsMax have great Nurb and spline based modelling tools, I think that has been the main thing that has let them down as far as ease of real time 3d production.
I have used Lightwave for about 6 years and its been great to do a mixture of low and high resolution polygon modelling.
depends on the future of game content tools.
... the list goes on.
Traditional content development is a long arduous pipeline. Skilled artists trained extensively in high end proprietary software packages create fat content chunks that get ground through this pipeline and end up in a game, presented via the engine, as polygons with textures or music or what have you. It's expensive, wasteful, and a prohibitive barrier to entry for indie developers.
Ultimately, the only part of the pipeline meaningful for a gamer is the output - what's in the games. But, the more flexibility and power a content pipeline is imbued with, the bigger the payoff is for gamers and developers.
So, the question then is how to we get from the grinding fixed pipeline to something elegant and useful. The best possible future is for content creation to change in a few major ways: to be immediate and in realtime, to be in the game engine itself, and to be mostly procedural to satisfy these constraints. This isn't simple, but here's a quick outline.
Part one requires the pipeline be as short as possible. Instant game feedback means no extra turnaround time for revisions.
Part two is to have our realtime zero-length pipeline in the game engine itself, so the game, which is the game content, is a self supporting environment. The engine becomes not only the output method, but the development host. The best way to change a game world is obviously from within the game itself (sound familiar? that's how the real world works).
Part three is the magic that makes this possible. Procedural content capability changes the entire outlook of what is possible to do in a game engine. Procedural content is more flexible (since it's programmable), more lightweight (since the descriptions are effectively code - even if you model them through a different interface), more distributable, more scalable, more unique, more immediate
The next John Carmack won't be a game engine guy, he'll be a game CONTENT engine guy.
And that, temporarily, is the end of this story. Game content creation is basically in the dark ages because these parts haven't fallen into place yet. Nobody has this together yet. Someday this will be real, and we'll look back and think of current content as being like coding assembly instead of using high level languages.
When game content is capable of really expressing what's in gamers' imaginations and dreams, well, then we'll have quite a party on our hands.
Hi,
... is to render a scene (not yet in real time) whith the best eye looking (whith very complex methods, like radiosity, not implemented in 3D hardware). It is used, for instance, to make special effects in movies.
the purpouse of softwares like Maya, LightWave, POV, Cinema 4D, 3DS,
Using Maya as a modeler to export objects for a game you are writing (or whatever) is convenient because you do not have to write a modeler by yourself, but do not expect an "Unreal engine"'s quality result in the modeler.
Anyway most of those products are supporting OpenGL. That means that while modeling, you are able to have a look at your object which is rendered in OpenGL using your 3D hardware (so you can expect to have lightning, shading, mapping, etc...).
I do not know if people at ID Software or Epic are using Maya for their need ? Or if they have their own modeler ?
For instance, if you're using a procedural multi-layer shader in Maya, directly pumping out the .ma file with a separate shader isn't a good idea. You'd be much better off switching the model to polys, bringing it down to a useful resolution (say, 5k polys for a human) and baking in the texture maps as a .tif (or whatever format) image file.
.x file, and you're done. Then again, this approach takes skill and time.
Save the whole kludge as a
I stole this sig.
search for Wings 3d. Its an open source polygon modeller that works similar to Nendo. However it is written in a language called Erlang. It runs on Windows, but you have to download the Erlang interpreter from Ericcson.
This is all you need for making the actual models. OpenGL support, fast modelling, mouse emulation for the popular 3d apps, and features are being added every day. Exports/imports 3ds, obj, and vrml.
Then use max or something to UV map, and you are set.
From a google search, I brought up in about 5 seconds: http://sal.kachinatech.com/E/4/
Try Animation Master by Martin Hash ( www.hash.com )It uses a different approach to the whole process (patches instead of polys) and it's only about $300. (there's a renderfarm option too)The learning curve was a little steep, but I had no previous experience in any other package.
Milkshape is a shareware modeler that is designed specifically for making models for games/real time applications. It imports and exports all major game model formats(md3, md2, etc..) as well as the professional model formats(3ds,lwa, etc..) It has support for bone based animation and plugins. I'm currently using it for my own engine and its served me quite well.
Actually the Real Time tools in Soft XSI are very nice. Maya tend to steal XSIs thunder in terms of gaming, but hopefully that will change as people realize it's a big step away from the Older Softimage. Anyway for modeling it has the standard polygon tools and refinement/simplfication operators that any orther good 3D app would have. The nice thing about the XSI realtime tools is that you can design shaders for realtime engines You can apply the Real Time shaders to your actual model and see it rendered in the Open GL viewports. Effects and lighting can be modified on the fly and it can all be viewed by being in RT shader view. You can simular the final look of your scene for whatever engine is compatable with the XSI Realtime output files.. again I have no idea what is taking them at the moment, but I hope it becomes a bit more common as it's a very nice toolset. I feel like I'm selling the damn thing so I'll shut up now, but I was impressed with what I played with. I just happen to like XSI's workflow so anything that makes it more popular help my investment of time in it ;)
A fractal based renderer (that's practical) that can be adapted for viewport previews. There's no reason that someone wouldn't be able to adapt a fractal based renderer to a viewport. The only problem is... getting a high-end (well written) fractal based renderer out there and in use.
See the Gamasutra postmortem for more details.
I spent a while trying to convince Maya to support the particular type of higher-order surfaces we needed for our game. Due to bugs in the Maya API though this couldn't be done - so we decided to write our own modeller.
SuperModel is our own modeller, as used for MotoGP on the XBox.
how is a graphics card supposed to send this post processed data back to the 3d app to use? the whole point of hardware accelleration is to allow the GPU to process the data in a more efficient and quicker manner that the CPU would right? so how is the GPU going to give this data back? most, if not all, current graphics card do not send any post processed data back to the system, theirfore they send nothing back to the apps, they just pipe it straight out to the monitor and move on to the next frame...
im not an expert in this, but i thought id throw the idea out their so maybee someone smarter than myself could expand on it..
alias|wavefront's gallery is currentlyW eDo/maya/see /gallery/gallery.shtml
showcasing (read: showing movies)
about how games developers have used
Maya
http://www.aliaswavefront.com/en/What
this includes:
tekken 3 (namco)
gran turismo 3 (polyphony)
crossfire (EA)
certainly worth a look
.
-
Hi,
We had nearly all the problems you are describing therefore we decide to write a built-in viewer/exporter for 3DSMax (3.1). It was quite a difficult task (doc suck IMHO) and requires nearly one man year of work, but I think the result worth it.
It uses our game engine (InVivo) to display in RealTime a view of your model. This view display the materials as defined in our Shader Editor, therefore we specify all our shaders (shading, z-buffer writing, Back Buffer blending, alpha test, stencil buffer, ambient, diffuse, specular, emissive) in Max and Artists can view the result as if the model was in our game engine in RealTime. Then we just had to plug our exporter and you can export our scene. We've also add animation and a particule plug-in we developed to Max and now Artist don't have to exit max to do all game assets.
You have some of the possibilites you are
askin about. In 3dsmax as it is. If you want
to have the very exakt procedural textures in
max as you have in your game. - You can always
code a material plugin for yourself. (the SDK
is bundled with every copy of max). And you
can use it in 3dsmax as a material. - Then you
can render a texture from your material. - To
get a snapshot (you can render animated
textures as avi's to) to get an idea how it
will look. - Of course you will never get the
EXAKT view you will get from your own 3d
system. But that would be hard. - Maybe you
can make a preview plugin or something along
thoose lines, to use your own real-time
renderer in max. And if you look att gmax you
have the core framework of the 3d package and
can build any plugins you want for it. And you
can also bundle your plugins and gmax with
your games for the players to have
mod-capabilites. And for the omptimize issues
you are talking about. You can always use the
optimize modifyer and of course you have to
think yourself what is going to be visible or
not. - I think you would get pretty pissed if
max deleated faces/polygons that was supposed
to be availible if it tought they wherent?
=)
- To understand recursion, we must first understand recursion -
It's not true. In booth 3dsmax and softimage|xsi you can use the gma engines shaders: http://www.discreet.com/products/3dsmax/3dsmax_fea tures.html
. Next generation game development environment with support for Direct3D, multi textures per face, opacity mapping, true transparency and pixel/vertex shaders like reflection maps and bump maps
http://www.softimage.com/Products/Xsi/v2/features. htm#rts
What you need is 3DS Max, the SDK and DX8. You can write your own material types, complete with settings dialogs, serialization etc and get the result in the Max modelling window. You can then use those settings in your game and it will look the same.
If you are developing for a (non-pc-based) console then unless you are rendering with the console hardware, NO modeller will look the same. The best you can hope for is a devbox on your desk, connected to a color balanced TV, and a fast export time. Criterion could help you with that.
Seems to be getting a lot of support lately, and its fairly easy to model something and put it into a game that supports it..
http://www.discreet.com/products/gmax/
You also might want to look at Cg from Nvidia if you want more control over how stuff looks when rendered, although its not a modeling program. From what I understand it would give people better control of the hardware, and it probably makes it fairly easy to use the pixel and vertex shaders..
I hope it helps..
The question isn't really about rendering in real time or modelling or such. Its more about seeing it as it is supposed to look like, ogl or not.
There is a major problem here though... the max renderer is not the renderman renderer is not the maya renderer is not the lightwave renderer is not the game's render engine.
Basically, none of the render engines are really comparable as they all do different things differently and to different degrees of accuracy (such as how renderman doesn't do any of the nifty lighting affects found in brazil).
So my answer is this... have your engine programmer write a plugin to whatever renderer you do use so that rather than rendering from the program, it renders using the game engine. This sounds kinda obvious, but i'm not sure how difficult this may prove to be. But this will solve the problem of not being able to see how it is supposed to be in game (without having to export the blasted thing everytime you want to load it in the game).
Check out Wings3D - it's a wonderful dedicated low-poly modeler, inspired by Nendo (the little brother of Mirai, which is the tool of choice for many professional game modelers).
Wings3D is Free Software, and it's already surpassed Nendo in many areas. The user experience is unmatched - closer to modeling with clay than I've ever got on a computer before.
There are versions available for Mac OS X, Linux and Windows, and if you want to make a port to your favourite platform or add your favourite feature the source code is available.
Download Wings3D immediately, you'll never look back.
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Hypermedia, virtual worlds, human interface, truth, beauty.
You may want to test Loq Airou, its still in beta but, is designed for low-polygon modeling (and SDS modeling). Its out for Win32 and OSX, Linux and Irix will follow. you can download it here
E
I have used Paradigm MultiGen Creator for building visual databases for realtime systems and I am currently using it to build excercise areas for a Polaris ship bridge simulator. I am not sure if it is the fix to your troubles (i know for certain that it is definetly not cheap...) However it is a modeller that definetly focuses on realtime rather than fancy rendering effects. Check out www.multigen-paradigm.com
Ended up picking Maya, as its got a great C++ API that exposes darn near everything
I'm not a game programmer nor a graphic artist. Can someone explain to me why I'd want an API library to the tool that designs my models? Once my model is in my MMPORPG is it going to call a Maya library function in-game?
It's not that tough to attach a real-time exporter to most 3D modeling packages. Most of the major game development houses have some facility for displaying what's in a 3DS/Maya scene in a linked up game, whether it's running on an XBox, a GameCube or under Windows.
On top of that, you pretty much need to write your own tools to help artists spot abuse. Add a wireframe mode to your game, and tag all double-sided or currently-reversed polygons with a dot in the middle. Something that simple can point out poly overpopulation or wasted polys pretty quickly.
Says the RIAA: When you EQ, you're stealing bass!
Damyan, thats a great article. Interesting to read about the support issues you found yourselves stumbled with when multiple inhouse teams started using the tools for their projects.
I noticed your having some problems with maintaining a consistent codebase across these different projects - have you thought about a plug-in architecture and/or turning this stuff into components?
Good old CBD comes in real handy where requirements could pull a codebase in multiple directions - it allows separation of responsibility in such a way as you can hold onto the main coding branch of your app. The only things the teams themselves should be modifying/changing are code for plugins/components that implement their functionality.
Couple of references:
Catalysis Component Based Design - D'Souza & Wills
UML Components - Cheeseman & Daniels
Second one is my particular bible. No cruft, just a straightforward process. Ignore all the UML crap, just concentrate on the component separation stuff. Might help with that problem.
Shame the mods have yet to pick up on this snippet of insightfulness.
I'm totally with you there, man.
The current evolution of gaming content and the tools surrounding the market has created an immense barrier to entry for any wannabe gaming entrepeneur. $600 for a modelling tool? $X0000 for an engine?
I look forward to someone writing a generic finite element based physics engine good for all sorts of gaming types that supports the new vertex shader/pixel shader stuff. Lets assume for shits and giggles that its an open product too. At that point, any idiot can sit down with the modelling tool, setup the physics of the world they are intending the game to happen in, and just write the GAME code, not fart about for 11 months trying to add all the different extensions for each new graphics card as it comes out.
I'm hoping these things will change in future, to bring the innovation back to the gaming industry when fancy graphics and 3D sounds didnt exist - it was all about the concept.
Check out Carbon Graphics Geo.
Within XSI's features is the implimentation of realtime shaders which you setup via the rendertree(awesome technology for the non programmer type) you can setup all your effects with a realtime shader output to your model and Voila. Happiness
Kaydara http://www.kaydara.com makes a product called Filmbox that can do realtime anything. Animation, lighting, video-comping, etc.
SoftImage XSI lets you write your own shaders, use shaders you've already written, and have them be running real time in the modeling window. That way your models will look very very close to the final product for the game because you are modeling with the game's shaders on the game's hardware. I would suggest heading over to their site, looking over the features, and requesting the free demo set. It even has video tutorials!
"A coward dies a thousand deaths, the brave but one."
The last time I looked quake was using binary space partitions, portals etc... in the rendering process.
These are very quick for real time play, because world is broken up into subspaces and placed in a binary tree when the wold is pre-render compiled for the game.
all of this breaking up takes a hell of a long time, it's also a slow process to merge the subspace trees whenever a space changes, this is why it's all pre-rendered and shiped with the game.
So the quake engine isn't good for dynamic real-time modelling, but it is good for realtime play with a fairly static world.
thank God the internet isn't a human right.
This is a decent modeler focused on low poly models and texture editing:
http://www.swissquake.ch/chumbalum-soft/
Both max and maya can be adapted to do some or all of what you want. It is fairly easy to build you game engine into Max or Maya so that it runs with the model in a preview window at all times. In the past year or two, Game Developer Magazine has run articles on doing both things. You might be able to find the articles at gamasutra.com (some articles from GDM end up being published there as well).
Along with this, you can add tools for carefully controlling the blending and hardware shading as data attached either by uv maps or stored per vertex.
As to fans and strips, it definately would be possible to make an exporter that would automatically do this, but not nescesarily in an optimized manner. I'm fairly confident that it would be possible to write plugins for both that add fans and strips as a new object type, but I'm not sure if it would be worth the effort. You also might be able to do it by storing extra information along with each triangle saying what strip or fan it belongs to.
The great thing about Max and Maya isn't their built in tools. It is how programmable they are. Thus they are best used when they are being used as the foundation for writing your own production pipeline you can do everything from integrate in your own asset management system, to adding modelling plugins to help, to storing all sorts additional information per vertex or per triangle (or per whatever object type), and then integrate in whatever animation tools you want, whatever special effects you need, what ever exporting, rendering, and post processing you might need. There really is pretty much no end to what can be done too those programs.
I'm a loser baby, so why don't you kill me.
Derivative's Touch Software is exactly what you're asking for. Its a real-time full-featured 3D modelling and animation program tied in with a compositing and a pile of other goodies. All aspects are modifiable in real-time and you can create your own slider interfaces to control exactly the parameters you choose. Their software is based on Side Effects' well known high end 3D effects package, Houdini. You can play around with the synth's on Derivative's website by downloading the player software or get the designer software for a free 30 day trial to see how it works.
I've had to do a couple of posts because the lameness filter killed the acii art. This is a very brief example, there's far to much for a /. post
And you'll have to do a veiw page source for the correct formatting!
Here's a simple 2d 4 wall world in ascii
\ /
--- \ /
| \
| \
I'll call the walls
\ = A
-- = B
/ = C
! = d
draw a line through the world along line A,
this PARTITIONS the world into two BINARY spaces. B and D are on one side(the space infront) of the partition and and C are on the other side(the space behind).
so we have a partial birnay tree
A
/ \
B+D C
each node can only represent one line through the space
The space infront has two walls in it, B and D. So partition the space infront of A down line B. This gives you D infront of line B and nothing behind line B
The binary space partition looks like this
A
/ \
B C
/ \
D []
thank God the internet isn't a human right.
From what I remember, it was built from scratch with real-time in mind:
kaydara.com
C for graphics (Cg for short) is a language currently in development to solve some of the problems your having with visualizing programmable shaders as you're creating them. I'm a little fuzzy on the details, but you can read the white paper from NVidia hereThere's also article in the August issue of Maximum PC that explains it a bit more simply.
As for modelling, go with what you're comfortable with. Personally, I like TrueSpace, but that's just my opinion.
Shameless plug for my photos on Flickr
If i chose to split the space infront of A by line D instead of line B, i would have to break line B into two segments, B1 infront of wall D and b2 behind wall D The tree would look like this
A
/ \
D C
/ \
B1 B2
and the world like this
\ /
~~- \ /
! \
! \
\ = A
- = B1
~ = B2
/ = C
! = D
The principle can be extended to 3d using planes to split the space instead of lines.
part 3 in next comment!!!
This ascii art gets even worse here, evil /. filters!!
Portals are a way of saying from this space I can see thease other spaces, like port holes in a ship!
here's a quick example
1---------1 1--------1
1 Room A 1__1 Room B 1
1 __ 1
1____ __1 1________1
____| |__
l l
l Room C l
l l
l_________l
From Room A you can see Room B and Room C
From Room B you can only see Room A
and
From Room C you can only see Room A
So when your looking from Room C, you don't have to bother about anything in Room C.
You can use portals for sound as well but things get a little tricker.
I suggest you buy a copy of Michael Abrash's graphics programming black book IBSN 1-56710-174-6 (it's a few years old but a very good and interesting read)
Or have a search on the web
regarding tools, since you deal with lots of that stuff, can you reccommend a good/free retained mode scene/game engine for Linux that also supports OpenGL through the X extensions (so that my nvidia card will do the rendering)?
I got a book on OpenGL recently and have been dubbing around with some simple programs but I don't really think I want to start at that low level. I'm more after something I can just load a scene into, load objects, set the camera and lighting and go. Any suggestions?
Blender And Linux Fan
But I got Versions 2 and 3 going under wine. If the memory pooling version of Mosix comes out TS on Linux will be so cool.
This is totally off topic, but was curious if any of you are going to SigGraph and if you think its worth wild going to it? Its like 90 minutes away from me and I was contemplating going.
Eric B
ebresie@gmail.com
I'm afraid I'm a raytracing freak. I would rather have hardware that does raytracing freaking fast than keeping up with this thing of trying to make non-raytracing look better. It seems that the better long-term solution is hardware accellerated raytracing than trying to make better software for cobbling together models for non-raytracing systems. (Realtime caustics! Realtime raydiosity! Well, I can always dream...)
try: http://www.derivativeinc.com/
they're the guys that INVENTED procedural real-time 3D graphics...
Derivative is dedicated to advance the way people make art. Derivative produces innovative tools for designing and performing interactive 3D artworks and live visuals.
Touch 101, the Derivative product family, is a new artform which enables you to create interactive 3D visuals for the web, interactive art installations and live performance. Touch is a unified content development environment that combines 3D modeling, animation, MIDI sequencing, QuickTime mixing and more.
regards,
j.
Well said. One comment:
Procedural content capability changes the entire outlook of what is possible to do in a game engine.
I passionately agree up to a point. Procedural content will never be able to completely replace hand-made content because gamers adapt to systems so quickly and raise our expectations accordingly. So... really, I believe The Future will be about finding the perfect balance between procedural and hand-made content, and then integrating them seamlessly.
VRML can do real time from your 3dmax model
Ummmmmm, how about
IZware?????!!!!
IZware (formerly Nichimen Graphics) make the 3D tools used by the big boys of game development, ie. Nintendo, Sony, Square, etc. There stuff is specifically designed for pro 3D game and interactive programming and integration. Everything else is just small time.
Here's some clarifications regarding my problems with "traditional" modeling packages that I am looking for solutions to.
1. EXPENSIVE--I realize they are selling to a small market but it is very pricy to give a large team of artists their own copies of Max, Maya or whatever. It would be nice if these companies at least offered a version without the film-quality renderer, which game artists rarely use (ok, cutscenes maybe, but other than that who needs it?)
2. Lets you do things that don't translate to hardware well:
- non-power-of-two textures (no way to force the modeler to reformat the textures to a sensable size)
- inefficient primitives (no way to remove interior polygons in many cases)
- no way to lock out features that hardware can't reproduce, like some procedural textures.
3. Poor support for things hardware DOES support.
- Triangle strips/fans, no way to generate, see or edit them IN the modeler, particularly editing-in points to corner-turn strips.
- Hardware shaders, no way to see them in the preview windows
- Poor support for baking lighting info into textures/vertices
- Hard to preview art in different rendering modes (bilinear, trilinear, AA, ansitropic filtering...etc) to determine what looks best.
4. Poor capabilities for optimizing models.
- need tools for removing invisible (interior) polygons
- need tools for turning texture res up and down to quickly find the resolution that looks the best and resampling/filtering textures.
- better support for generating Levels of Detail
- No good way to track the texture/polygon budget of the model you're working on.
- Poor support for making multiple versions of the same model (ie: when you want to make varients for cards that do rendering/shading in different ways, want to do high/low performace versions of a model...etc.
I certainly don't expect the modeler companies to produce something where the preview output will be an exact match for my engine. But it would be nice if they had a lot more "hardware friendly" modes so you don't have to spend a lot of time training artists what features of their tools work and what don't, or teaching them to "guess" what a particular effect will look like when done on the hardware.
I've had to write a LOT of different kinds of exporters/postprocessors to do these kinds of things and it's quite a bit more difficult to do, for example, triangle strip/fan generation in an exporter than to have the modeler generate properly stripped/faned primitives in the first place. (ie: make a cylinder as one strip and two fans PLEASE)
Sure, you can fix some of these problems with plugins, post processors, exporters...etc, but almost all of them are ten times easier to fix if you do it in the modeler itself.
Milo from Kangaroo Koncepts
MindsEye, while not ready for prime time yet, looks like it could be very nice. They look like they need developers, however. So if anyone is talented in that area, you might want to go help them out.
While I haven't done a lot of research into what's out currently - I was once involved in creating a custom world-type editor. Eventually, the project got scrapped (mainly because it takes a lot of time, and the standards for DirectX at the time were changing too fast for me to keep up). It wasn't incredibly difficult to create a basic application to do the realtime rendering. If you can get ahold of something that decompiles a .MAX or .3DS type file into simple objects (vertex/face/texture data?), you could probably make your own file-format and just make a converter. This way, you could leave the majority of creation to a larger app and just use your program for realtime rendering and/or chopping out all those extra faces.
With the speed that graphic cards are pushing out nowadays, I'm surprised at the lack of good realtime-rendered engines. Games like AVP2 etc use realtime rendered scenes... which the characters are still a bit blocky, I expect that eventually we'll all be able to make scenes near the quality of Final Fantasy the movie (something equivilent in graphics, hopefully better plot) one of these days.
Of course, one day I also expect we'll have hologram projects, but who knows when that will be...
If you are looking for a killer real-time 3D modeling application then check out MultiGen Creator. It is by far the best real-time polygon-modeling tool out there today IMHO. http://www.multigen.com/products/database/creator/ index.shtml
Realsoft 3D? I'm curious to hear what this is capable of.
:-)
I've had an ear out ever since it was known as Real 3D on the Amiga.
Someone set us up the bomb, so shine we are!
Even though it's not a modeler, it's one of the best animation package around. It's available on Linux, Windows, MacOSX, Irix and more, so you should have a version for your PC. It's made by the folks at Kaydara. One of their big feature IS exactly what you'Re looking for : realtime editing of your motion with NLE and all the gizmo's you might want in a traditional animation package. Plus it has a lot of every usefull tools that are unique to this software. Go check it out.
I've used opendx (.org) for realtime 3d modelling and it performs quite nicely if you have enough memory.
If you can get it (there's been trouble in this department, but someone close to the company seems to have recently sorted it), Izware's Mirai is a very good solution for at least your second problem.
This software (in it's previous incarnations as Nichimen's N-World and Symbolics' S-Graphics packages (it's virtually a direct descendant! ain't Lisp great?)), is where most of the current packages are leeching their modelling features from - first Subdivision surfaces modeller on the market, and because of the fact that it uses the Winged-Edge data structure to store geometry, the first with "edge loops."
While these edge loops aren't triangle strips per-se (I actually think it's a horrible idea to force triangle fans and strips at the tools level - leave that for converters and exporters!), they, as an edge control structure, will help form the proper polygon arrangements so you can exploit triangle strips later down the pipeline.
As for shaders, at this time I also thing it's a downright horrible idea - there aren't any implemented standards yet! At least wait for OpenGL 1.4 drivers to come out.
Mirai's next release should be ready for this, since it currently features a versatile materials "domain" editor that lets you painlessly transfer those material and texture properites that you define for the renderer onto OpenGL for previewing (well, everything that the domain permits), and later onto your target console (although the domains are for older systems - Mirai hasn't been updated in a while.), and vice-versa.
Besides that, you get 2d and 3d paint, advanced UV editing tools, rigging controls that will blow your mind (sure, Maya's poweful, until you start watching the time it takes to rig a skeleton fully with IK and FK solvers, and then throw on a couple of more controls to keep the skeleton in place - there's absolutely nothing like Mirai's "pin" joint system out there, and it's the only package where you can use skeletons to actually aid your modelling), the industry's first (despite SoftImage's claims, and IMO still the most useful) non-linear animation system, and a batch of Mo-Cap processing tools from TestaRossa, and a specially designed game-data export framework (Game Exchange). Oh, and did I mention it's all written in Common Lisp? Who needs a plugin interface, when you can run code directly from the Lisp image!
Is it really worth raving so much about? Hell yes.
In the great CONS chain of life, you can either be the CAR or be in the CDR.
100k in Euro is actually more than 100k in US
100,000.00 EUR Euro = 101,421.51 USD
try XE.com
One of the abilities of the Radeon 9700 that is very promising to this type of application is that it allows you to code in the GPU's ASM language, and it spits back the image. This could vastly, vastly improve rendering, and allow you to use one GPU where previously you needed a renderfarm.
People in Soviet Russia, however, appear to be afflicted with amusing juxtapositions of the aforementioned situation
Hi all,
There was a recent 2part article in Gamasutra about converting a game engine into a plugable DLL for Maya or MAX. If you are building a windows or XBox game, putting the game into a dll and putting it in a view will let you preview the models in gamemode inside the modeller.
Just a thought,
Ben
PS. HLSLs are too new for any of the major software comps to have implemented plugable interfaces.I mean Nivdia just announce Cg and the OpenGl 2.0 HLSL hasn't been finalize yet!
Hmm... while I can't begin to explain hardware considerations (you know I'm no engineer!), I can say this:
This is a perfect example of the different trains of thought between artists and engineers. It seems to me, this fellow is looking at the situation backwards.
" a modeling package more geared to hardware capabilities,
??? That's like cursing the horse's design because he can't pull a cart.
It's only been VERY recently that game engines and real-time texture rendering engines/ hardware have evolved to being slightly worth a shit. And, that is due to the fact that 3D imaging tools haven't sat around waiting for game hardware or anyone else to catch up. They've striven to provide the artists with the tools and capabilities they need to produce true-to-life images. That's the Grail they seek.
And, haven't the amazing advances in 3D imaging been the major player in what has pushed the game industy's technological advancement? I seriously doubt gaming would have become a $9 billion annual industry if we were still playing Frogger and Pac Man.
Ironically, it's the game industry's lack of standardization that's the leading problem. There are literally thousands of game engines out there. And, of course, cutting edge hardware today is under-strength tomorrow. Game Developers would love to be able create games they knew everyone could play. Those could be marketed to X-box, PS2, Cube, PC, and online users all at the same time, instead, each has it's own special considerations that have to be designed for.
As a 3D artist I can tailor my project's creation to suit my output needs, whether that's real-time or pre-rendered. The modelling program you discribe sounds to me like going to an auto mechanic, chaulking a circle on the ground, dumping over his toolbox, throwing away all the tools that didn't land inside the circle, and then asking him to repair your car.
Why haven't 3D developers designed software specifically for game development? You should ask; How could they? Why should they?
The bit about "polygon strips/fans" ... I don't know what that means, clearly I could learn something from this gentleman. He goes on to say how it's very hard to "avoid generating polygons that will never be seen (the inside surface of a pipe for example)." To this an artist would ask; "Why didn't you just model a cylinder instead of a pipe?" Unless I can actually see the inside of this pipe it is only past experience that tells me it's hollow. Further more, if this isn't a prominant prop in my scene, I could even use a 2-dimensional plane with a gradiated texture that would give the illusion it's a rounded piece of geometry. Thus, this "pipe' has been reduced to just one polygon. maybe he might be able to learn something from me too.
--
Chief Gadgeteer
Elegant Innovations