![]() ![]() The application standard was exceptionally high, and the community consideration is inspiring. Through the residency we continue to connect meaningfully and build strong relationships with our local neighbourhood by offering more and more access to a broad range of arts and artists. When we partnered with the NEIC on this programme, our aim was to support and welcome a variety of artists to the space and our community. We can't wait to see how this portrait of our neighbourhood evolves and are very proud to support its development. Over the next 6 months, Luke will be working on an experimental creative feature documentary called North Circular, exploring Dublin's North Circular Road, its inhabitants, its culture, its history and its contemporary streetscape. GPL-licensed C++ SIRDS source code for Windows.We are delighted to announce that the recipient of the 2021 D-LS Residency award is filmmaker Luke McManus.The C++ source code is also available under the GPL license. The (Windows-only) viewer can be downloaded freely below. The CPU then builds the SIRDS image, using the individual values in the depth buffer to calculate the horizontal offsets needed to lookup and copy the colour values from left to right. Internally, a DirectX9 shader is used to rasterize the 3D object to a depth buffer. Like the other available options, the depth dithering mode in the viewer can easily be toggled on and off for comparison. It does this by breaking up the regularity of these depth planes by adding noise to the quantization step from depth to discrete pattern pixel offset, effectively jittering the quantization threshold. It also includes a depth dithering mode that effectively hides the fact that pixelized SIRDS have only a (very) limited number of depth planes to choose from. ![]() A number of parameters and options are available, including a staring and cross-eyed SIRDS mode, different noise patterns and tweakable pattern repeat distances. The viewer can be used to freely zoom and rotate around various 3D models, while viewing these as either depth images or SIRDS. Consequently, it cannot only generate a SIRDS image of a static 3D scene, but can also generate real-time SIRDS of interactive 3D scenes. Out of interest, I developed a SIRDS renderer, capable of efficiently rendering full-screen SIRDS of 3D scenes. This, of course, is something best left to a computer. So, by carefully crafting the distances between copies of dots in a SIRDS, the depth information of any 3D scene can be encoded into an image. Lastly, the colour value for the SIRDS pixel is set to the colour in the SIRDS x pixels to its left. From this depth value, the ideal horizontal pixel offset x between dot copies on the image plane is calculated using basic geometry. First, the depth for a specific pixel is looked up from the original depth image. The rest of the SIRDS is then filled in pixel by pixel from left to right. To begin the construction of a SIRDS, the original pattern is first copied once to the left side of the result. As you can see in the car example, these points of conversion neatly match the depth contours of the selected horizontal line in the greyscale depth image of the car.Įvery red line in this SIRDS (bottom half of the image) marks the boundary between copies of the original pattern of four coloured lines. The exact distance between these copies determines the depth at which you must converge your eyes to get the illusion of a coherent point in 3D. Now both eyes will observe slightly different copies of the same pattern and our brains will interpret the differences between these copies as depth cues, just like when seeing real 3D objects. Red with red (see the top half of the image), green with green, etc. Instead of focusing (or, more correctly, converging your eyes) on the image plane, you look past it just deep enough to overlap the coloured vertical lines in neighbouring copies. The top of image the shows how you would look at a line from the SIRDS somewhere halfway down, when staring through the image. Note the correlation between the depth image of the car and the SIRDS. The resulting SIRDS is overlaid here on top of the depth image. ![]() This pattern is repeatedly copied and distorted to the right. Instead of random dots, the SIRDS’ pattern contains exactly four differently coloured vertical lines. The SIRDS in the image on the right is based on the rendered depth image of the 3D car (in white and gray, bottom). ![]() A SIRDS of a car, explaining the principle ![]()
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![]() ![]() “We are so appreciative of the community that built around Slime Rancher and are excited for them to continue the journey with Slime Rancher 2. How are you planning on involving the Community in your development process? “Slime Rancher 2’s base price will not change upon entering full release.” Will the game be priced differently during and after Early Access? It should serve as a robust introduction to this new world we’re developing and a great jumping off point for the features we’ll be adding further into development.” It's a substantial graphical leap over the original and all of the content currently available is in a highly polished state. “Slime Rancher 2 will launch into Early Access with a big world to explore, many different slimes to collect and combine, and an introduction to the game story and the mystery behind Rainbow Island. What is the current state of the Early Access version? Slime Rancher 2 is where the world of Slime Rancher will grow and evolve for years to come.” ![]() ![]() As we develop Slime Rancher 2 we also plan to introduce features that change up the Slime Rancher formula while still retaining the experience that millions of players already have enjoyed. “The full version of Slime Rancher 2 will feature more slimes to wrangle, resources to collect, gadgets to build, places to explore, completion of its story, and more. How is the full version planned to differ from the Early Access version? We have a lot of content planned for version 1.0 and beyond and are a no-crunch studio, so we will give development the time it needs to produce the high-quality experience you expect from us.” “Slime Rancher 2 will remain in Early Access for at least 18 months, potentially longer. We’ve structured our development such that your saves will carry over throughout Early Access, allowing you to play as much or as little of it as you like during our journey to version 1.0.”Īpproximately how long will this game be in Early Access? Slime Rancher 2 is also a good fit for Early Access as it can be readily enjoyed now without needing the full game experience completed. We’re hoping to repeat this with Slime Rancher 2 by staying connected to the awesome community that has supported us throughout the years. “Slime Rancher would not be the success it was without developing it in Early Access and receiving your feedback. ![]() ![]() ![]() ![]() Estel utilizes a crunchy MMA combat style, complete with Superman Punches and ground-and-pound takedowns, while also utilizing crowd control weaponry for when things get too close for comfort. Leading the charge is my personal fave: powerhouse cop Estel Aguirre, who has seen the corruption driving Oak Wood City’s police force and has turned her Krav Maga skills and those shoulders to the side of our vigilante force. X Nightmare, for many, will be the addition of three new characters, all of whom felt oddly conspicuous by their absence in the original release. Better yet, it evolves the title beyond its already splendid status. X Nightmare DLC brings incredibly welcome additions to SoR 4. Sporting new characters, new modes, new music, new moves, and much more, the Mr. X Nightmare DLC, the trio of studios once again finds ways to reinvent one of the oldest wheels in gaming, further blending the repetitive combat of the brawler genre with the finesse, style, and expertise on a top-tier one-on-one fighter. While Streets of Rage 4 undoubtedly felt like a genuine series sequel, the dev team ensured that it brought new depth, quality, and longevity befitting a 2020 release.Īnd with today’s launch of the Mr. And the key to this fantastic release lies in one word: Evolution. It was like the franchise had never left. Following a hiatus of two decades plus, Sega’s iconic ’90s brawler Streets of Rage finally returned in 2020, sporting a brand new look, an instantly recognizable sound, and the same button-pounding, face-smashing action that had entertained many a Sega Genesis owner in one of gaming’s most golden eras.Ī passion project of developers DotEmu, Guard Crush Games, and Lizardcube, Streets of Rage 4 absolutely delivered on all levels, offering a great-looking, great-sounding, and compelling gameplay experience. We knew it was going to be good, and it still exceeded expectations. It was a long wait, but it proved completely worth it. You don’t make up for your sins in church, you do it in the streets ![]() |
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