Tag: games

Final Fantasy XV Food

clever, very clever.

Creating a recipe in Final Fantasy XV involved several development team members. According to Hasegawa, the process begins in the art department, where the dish’s ingredients and desired appearance are planned out. Another team takes it from there — takes it outside, specifically, to actually cook on a camp stove. “Our team members took out their gear and went camping to cook outdoors. You know how even the simplest foods can taste really delicious when you’re out camping? We wanted to focus on that same feeling while we created them.” Ignis serves up some very fancy-looking meals in the Coleman-branded camp dishware in the game, but it’s believable due to this detailed care in their creation. You can buy that the dedicated outdoor chef could make a beautiful croque madame at a campsite — because a team of dedicated outdoor chefs in Japan actually did the real-world work first. The completed dishes, “served” in the game’s camping and diner scenes, were then photographed from various angles. They were then scanned to create 3D data for the digital artists to work with, but artists weren’t just left to work off of static images. The digital art team also handled the physical dishes prepared by the food team and their ingredients — how are you really going to perfectly render a zucchini unless you’ve actually held a slice yourself? Recipes were then tasted by the teams creating the in-game models, and the 3D data tweaked as necessary.

Land Lines

so fun

Start with a line, let the planet complete the picture. Land Lines lets you explore Google Earth satellite images through gesture. Machine learning and line detection algorithms were used to preprocess all images and identify the dominant lines. This enabled the analysis of brushstrokes and retrieval of the matching image efficiently without the need for a server.The project was made in collaboration by Zach Lieberman and the Data Arts Team.

The Monkey and the Apple

It has been waaaay more work than I expected. Starting with a more-or-less working game, and tweaking it to work on Cloud and mobile — I mean, come on, how hard can it be, really? Turns out, yeah, yep, very hard. Stupidly hard. Especially since out of brand loyalty I chose Google’s cloud platform, which 3 or 4 years ago was pretty raw. And let’s face it, iOS APIs have evolved a ton in that timeframe as well. So even as “recently” as 2013 I was working with some pretty immature technology stacks, all of which have come leaps and bounds since then.

Space colony simulator

In addition to being a great game, High Frontier is the most detailed and accurate space colony simulator ever made. It’s so detailed, in fact, that work on it has already led to a couple of novel results.

Stability Benefit of Inverted Endcaps
A cylinder tends to tumble end-over-end if it’s made too long. Previous studies on space colonies didn’t study the idea of cylinder endcaps that bulge inward, like the bottom of a soda can. So we tried it out in High Frontier, and found that such inverted endcaps are better. We don’t mean just a little better; they’re a lot better. So much so, that when real space settlements get built someday, we can pretty much guarantee you’ll see inverted endcaps.

Advantages of Low-Earth Orbit
The classic space settlement studies always assumed they would be built in freespace, such as the L4 and L5 orbits. But in researching the radiation environment of various orbits, we found that the environment in low-Earth orbit (LEO) is much, much more benign than higher orbits. Incidentally, we also found that those classic studies underestimated the amount of shielding needed by 2x.

DOOM 2016 Tech breakdown

The new DOOM is a perfect addition to the franchise, using the new id Tech 6 engine where ex-Crytek Tiago Sousa now assumes the role of lead renderer programmer after John Carmack’s departure. Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns. Whether this will stand true with id Tech 6 remains to be seen but we don’t necessarily need the source code to appreciate the nice graphics techniques implemented in the engine.

fascinating how much work goes into this. see also the analysis of the 2020 successor, using id Tech 7.