Author Archives: James McParlane

About James McParlane

CTO Massive Interactive. Ex Computer Whiz Kid - Now Grumpy Old Guru.

The Game Progress Report #20

  Sped up the video encoder by an order of magnitude. Here are some more example encodes. Just playing with random video that I have already split out into images to put the encoder it through its paces. Going to … Continue reading

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The Game Progress Report #19

Example video encoding using the hierarchical hexagon encoding.

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The Game Progress Report #18

Got stuck on the train a bit longer than normal today (heatwave signal failures) and added hexagon culling to the digitizer. So this.. Now my favourite processing from the last post looks like this (which I believe is an improvement). If … Continue reading

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The Game Progress Report #17

Some interesting results from the hierarchical hexagonal digitizer. The original source image.. The closest match so far.. but a little boring. The one I like the most – but a little dark. They all seem to pass the squint test … Continue reading

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The Game Progress Report #16

More work on the L-System generator/mutator/renderer. More work on basic image display. I can also now load hexagon patterns from Hexels via XML export files. And the game engine can now generate hexagon bitmaps from images. The effect I’m after with … Continue reading

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The Game Progress Report #15

Been doing some work under the hood optimising the hexagonal composition engine managed to more than quadruple the efficiency of rendering through various tricks and triangle magic and can still see plenty of room for improvement. PSM/XNA/MonoGame don’t have good alignment Re: … Continue reading

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The Game Progress Report #14

Improved rendering model, managed to crack 60+ fps on most platforms. Developed a culling algorithm, need to perfect it to reduce overlaps to zero which will allow me to take advantage of some nice rendering optimisations. More work on Playstation … Continue reading

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The Game Progress Report #13

Port to PS-Vita almost complete. I have some general mouse/touch multi-modal inputs to complete but the rendering port is almost complete.

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The Game Progress Report #12

This pulls together a few mini updates. In the last few months, (apart from moving house for the first time in 11 years.) I have… Ported the game engine to Xbox360 iOS OSX And a partial port to the PSVita. … Continue reading

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SteamOS, “The Model” and Why Everyone Wants to be Apple

So unless you have been living under a rock for the last few days you will know that Steam are launching an operating system based on Linux, and there there will be a set of rolling announcements this week that … Continue reading

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