Trials and Tribulations of Tribology
by Jeff Lander [05.10.00] The
simple force of friction in the physical world is so familiar to
everyone in a potential game audience, that any departure from realism
can be glaring and yet realistically simulating these simple physical
properties is quite challenging. In this article Jeff Ladner discusses
the simulation of friction in real-time 3D applications, otherwise
known as the field of tribology.
Report: Tokyo Becalmed by Simon Carless [05.09.00] It's
a relatively quiet time for videogaming in Tokyo right now, but
plenty of interesting news still abounds. With E3 coming up this
week in Southern California and with product announcements ranging
from the eyebrow-raising to the hair-bending, the Mecha Godzilla
Tokyo Report delivers the goods yet again.
Procedural Objects in 3D Studio MAX by Gurjeet Sidhu [05.05.00]
A procedural object is
created by an algorithm that takes a set of parameters that define
the object and produces the object representation from that set.
It is possible to create procedural objects inside 3D Studio MAX
to get data into your game engine since a procedural object in MAX
can store information other than whats required for the visual representation.
In this article,
Gurjeet Sidhu, lead programmer at Dhruva Interactive explains how
to write a plug-in to create procedural objects in 3D Studio MAX
2000 Keynote: The Designs of Star Wars Episode One
from GDC 2000 [05.03.00]
In this video presentation from GDC
2000, legendary Star Wars designer Doug Chiang speaks about the
film design for The Phantom Menace. The session reveals sketches,
production paintings, digital paintings, and developmental models
for the droids, spaceships, enviornments, and creatures in the Star
Wars universe. This presentation is available as Quicktime,
in Color Theory for Spyro the Dragon by
Craig A. Stitt and John Fiorito
[05.02.00] For those of you who find yourselves in the lucky
position of being game artists, one of the greatest ongoing challenges
is to find ways to leverage an enormous cache of materials and palettes
to create powerful, realistic worlds that draw in players. How does
one do that? By educating yourself about the elements of color and
production design and applying these lessons to your games -- as
Craig Stitt and John Fiorito did at Insomniac Games in their Playstation
title, Spyro the Dragon.
Bitmaps for Automatic Generation of Large-Scale Terrain Models
by Kai Martin [04.27.00] As game worlds (especially online,
persistent ones) get larger, game development teams need efficient
ways of creating large expanses of terrain without having to build
it manually. Kai Martin introduces a bit-map based technique that
helps automatically generates terrain, while still giving artists
and world builders control over the details.