The next console wars! PROJECT CAFE (Gen 7.5 Nintendo Wii-2)
With the announcement of NINTENDO's project CAFE, it looks like were seeing the first glimpses of what will no doubt amount to another epic battle for your video game dollars, with the usual suspects being, SONY, Microsoft, and Nintendo. The main question that has come to the debating table for me and my friends is the simple one of "weather" project CAFE, as the "announced" specs are, will be underpowered again, and will this be a wise decision?
Basically what the announcement about PROJECT CAFE is that it will feature hardware similar to the XBOX360 with a "better" but still old video card, by PC standards. Some people say that this is the right formula to follow, based on the success of the Nintendo, Wii, and some say it's a "losing next gen" (GEN-8) console. I think the LAW OF DIMINISHING GAINS, will be the deciding factor here. Question is "which way" will it spin? Is a "bad" GEN-8 console, going to be a "better gen-7" console, and will Nintendo release ANOTHER GEN-8 console? Only time will tell.Cafe Wii-2 strategy?
No one will argue that the Nintendo Wii was not pretty successful, with the given price point of cafe at around $300-$400's it's looks like it's a well poised to be very competitive with the current gen consoles, featuring similar but "somewhat" better specs, and to be targeted for immediate porting, and cross platform support from people like BIOWARE, and Rockstar North. Similar to the gamecube timing, and strategy. Most of the anounced information, seems to point toward this type of strategy for nintendo, having "specs" a generation behind, all but the timing. The timing here, appears to be more reflective, of what wound amount to an early release of a GEN-8 console. It literally looks like a GEN-7.5 console, and this may be exactly what Nintendo have in mind, along with a new GEN-8 console after the release of XBX720 and PS4? It's hard to say for sure. This type of console, being the "wii" style configuration, made the Nintendo Wii' NOT the 1st development platform for many blockbuster games, it was simply incompatible with the blockbuster model, due to it's lack of hardware compatibility. On the other hand, the success of the Wii platform, made many developers who were specifically targeting the Wii, for Wii only releases. We also must remember here that the Wii , was indeed about $200's for a long time, this is not $400, and much of it's marketing was geared towards kids, and alternative gameplay and "physical activity",much of which is now a marketing annoyance, from all 3.
Contrary to the system specs, of project CAFE, timing, and certain feature sets (the touch screen buttons and keyboard thing), seem to indicate, the similar "Nintendo Revolution" style marketing that was initially intended for "Wii" but seemingly got "passed on" at the last minute by Nintendo, when the "Wii" was released as a "cheap" secondary console. The developers in my circle expected that the Nintendo revolution, would completely out spec the competitors, via a "super nintendo" like system. The specs for the console are definitely not a GEN-8 console, but could you say that it will be a "weak" GEN-8 console? Will the LAW OF DIMINISHING GAINS allow it to survive the transition to GEN-8, and still receive ports of the GEN-8 games without to much problem and degradation? It' is my belief that if a REVOLUTION style console, is planned with these specs, it will see some failure. This system, as it stands will not be able to get a lot of GEN-8 compatibility. The system specs, and no doubt small cache size of the "3 core PPC" chip used, will no doubt become the system bottleneck, when compared to 8-12 core CPU's with large cache memories. Will another "this gen" console, be atractive enough to BUY NOW?
or will people simply wait for a GEN-8 PS4 or 360, with a "real upgrade", so they can preserve their PSN/Live investment. Will the button array make the difference, or will they "blow it" and screw up one of the best ideas in video game history of marketing strategy? timing? greed? After have you seen the SPARC-T3 processor running at 16 cores yet? For someone who actually knows how microchips are made, this whole thing becomes a bit questionable. Losing that initial "wow" of buying a new games console is a bit at risk here I think, as well as some other people at the debate table. Personally I think they should have spend some of that Wii "money pile" and invested it back into the company, and made this "Cafe project" more appealing to a "next gen console" seeker crowd, for possible even the $450 dollar market, and footed some of the bill themselves as usual, and used the law of diminishing gains to their advantage in the "GEN-8" instead of making a "jones" GEN-7 console, they just don't have the digital distribution "monopoly" as of yet to enforce thing kind of thing, like PS3,ad 360, and this may exactly their opportunity to lose it
. Which REALLY makes me angry, because I'm betting the ENTIRE FARM, on virtual button screens, and dynamic huds on controllers. I see a VERY REAL, and logical reason to have "virtual buttons" with pictures on my games controller and that is "THE KEYBOARD" and it's VERY hard to argue with this. The introduction of the keyboard to the games console is going to be very important. Not to mention the "virtual button" arrays that will be in games, this to me is the TRUE REVOLUTION.TRUE GEN-8 Specs??
6-8 core IBM POWER7 with 18-24 megs cache
7-8000 series ATI's, conceivable with 3-4000 stream processors, or 1024 FERMI cores.
4-8 GB or RAM
It is my belief that this type of system, will make it very difficult to make "Wii-2" compatible with GEN-8. It will indeed be relying once again, on "marketing", and trademark games like Zelda and Mario. BUT the question is, is EVERY GAMES CONSOLE GOING TO HAVE "a touch screen controller"?? Was it Nintendo's secret move to have this whole thing patented behind the scenes. If I was at Nintendo, I would recommend a "slightly underpowered" GEN-8 console, because of the law of diminishing gains, is more prevalent, the more shades, and cores that you have. Consider this system:
Gen 7.75 console?
6 core CPU, with 12-18 megs of Cache
Dual 6000's series GPU
6 GB of RAM
As you could see, Nintendo would have nothing to worry about, with blowing away a 360, and competing with a 720, with this kind of system. If I were at Nintendo, I would have forced them to get this console to market, and also had an "early entry point" for a GEN-9 console laid out, to "take back" Nintendo as being a reliable 1st development platform, meaning that all blockbuster games now, could rely on being compatible with Nintendo, and increase revenue for the games developers, and in turn gain their support. With the volatile stock market, I think Nintendo will get hammered in the GEN-8 if they do not release another games console, that may actually be MORE expensive for them to compete with SONY and Microsoft. On the other hand, Wii sure did make a lot of money,but everyone's got "motion controllers" now, and everyone will no doubt have "button arrays" and keyboards, if they catch on like I think they will. TIME WILL TELL!!
My recommendation to Nintendo:
DO NOT UNDER ESTIMATE TEXT MESSAGING
, and quit being greedy!! Invest money, in this volatile time period, or you could just lose it in thin air.
The future of BUTTON ARRAY SCREEN based control in video games (Dynamic Huds)
I'm very pleased to read today about the possible inclusion of a "touch screen" on the ACTUAL game CONTROLLER for the new NINTENDO games console, planned for a 2012 release. It's my honest belief that all of the last 5-6 years of nintendo's existence, has largely revolved around getting to be first to market, with what I consider to be the ONLY very useful addition to the video game console, that matters to the blockbuster video game segment. This being the including of a touch screen on the controller, so we can finally have pictured, programmable, button arrays, that make it easy to understand, 30 or 40 different functions at a time. This has been a LONG time coming for a lot of video game, especially RPGs, where casting spells has always been a bit of a pain, especially where you have 50 or more spells. For a long time we have been without the ability to have dynamic, push button HUDS (heads up display's). Traditionally, selecting from a "grid" or an array of objects, with a video game controller has been a real pain, you must "click" up to 8-10 times in some video games, interrupt the action, fumble with analog sticks, just to find the weapon that you want. I really could go on about some of the other designs that will revolve around dynamic HUDS like with interactive and "parallel operation", such as, maps, tool selectors, scopes, keyboards (Keyboards is going to be a VERY useful thing), custom game interfaces like Final Fantasy's weird graph based spells, targeting systems, there really are a lot of really USEFUL things that can be done, that used to be otherwise, very annoying on a traditional video games console. Keep in mind that it will be a bit misleading, and they will try no doubt to use marketing to make all of the LAME and stupid useless gimmicks seem like what this is going to be used for, but it will be a lie. TRUST ME, this IS the next big thing, I cannot believe that we don't have them already, and their will no doubt be some stuff about patents, and it looks like NINTENDO once again, will end up severely out maneuvering the competition on this one. This is the "right" step for the blockbuster model, as well as a lot of other types of action oriented games that have "lots of functions" and weapons and spells to choose from. Better optimize that PARTICLE SYSTEM
Hopefully, they have this EXACT thing in mind, and make this controller very dual "thumb" accessible.
I must say, that I am the proud designer and programmer of something called DAMSIN MUSIC MACHINE, which is a music program, that features "2 layers", yes 2 identical and superimposed layers of > 215 buttons. 215 buttons is quite a bit, imagine if that were a piece of hardware. With DAMSIN music machine, each "surface" has > 215 buttons and controlles an 8 track sequence remixer synth with "sample guide" and wavetable synthesis, 48 real time DSP effects. Every non-editing function or pattern change, has it's OWN BUTTON. Pushing the right mouse button makes the layers switch, and pushing the "B" in the upper left hand corner activates "pass through mode" which makes every button push happens on "both layers" at the same time, which can make 2 twice as much functionality happen, especially with the MEMORY STATE SAVE ARRAY pad, all at the push of one mouse button. DAMSIN is built for live electronic performances, via preprogrammed sequences. DAMSIN music machine in built into SYNTH video game, and supports automation record and playback, and has openGL scalable vector graphics. It is currently a DirectSound application. Much of my inspiration about "touch screen buttons" comes from DAMSIN music machine, and RPG's and spaceship action games with 1000 weapons.
Put your money on "touch screens" on controllers!!!
This is a picture of DAMSIN MUSIC MACHINE, it's a work in progress, and will be released at some point in time, in a limited freeware version. DAMSIN is the type of program, that SCREAMS for a programmable touch service controller. DAMSIN music machine has been successfully used in recordings by CYBERMORPH, and sounds scarry, and unique.
general META-graphical production on CELL for video games (under construction)
a series of blogs, I'm continuing to talk about, some of the techniques
in video games / CG that will perform very well on CELL chip, some of
these techniques are very advanced, and some are simple. One of the
great things about video games, and CELL chip, is that "
can be largely designed, meaning that there are many creative
alternatives to video game design, and in turn reflect how they graphics
could be generated. This can make SPU
well, many of these techniques can involve almost NO INPUT DMA
transfers to the SPU. With double buffer techniques this means that the
SPU can spend pretty much ALL of it's time computing, at full speed, in
SRAM, with no DMA wait states. This means continual "
of scan lines, vertex buffers, compressed textures, bone matrices,
advanced enveloping (skinning) like ILM's MWE (multi-weight enveloping),
the sky is the limit. This is a one of the concepts about SPUs that I
really like. Advances in the last 10 years or so, in image synthesis, as
well as motion synthesis, are very much like other methods of
synthesis, they are exactly the kinds of algorithms, that require little
input definition, such as parametrizations of models, that produce
huge volumes of output data, with parameterizable resolutions. We are
now at the stage where we can literally have, parametrized NURBS "
, meaning that complete crowds can be generated, out of an extrapolation of the "
of human faces. Some of the hair demos that are available now, are
quite amazing, just imagine what the creative possibilities of
OFFLINE META GENERATION for artists tools, in a professional environment.
concept of META generation has been around for a very long time, but
has been largely overlooked in the video games industry, mostly due to
modelers such as MAX / MAYA, and the data exporters involved with the
various parts of the visual art production process. META generation, is
basically the idea of storing the "creation process" involved with
the construction of a geometric model or image, a good example of this
kind of thing is the German, procedural game Kkrieger, which is ULTRA
TINY. GIS also use a lot of META generation techniques. as well a some
paint programs, like Photoshop and fractal paint designer. Typically
model data, and texture image data, is exported into the video games
pipeline with vertex data, jpg data, and other forms of static
compressed data. META generation is way beyond most types of
compression, for example, an openGL display list of nested display list
calls, can compress a 1000:1 or more, depending on how complex the
source display list palette objects are. For
example, in SYNTH video game, there is a nested display list, that has
somewhere around 150 MB of just pure transformations, and integer
display list calls, The source palette objects
sum total somewhere around 15 MB of vertex data. Think of how many verts
that would be if it were ever to have been stored, when the call lists
themselves of ints are huge, and the call objects having 5-600 verts
each in some cases. This really is different than a geometry shader, and
would kill shader, with an interesting program running.
won't pretend that there is enough time for me to begin to explain just
how good, that a META modeling package could be. It could be better
than MAYA in many ways, it just depends on what kind of game design, if
you were looking for realism all the time, and human facial imagery, a
high degree of digitizing may be involved, which nullifies the process
of modeling and META expression. On the other hand, good skin and
hair shaders have been developed, as well as good motion synthesis,
similar to research by Patros Falutsos (virtual stuntment), and
companies like natural motion.
I were to start to try to vamp up my video games studio to take
advantage of the META generation capabilities of a the CELL / PS3, I
would start with the idea of META texturing, not to be confused with
MEGA-texturing (Carmak). META texturing, for the most part is a tool
oriented concept, in which the "
of the process of texturing are stored instead of the final output. This right away, leads to things like "
, brick modeling, and no doubt many kinds of finite element based approximations, even things like quick "
. The possibilities are endless, but at the same time, many of these models, require creative programmers, "
is a bit strange
One of the most common techniques is to use META commands, on already
digitized images of things, where the images are drawn on by artists.
This is also OK, but the more reliant you become on pure image "
DMA input patterns, the further you go away from being able to have the SPU run as a pure "
processor. Some of these source images can be are huge. A lot of entry
level META texturing, would be just this, composites, and blends and
blurs on actual images. It is possible to do "
modeling, in order to generate surfaces that approximate sets of
digitized images, but is complex. The future is very bright for this
kind of thing, but the software engineers are key, as well as good
tools, and good mathematical models."SYNTH"
SYNTH video game, which is 100% pure math art, uses a high degree of META process, but no actual "artist tools" or artistic input was given to the graphical process outside of C++ openGL "script".
There is some real time texturing in SYNTH going on, a per pixel
animation is being computed, that is quite complicated, and has
been sprawled over 2 threads in real time. Most of SYNTH's procedural
texturing is done at load time, and generation time, this also can be
done well in high memory situations in games, where the loading is
taking place from CD, and generation into memory. I estimate that input parametrization for many geometric generation models, such as house
models, building models, faces, could be easily under 16k of input data,
and generating huge multi-megabyte models, and texture variations, very
rapidly, nothing compared to time complexity of some of the "per pixel animation"
that are being computed in SYNTH, it would be much faster, and with
near photo-realism, and would be well suited for AAA games. It sounds a
bit weird to parametrize a "house" but it can be done, and
done well. The per pixel animation in SYNTH is 512x512 , and each pixel
is subject to around 20-30 calls to SIN and sqrt and other nasties. It
reaches near fractal complexity, without iteration depth approx O(N3),
instead it's O(N2) with a HUGE C. The animation produces over 2GB of uncompressed texture data, but since it's real time, almost none is present. I don't recommended per
pixel animation much, but the creative possibilities are very high. To
understand what I mean by per pixel animation, fractal "zooms" are "per pixel"
animation, simply means every pixel in an image computed, through a
similar means. This is typically much slower than using texture fragment
based generations, colorization, fills, and lighting equations. I was
asked, why did I not do this in a pixel shader, and the answer was easy,
this texture is computed "a frame behind" and it used a very large number of times, and with many other "tricks" happening on it, including pixel shaders.
Shown below is an example of some LOAD TIME, procedural generation, I call it the PHANTOM SURFACE, for "creative reasons", the math is ultra complex, but is alas, just meant to "look cool".
you can check out SYNTH video game in the FILES section of this IBM blog, or at MODDB
This is a picture of "the phantom surface", it was generated at load time, and takes approx 5-10 seconds to generate a 1024x1024 texture. This picture shows the phantom surface,
with a symmetry flip, done down the vertical axis. It's one of the
evilest looking things I've ever seen, and is generated in blurred black
and white. It consists of many calls to SIN, and SQRT and some high dimensional projections. It was not planned as a "demon face" generator, made from splines or anything. It was a combination process, extraction, where I noticed the "phantom surface" first on a 3D hillside, and deiced to "project it down" into a flat image to be reused.
(MORE TO COME!!! STAY TUNED),.. or go visit, the "audio synthesis" article, which is the same as this one, but for AUDIO.
NATIVE PLATFORM INDEPENDENCE THROUGH VIRTUAL OS (DirectOS)
Yet another blog, about a topic that is very important for me right now. After APPLE's recent successes with the Universal Binary concept, coupled with their relentless STOCK MARKET success, and further coupled, with the huge array of platforms, that are at market now, including Windows, Ubuntu, Solaris, Android, iPad, MacOS, PS3, PSP, Xbox360, Wii, 3DS, Windows Mobile, we are VERY much in need of the concept of a "virtual OS" in the video games industry, as well as in the operating system, and mobile device world. A virtual OS, is literally that, it's a lightweight operating system standard, that supports "multi-native" execution, as well as virtual machine emulation (the OS calls themselves, being perhaps all emulated). Developers will finally be able to write applications for this VirtualOS, and receive the full benefits of native execution, and hardware acceleration on supported platforms (supported by compilers) and full access to HAL layers, similar to DirectX. Literally the concept of VirtualOS, is DirectOS, or DirectX + DirectGUI. VirtualOS's applications would come with universal binaries as well as virtual machine code. Full hardware acceleration, supported from DAY1, to allow for VirtualOS to finally give platform DEPENDENCE over to the application, where it can query virtualOS for it's capabilities, and scale itself accordingly.
How is this different than JAVA?? VERY
* Applications / OS calls run native on supported compilers. (Yip, X # of Binaries included)
* Programming language INDEPENDENT!!!!!!!!!
* Supporting virtual OS, similar to supporting a DirectX driver set, like say OPENGL + ASIO
* GUI runs WITHIN a window, allowing complete "OS-USER-GUI's" to be designed ontop of VirtualOS
* Supports NATIVE machine boot modes from DVD (liveCD modes, important for games consoles & new PC's)
* "DirectGUI" very customizable.
* VirtualOS applications optionally can inherit drag and drop style functionality from the HOST OS integration.
Why does this not exist yet Rhys,. honestly,. ummm,... lack of software engineers, and Microsoft or SUN has not done it yet
(see universal win64 API)
Basically, what I am saying is that I want my SYNTH video game, and DAMSIN MUSIC MACHINE, and all my other software, ported to VirtualOS, and only VirtualOS, and I want to be able to compile it for POWER, and INTEL, so it can run smoothly, on video game consoles, and home PC, both mac, and Windows based. Without DOING ANYTHING, and virtual OS makes this possible!!! I just don't have software company to do it
It really is not THAT much. I tend to think of VirtualOS, as being DirectX+DirectGUI as I mentioned above, with the possible extension of DirectData or DirectNetwork of somekind to support networking, and database. A lot of the historical crap that exists in unix, and windows, just well,. REALLY REALLY REALLY is useless now, for a HUGE sector of the market in Computers, especially when dealing with BIG APPLE. Times have changed. It's quite frankly getting out of hand with ARM, and SPARK, and POWER, and AMD64. VirtualOS is an ideal way to make people FORGET about your "unmonopolized" hardware standards.
I personally think that this is in IBM's best interest, and with their current level of involvement with video games, could be a great time to jump in.
Here's the bottom line for me, I want virtualOS, to be able to handle "Call of Duty", and thereby satisfy ADOBE, e-magic, Steinberg, SUN, IBM, and many others. A few tiny functions in emulated execution mode, won't stop this, after all, it's ALL application, and 3D driver code. I think that video games is the best place to start with virtualOS, as customers, as they will show that the need for a "universal DirectOS" is the way to go now. I'm pretty sure that APPLE would agree, as they often change their OS and GUI, but VirtualOS can remain the same, literally, an GUI-OS, in a window is possible, it's conceivable to have Windows, is now a VirtualWindows application that runs on many platforms, all through the implementation of the low level device drivers. As usual, attention has to be paid to AUDIO
,. no pokie ATARI chips here!!!
I'll be WAITING IN MY OFFICE!!!
Pounding the desk, saying VIRTUALOS, VIRTUALOS!!! We here at Rhys Hovey games, now have 15 platforms to support
We'd rather write 5 device drivers / platform OURSELVES even.
Using real time audio synthesis on CELL CHIP for video games
Hi there, I'm glad to see that there are actually a few people out there at this IBM blog, that are interested in reading some "informal" but somewhat technical writing. I really need to rant about how much I love the idea of audio synthesis for CELL chip, and in turn the PS3. For a long time now, audio producers and composers have been re-sampling synthesizers into HUGE chucks of data, even 24Bit 96khz rates. Audio is one of the biggest storage factors on blockbuster style video games, even with wavelet based compressions, which do destroy the sound to some degree., in a noticeable way. This resampled data, is now both HUGE, and STATIC, both of these things are very counter productive to creative expansion in video games, as well as very horrible for the system, which relies heavily on DVD streaming, and low latency access. On a cell chip, this whole process can change a LOT, pretty much for free, thanks to the nature of signal generator DSP, and superfast, but small memory area, available to an SPU. Almost no memory is required for a LOT of modular synthesis, granular is a bit of an exception, but physical models, once again are extremely low memory, and furthermore sound more "interesting" that a lot of granular synthesis, because of the parameterization capabilities, and the generalness of the physical model, synthesis method, but FURTHERMORE, a general purpose modular system like a NORD modular, is capable of a LOT of physical modeling algorithms. This is a bit confusing, but the synthesizer industry, is very full blown, and very full of convolution. So the answer to all of this is a lightweight version of nice a modular synthesizer, like Reaktor, or Nord.
So what does this mean for games?
This means great things for LOTS of games, and less for others. I honestly feel that part of the using real time audio synthesis, will be stemmed back to the design of the game in the first place, due to it's dynamic nature, as well at it's "cheap digital distribution" style game possibilities. If the game is supposed to rely very heavily on "real world sounds" than, real time audio synthesis only comes in handy on sound tracks, BUT sound tracks often are completely synthetic, or use physically modeled instruments, like strings, which can sound better than samples now. Most often it is a combination, studio setup of synthesizers and effects, all of which can be accomplished via modular synthesis and sampling. With the right "DAW" on a SPU (3Ghz DAW's existed for a LONG TIME), you could no doubt have the entire soundtrack generated at run time. After all, the entire soundtrack of a video game was generated at RUN TIME, for a long long time. I honestly feel that time is back, especially on cell chip, because near zero cache penalty, and the how LITTLE it can memory it can take to store a modular program, plus the ability to "tweak" the game design, to need almost NO SAMPLING, and very minimal DMA accesses. You now have fully dynamic parameterizable "pre-designed" sfx, and a full dynamic soundtrack, with modern wavetable synthesizers, modular effects and physical models, and some sampling.
So does this mean new things?? Otherwise IMPOSSIBLE??
Pretty much,. you can have crazy evolving physical models, and sound generator sequences, that will last several hours, that can be computed at ultra high resolution in 5.1 that need almost never repeat, generated "free" on a cell chip. Storing this type of audio would take up HUGE amounts of space, especially when it's "multritrack" dynamic, it becomes very very very stupid. Audio synthesis is much more acceptable than image synthesis, so it seems. A lot of the audio even in a blockbuster game, really is a DAW that's not using "that much ram" if you take out the samples, and the DMA controller can handle that pretty good. Physical models + Modular/Wavetables + effects,. pretty much gives you almost every soundtrack, huge samplers are "that important" anymore. That's my opinion.; Not a lot of video game studios are using "John Williams" and the philharmonic. Physically modeled explosions are very cool, the creative possibilities of endless in terms of sound fx for sci-fi sylte games, or just plain old "retro ish" games, SID / chip tunes, even remains popular in many target demographics.
If I ever own a video game studio,. I'll be using the force on this one
... more to come!
WELCOME TO "HIGH FRONTIERS 389" CYBERSPACE EDUCATION PROJECTS BLOG
SO RHYS PAUL HOVEY?? WHAT IS THIS HIGH FRONTIERS-808 PROJECT??
High frontiers project is a collection of media, business strategies, and computer software, all united under the same purpose of having a high degree of CYBERSPACE related content, that is highly truthful, that helps with defense education, in a fun, and disturbing way, and is targeted at the massmedia, and specifically teenagers. Very much like some of the CINEMATICS in "Metal Gear Solid 4". This is an ongoing "call" to any parters that see mutually beneficial opportunities, on the "HIGH FRONTIER". I would also like to use this blog as a means to communicate with any interested parties, basically, because this blog is sitting on IBM's server. I don't think there's anyone
I have access to do that could provide a much more secure environment, and a higher level of knowledge about computers in general, and in turn cyberspace.
So Rhys? What kind of things do you have in mind?? What can I jump on board for, onto the HIGH FRONTIERS?? Where's the wagon??
* PROJECT DATASTAR(tm) - movie, cyber database, 3D cyberfootage - (FISH SAURON BA SS TI TC TM TD)
* PROJECT CYBERMORPH - electronic music
* WWX:TOMMOROW - video game (or WW3:TOMMOROW) (takes place from the point of view of a young HACKER)
* SYNTH video game and the infamous "easter egg document" (actually an essay), and "data handles"
* NerdPunk_PI, music, "stay out of my brain" , "xx-communicate" , "I field U"
* Operation "yacht C nazi" (virual videos, and "reality TV" show, live from the OCTOPUS)
* GENPASS non-neural password generator.
INTEL AND PRES OBAMA "WIN THE FUTURE" with COMPUTERS THAT "READ MINDS"
for more information,. just reply here, and I'll give you my contact details if this e-mail address does not work:
Hi, my name is Rhys Paul Hovey, and I a software engineer, with a background in things ranging from GIS, to computer security, to video games. I plan to put a lot of information and ideas to share, including code, and executable on this blog in the next while,. stay tuned. For now you can see SYNTH v1.656 which is an interactive, procedural graphics (math art) 3D openGL application for 64 bit windows, which is available for download in the files section.
As for a brief resume, I've worked at some of the best studios in the world, including, Electronic Arts Burnaby, Ubisoft Montreal, Rockstar San Diego, and Climax-LA. I'd love to hear you comments and questions here, as I am a big IBM fan, and I love to tell people about the importance of IBM in the games industry, that is sometimes overlooked.