Looks Like
#1050 posted by
ijed on 2008/07/07 16:18:54
The Buenos Aires Italian Qaurter. When the immigrants came off the ships they had no paint for their houses, so bought it on the docks. The paint was all for ships, so the colours were from all over the spectrum.
I Dunno What I Like More,
#1051 posted by
Lunaran on 2008/07/07 18:00:56
that every house in that shot is a different color, or that every house in greece is whitewashed with a blue roof:
http://commons.wikimedia.org/wiki/Image:Greek_Church.jpg
So Mediterranean.
Ijed
#1052 posted by
nitin on 2008/07/08 10:33:43
you're thinking of Camino street in Boca. What you say is right back then, now only one street (the tourist street) has house like that.
Fair Enough
#1053 posted by
ijed on 2008/07/08 13:52:19
I was there less than a day.
Warren Spector Master Class
#1056 posted by
ericw on 2008/07/10 06:33:43
These are some great (and long.. over 2 hours each!) videos of Warren Spector interviewing a bunch of game industry people for a master class at U Texas.
info:
http://junctionpoint.wordpress.com/2008/03/03/master-class-videos/
mirror of videos:
http://www.ninjadodo.net/temp/spector/
I watched Hal Barwood, Richard Garriott, and Tim Willits which were all quite interesting. Willits kept calling Quake a "mess", and seemed to like Q2 more.
Into The Pixel 2008 Winners
#1057 posted by
DaZ on 2008/07/11 01:13:41
http://www.intothepixel.com/artwork/2008_contest_winners.asp
Some great artwork by game developers, very nice to look at!
Sneak peak of a possible theme in HL2 ep3 (could perhaps be seen as a spoiler).
Tim Willits Was Only Interesting Due To....
#1058 posted by
- on 2008/07/11 04:32:44
it showing how fucking retarded he really is.
Watch Seamus Blackley
#1059 posted by
Lunaran on 2008/07/12 06:24:52
It's awesome. He's awesome.
Which Shooters
#1061 posted by
bambuz on 2008/07/14 18:13:31
Have a sixties military laboratory environment?
http://history.nasa.gov/SP-4308/p111a.jpg
The Awesome
#1062 posted by
Spirit on 2008/07/14 18:35:40
No-One Lives Forever
I guess.
Parts Of Half-Life
#1063 posted by
HeadThump on 2008/07/14 20:50:40
seem a bit 60's techno retro. I only recall a few labs in No One Lives Forever (btw, it was awesome), a sub base in the second, a chemical lab in the first, but neither had much technical detail. Most of the places were groovy instead, like the club in West Berlin, the shag carpet and corkscrew stairs in one villain's hidden private quarters -- good stuff.
Welcome To Mike Tyson's House Of Gaudy Excess
#1065 posted by
Lunaran on 2008/07/20 18:41:22
#1068 posted by
Zwiffle on 2008/07/22 00:30:55
Neat. I love the idea of procedurally created things, because they can come up with content you may never have thought of or just provide a feeling of 'randomness' within limits. I'm a big fan of controlled chaos, and procedurally generated stuff fits in so snuggly with that.
Cool find.
Cool....
#1069 posted by
metlslime on 2008/07/22 01:27:09
i've wanted to make a game with proceduraly generated worlds for a while. Partly because it's a cool artistic/programming blend, and partly because 1-man teams can't rely on lots of content creation.
Furthermore...
#1070 posted by
inertia on 2008/07/22 02:12:57
As game worlds require increasingly more content, teams using procedural generation can (arguably) always be smaller than teams that do everything "b hand" as it were.
I'm curious, where is the boundary between procedural generation and just really good tools?
Inertia:
#1072 posted by
metlslime on 2008/07/22 02:58:42
that's what i was going to say -- the ideal tools from an efficiency standpoint are probably using some procedural generation layered on top of designed content.