Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Monday, August 11, 2008

Fear in virtual worlds, part III

The third part of my feature series on fear in videogames (the first one is here and the second one here).


Another game that contained a good dose of jumping moments was the original Manhunt. While most hide-in-the-shadows-and-stab-them-from-behind games do, the heavy dark atmosphere of this particular one was intensified by violent nature of the game and the presentation layer, namely noisy VHS look and dramatic camera action. Ambience was further amplified by excellent voice acting, occasional "Boo!" kind of scare, invisible demiurg scheming against the main protagonist and somewhat unpredictable enemies (the AI in Manhunt was interesting, hunting, chasing and going back to regroup). The last episode of the game, Deliverance, truly succeeded in keeping player at their toes. I don't know about others, but enemy that can't be killed instantly, has extremely powerful weapon and charges at the player out of nowhere definitely does qualify as scary in my book. While Manhunt didn't really scare me to death, it was quite intense and last levels made my hands sweat.


After that there was quite some time without virtual scares - until Doom III showed up. I remember it as being quite scary, even if this resulted from cheap tricks such as lights going out, imp bursting out of the ceiling and skulls flying through the room all of a sudden. But one can't deny the storyline, the increasingly thick atmosphere created by reading logs, hearing voice transmissions, and seeing people killed by hell's forces - which really makes player feel like a part of space base's population being decimated right now. I played Doom III alone at night and it made me jump more than a couple of times, although the scripted nature of the game took away some of the scare. Nevertheless, I didn't finish the game because of difficulty level and fear effect combined.

On a side note, I had a nightmare after playing Doom III repeatedly and watching The Matrix (there was also a hint of Donnerjack in it). The two experiences combined into a dream in which I had the opportunity to play the game in total virtual reality immersion (just like in the movie, even the chair and method of connecting was the same), but something went wrong and I could not get out. I remember the fear of dying (because death in the virtual world would result in me dying for real), I also remember dodging fireballs and trying to explain situation to some other player who, unaware of the danger, cheerfully charged at imps...


My totally scariest experience, also resulting in nightmares, was actually quite a recent one, namely playing F.E.A.R. (in this case truly nomen est omen!). The atmosphere was really scary, the enemies would sometimes appear all of a sudden, player would have weird flashbacks and visions, plus add a spooky little girl haunting player every now and then. The moment when dead tortured man moves all of a sudden, the unexpected appearance of the main antagonist on the roof, the corridor slowly feeling with blood - this was the epitome of my virtual scares.

I was playing F.E.A.R. alone at my place at night with high fever, as I was really ill. It felt damn real and I actually had a stomach ache too, so my poor mind interpreted the stimuli of hurting stomach and fear together as a good excuse to enter panic mode, as if something really bad was happening. With fever weakening borders between what's real and what isn't, pain in stomach and hands shaking I've finally decided that enough's enough, turned the computer off and went to sleep. I thought I would have a break from the thrill, however it turned out not to be that easy. I had terrible nightmares all night long, in my perception just as real as if I was still playing the damn game. Waking up from them was one of few times in my life when I was too frightened to get up and turn the light on. Truly one of the scariest game-induced traumas in my life.


Next in line of scares came the famous Ravenholm level in Half Life 2. It contained all the necessary horror ingredients - hints of danger that lies out there ("we don't go to Ravenholm"), spooky abandoned places, atmospheric sounds and finally the horror incarnated - howling, jumping zombie-like things that would hunt me (err, Gordon Freeman). This was truly a masterpiece in scaring a gamer, even more so because of the contrast with other levels, which, while sometimes tense, provided more "normal" setting, thus making Ravenholm part stand out so much more, amplifying the effect. And speaking of the effect, whenever I heard the characteristic howling of these terrifying creatures, I was reduced to shaking jelly before the monsters even arrived.

On a side note: bonus points for Gryffindor Valve for the character of father Grigorij.


The last scary game I have played so far is not chronologically the most recent, but I just had time to finally give it a try - Call of Cthulhu: Dark Corners of the Earth. It is the very definition of scary game, based on Lovecraft's prose, oozing with atmosphere and containing fear-centered gameplay. In the beginning, the player does not even have any weapon and is forced to hide, sneak and run away from enemies. There is no health indicator and being hurt is signalised to player via protagonist's heavy breathing and vision problems. Other than physical side, mental health also plays important role, with the main character losing his sanity over the events of the game. Fading or blurring vision, shaking hands, panting - the game does convey a sense of fright and horror very convincingly. So convincingly in fact, that it has joined a line of games I have been unable to finish due to being too scared to actually play it.

And so we have reached the end of the list of the games that have managed to make my hair stand on the end. In the final episode of the series, I will write a little more about what can really make the virtual experience so frightening. Stay tuned!

Saturday, August 02, 2008

Excellent Blender tutorials

Just a brief note to suggest some excellent Blender video tutorials I have recently stumbled upon on YouTube. The videos are very concise, precise and easy to follow (not to mention that the narrator's voice is appropriately deep, because honestly, squeaking of super3boy in his tutorials is getting on my nerves). They were made by Josh Beck, a technology teacher at iMAK (interactive Media Applications at Krueger) in San Antonio, Texas, for his students.



The tutorials are aimed at the beginners and more proficient Blender users might find them too basic, but they are excellent for getting one's feet wet with Blender without getting scared of its numerous functions, buttons and menus. Taking the stigma of being hard to learn off Blender is a hard task indeed, but I think if we get more videos like these, we might yet see Blender becoming even more popular.

I have seen a lot of tutorials on Blender, but in my not-so-humble opinion, these are the best entry-level video tutorials available on the web. Click here to see the full list of videos. Thanks a lot, Josh!

Tuesday, June 17, 2008

Firefox 3

Just a reminder that today we have Firefox 3 Download Day - please help break Guiness record of downloads:

Download Day

I have to say that I am conscious of Firefox limitations and annoyances - yes, 2.0 was quite sluggish, it would sometimes crash and there are other small quirks, but all in all I have tried all major web browsers and failed to find any that I would like better. Hence it is Firefox for me, please.


Also, does any web browser have cuter logo? Not to mention this foxy mascot?

Thursday, June 12, 2008

Even further beyond Good and Evil

A long time ago in a galaxy far, far away there lived a girl who was a reporter and lived in a lighthouse. Her name was Jade - very fitting, since she had green hair and used green lipstick. Since the planet she lived on has been struck by war and the girl had good heart underneath tough street-smart tomboy skin, she was running a shelter for war orphans of all races. It didn't matter whether a kid had horns or blue skin - she tried to help them all. Unfortunately, her job was not always allowing her to pay all the expenses, so one time electricity was cut off, just when evil DomZ attacked, leaving her and kids without a shield. Lots of trouble resulted, including new job, joining resistance, taking part in illegal races, assembling a spaceship, flying out in space and taking lots of photographs...

This is a premise of Beyond Good and Evil, a very good but underappreciated game. To give you the taste of it, I suggest you watch this very atmospheric trailer:



You might also want to see the excellent fan-made trailer and game beginning, as well as Jeff Gerstmann's videoreview.

It has gained a cult status quite some time after it has been published, because even though it was really fresh and with captivating story, it didn't really sell well. Unfortunately, we, who loved the story and stylish execution of it, were left with story that begged for continuation, as BGaE was only a first part in what was planned to be the trilogy.


It is therefore with great joy that both me and many others have welcomed the news that after long time Ubisoft has decided to allow the original game's creator, Michel Ancel, to continue the story in a sequel.


Ladies and gentlemen, without further ado let me present to you the first teaser of the second part to this beautiful and touching story:



Yes, the art style has changed to a more gritty and serious look, yes, this is some desert setting suggesting that "we are not on Hyllis anymore, Toto", yes, I have a ton of doubts and fears concerning the sequel, but nevertheless it's Beyond good and Evil 2 and Michel Ancel is behind it! Just how cool is that!

I hope they don't screw this one up.
Carlson and Peters, page 364

Saturday, June 07, 2008

Team Fortress 2. With boobs.

Okay, there are days when others' creativity leaves me speechless for a moment. I have to admit I didn't see that coming. If you're a gamer, then you surely must know Team Fortress 2, right?


The artist that goes under the nickname ghostfire reimagined the female version of the game's roster. With, ahem, attributes. I mean one can clearly see that these are girls. Of course I like Team Fortress 2 and of course I like... but this?


Now let's wait for the Rule 34 to take over and... I think I need to lie down.

Thursday, June 05, 2008

GladOS ringtones

As a true geek I have set out on a journey to make my iPhone speak to me in GladOS voice and I am glad to report that this is easier than one might think - it is enough to combine this excellent article on creating custom GladOS speech with this free program, (there are convoluted tutorials on making iPhone ringtones available on the web, but I'd go for the simple appraoch) and your phone will now be a testimonial to your geekiness. This is how my phone is now addressing me when someone calls me:

Wednesday, June 04, 2008

The Portal phenomenon

It definitely took me some time before I finally played Portal and I wanted to do this ever since I saw this great trailer:



Now I know why everybody over the tubes have been raving about it: in short, because it's brilliant. Absolutely brilliant. Other than interesting game mechanics, which actually didn't get to me that much, it has a great narrative and one of the best villains ever- GladOS.

In a nutshell, player becomes a young woman caught in an experiment facility, who has to perform different tests using Aperture Science device creating portals. As a test subject, the girl is guided by the omni-present AI (GladOS) with wonderfully distorted female voice and an attitude that could be best described as somewhat deranged. She is both a narrator to some extent, as well as both enemy and companion, it gives player orders, sets rules, tells the story, mocks and teases, promises and deceives - in short, it sets the atmosphere of the game.

There are three pillars to Portal's success, each spectacularly executed: audio, story and gameplay. The first one is composed of the best AI voice ever together with one of the most wicked ending song up to date (not to mention other excellent sounds). The second is one of the greatest narratives I have seen in a computer game during last couple of years. The third is the game mechanics - mind-bending portal puzzles in hazardous 3D space.

Penny Arcade summed it up perfectly in this comic strip:


No wonder even Yahtzee of Zero Punctuation reviews loves it. The sheer brilliance of this game has resulted in fan-arts, some darn funny, some touching, some kinda risky, some including crossover and some a bit obnoxious.

The best part for me (and I assume many others) was the voice of omnipresent and seemingly omnipotent deity - GladOS. Just like in Manhunt, where main hero is led by a voice of snuff movie maker, who switches between being roles of compassionate guide and cruel torturer, who taunts, teases and comments protagonist's actions, so does GladOS put Chell into harder and harder tests, gives information ("In dangerous testing environments, the Enrichment Center promises to always provide useful advice. For instance, the floor here will kill you. Try to avoid it."), which is sometimes warped, mocks her actions later in the game. The writing of GladOS lines is nothing short of brilliant - you can read it on Wikiquote, but without the context it is somewhat similar to reading a movie script.

After trying to kill Chell at some point, this strange relation becomes much more threatening and climaxes during the game's finale, where two female minds engage in a fight. Delightfully surreal scene is further amplified by GladOS torrent of deranged speech ("killing you and giving you good advice aren't mutually exclusive"), which she sputters like a being possessed by a demon, altering between smooth sweet voice and spitting threats. You can watch the scene here, but be aware that there are spoilers and the effect is not as powerful without knowing the whole story that has led to that point.


Speaking of the story and ambiance, the narrative is led in a great way, leading some people to overanalyse it. What's actually interesting is that the story, GladOS and sinister atmosphere of the abandoned experimental facility run by deranged AI was something that resulted from time constraints and actually was not a part of initial design - you can read more about it here.

The icing on this delightful cake (pun intended) is the ending song, "Still Alive". Unfortunately, it's not funny at all without first completing the game (duh). There exist many weird renditions of the song and I heartily recommend having a look at them, because some are really hilarious.

In short - if by any chance you have missed this game and you dare call yourself a gamer, you simply must buy it and play it. The sheer amount of songs, jokes, images and cake references this game introduced to the general public is a testament to its greatness. I didn't expect it when I first started playing Portal, but this is one of these games.

Valve, I take my hat off to you.

Sunday, June 01, 2008

Blender 2.46 released

The new version of the world's best free 3D graphics creation software has just seen the light of day (obligatory release notes). While Blender still remains a little behind the features of professional juggernauts such as Maya or 3DStudio MAX, it can be used to create really stunning effects. Don't believe me?


Check this free short animated feature Big Buck Bunny, have a look at these Polish commercials, watch this tsunami simulation (and this one too). It's all been done with the use of Blender.

Personally, what scares me a little is that what I new about creating 3D graphics has aged so much since I was making my animations as a student. There are new concepts in the 3D field that I not only don't know, but can't even imagine what purpose they serve. This must be how my father feels when I try to explain to him the details of my job.

Sunday, February 03, 2008

Dear Microsoft

Dear Microsoft,

Yes, we know you're a f***in monopoly, and yes, we know that on a Tablet PC Linux is even shittier, but this paranoia is something even beyond your usual standards :


Industry standard my a$$. How dare you even call your misfit of a system Professional. Probably only because your Vista sucks even more. Fsck you, Microsoft.

Best regards,

Barts

Thursday, January 17, 2008

Cat, princess and the airstrike!

Out of nowhere (OK, not really - check here) I was struck by this game :



...and to think people say they don't make original games anymore!


The game in question is Garden Gnome Carnage - download it here. Give it a chance and watch at least until you see the above screen. Trippy!

Thursday, January 10, 2008

Final Fantasy VII - Introduction

As I have mentioned before, I am planning to write (actually, I am already writing it down, only it takes longer than I expected) about Final Fantasy VII Tech Demo and convoluted history of those. But I have come to realize that there are quite a few folks out there who might not know much about the game.



For them, I allow myself to post a little introduction here. A wonderful series by GameTrailers called Final Fantasy Retrospective breaks down each game in detail and the above episode is all about Final Fantasy VII. If you would like to learn what this whole phenomenon is all about, it should prepare you for the incoming post or at least explain why so many people still have vivid memories about this game.


For me the unconventional story, wonderful graphics (at that time - '96 when I got it for my PC), eclectic mix of fantasy and sci-fi, lots of cultural references - it all made it an experience I wouldn't ever forget. The trouble-minded main protagonist, Cloud Strife, with blue eyes shining of Mako energy (resembling Dune characters in this regard), suffering from amnesia (a bit like prince Corwin from Amber cycle) was not a stereotypical cliché macho hero. Same applied to all the rest of game characters - the cast was as memorable as the story and the images that picture them in different (you can find them on the internet) still strike a chord with me.

There, I said it - it is one of the stories that had influenced me the most, not only in the game realm, but also among all the other media. If you haven't heard this tale, you are missing something.

Friday, December 07, 2007

Drill down

Just when I thought the PSP homebrew scene is dead, I found another gaming gem. The game is called Mr Driller and I was expecting some crappy port of Drill Dozer from Gameboy Advance. Fortunately, I have decided to give it a try first.


The game turned out to be really cool. The idea is simple - player controls a character that has to drill down through multiple coloured layers, while paying attention to their oxygen levels. Air can be regenerated by collecting capsules of oxygen, but they are usually blocked by blocks that are very hard to drill through. When drilling down, player must be very careful not to destroy blocks that support other blocks, which in turn will cause rocky avalanche and flatten our hero down. So simple and yet so amusing.


The game is not perfect - there is no music, sounds are few and far between, animation is simplistic, there are no saves, game can be damn frustrating later on. Still, the most important factor, meaning gameplay, is there. This game is actually fun to play and quite addictive too. As an additional plus, it plays well in short bursts, for example on the bus. Highly recommended!

Post Scriptum for Old Geezers

And now lengthy post scriptum with a personal twist. When I was playing the game, I had a feeling of deja-vu - irritating impression that I have seen it somewhere, some day, but I couldn't put my finger on it. Fortunately, I work with other guys that started their adventure with computers in the eighties, and one of them just glanced at the game and shouted "Kret!".


Kret (meaning The Mole in English) was an old shareware game (for Dos, meaning really old) where idea was somewhat similar. I started looking for the game over the net and finally have found it here. It is abandonware anyways so feel free to give it a try. Mr Driller does not actually steal the idea, it is in fact quite different, but the mechanics of blocks falling and supporting each other looks familiar, which explains my deja-vu.

On a side note in order to make matters even more twisted, there exists a port of DosBox (Dos emulator) for PSP, so I think it should be doable to run Kret on the PSP.

Friday, November 30, 2007

Tokyo Game Show report not in print

As you might remember, I announced my cooperation with CD-Action concerning Tokyo Game Show 2007 coverage. With fanfares.


Unfortunately, it won't be found in the printed issue of the magazine. Due to the fact that there was a lot of material to go into November issue, it was supposed to be postponed to December issue. However, it seems that there was more interesting things for that edition, hence it finished on CD-Action webpage.


At first I was a little disappointed, but then I realised that thanks to CD-Action support I was able to join the Business Days, meet Jessica Chobot, play Assassin's Creed with Philippe Dionne and much more. So all in all, good deal nevertheless!

Monday, October 29, 2007

Having tried coding for PSP (for which I unfortunately do not have time recently), I must say that setting up unofficial PSPSDK under Linux or Cygwin was a pain in the backside, especially if I wanted to have some IDE cooperating with it. All this is annoying to the point where I have started using embedded DSL Linux (via QEMU) under Windows with Toolchain set up in the virtual environment.

Apparently I was not the only one to get this idea. Blake1 from QJ.net development forums made 'prepackaged' version of Gentoo with Toolchain and PSPSDK already installed. FOL from PSPUAE has kindly agreed to host the files.

Therefore if you want to start PSP homebrew game development the fastest way possible without too much hassle over the environment setup, download it here and start coding straight away!

Saturday, October 13, 2007

Haptx - revolution in game interaction?

One of the most interesting things I have seen at Tokyo Game Show 2007 was weird-looking input device known under codename Haptx. What looks like a small droid with a little ball hanging out on three supports is the innovative mechanism that can be used for truly 3D navigation. The problem with a mouse is that it is in fact 2D input device, hence the need of using additional buttons and whatnot - yet in fact this only emulates three dimensions of movement. Haptx allows user to control the pointer in full 3D and also provides force feedback. How cool is that?


Haptx was originally conceived as a device used for training of surgeons, therefore at the beginning it was extremely precise, but also expensive tool. At some point someone realised that gamers don't require that amount of precision, hence the cheaper (the estimated end-user price should be about 200USD) version was born. And having spent some time with it, I can confidently say that this is at least interesting.


Firstly, I was shown a tech demo in which I could feel the textures of objects with Haptx. I could even feel pulsations of water flowing in the pipes (although in real life I was never able to do that in fact...). Still, the experience was neat. Then it was time for some real life action - Quake 4. Although at first I had some difficulties while aiming (but hey, it took me some time to get used to mouse at first as well), the overall impression was great. Not only each weapon really felt different (random recoil of machine gun versus powerful "kick" of the shotgun), but also when enemies started shooting, I could sense where I am being hit from, not to mention it also affected my accuracy. It made the game more difficult, but at the same time much more realistic. The last part of the show was demonstration of how player can interact with environment of game called Penumbra using Haptx - this part was, in my opinion, the least impressive.


Will Haptx in time revolutionize gaming input like once did joystick and mouse? I am not sure, but definitely it has a lot of potential. I'll be keeping my eye on the news and you, dear readers, should try to test it should you have the occasion, because even though it looks strange, it feels more natural after you have tried it.

Sunday, September 23, 2007

Winxen Game Chair

This one actually is more fun than it sounds like. The device basically is a rumbling chair with some extra speakers, so a player can feel vibrations and sounds with their whole body.


I don't know how it works in shoot'em up games, but I toyed with some racing games and the overall result was actually feeling pretty much as in a real car. The question remains how much it costs and where to put it in a small apartment, but the product seems aimed at gaming freaks wanting more real sensations and having too much money to spend (on a driving wheel for their PC, for example).


I wouldn't be my usual annoying self if I didn't point out two funny things on product's webpage. One minor mistake is Palystation2 and that's not even that important, but "Force Feedback - Using Gender" sounds a little suspicious. Maybe some hentai games will be able to provide force feedback depending on player's gender? Then I might actually buy the damn thing...

Monday, September 03, 2007

Little programs to help you with Japanese

This post is going to be a little less entertainment-centred than the majority of recent posts, instead of games I will describe a couple of really useful utilities related to Japanese.

I myself am studying Japanese., but I am not very proficient with it yet. I do realise that it is a difficult task, yet my ever-growing infatuation with Japan has driven me to make a significant effort and force my grey cells to memorise convoluted structures, forms and writing of Nihon-go.

Having said that, it is not easy. Especially writing is something that is overwhelming at first. In the beginning katakana, hiragana and kanji seem to be impossible to ever memorise, especially the latter. I already know kana, but I still am struggling with kanji. I think that to master more than a couple hundreds one has to spend some time living in Japan, otherwise it is too hard - but maybe I am just looking for excuses to my own inability to properly memorise kanji.

Being a computer geek (to some extent at least), I couldn't overlook the occasion of boosting my learning process with any digital crutch I could use. The following programs and utilities are the result of my searches - I have found them to be useful and thought I would share the compilation, so that you don't have to look for them yourself.



DreamKana is one of the simplest programs to study kana. But its simplicity is its main advantage, right next to being free of charge (don't we all love free software?). Basically it just displays kana characters and asks user to type in their romaji reading. Simple and effective, I know quite a lot of students that used this while preparing for JLPT Level 4. Also, it doesn't require installation, which together with its small size makes it a perfect candidate for portable tool on your USB pendrive.



This program is very similar to DreamKana, but it is more configurable. Its main advantage is the possibility to choose a specific group of kana that user would like to practice. It also shows the hit/miss ratio (good answers vs bad answers), which gives some idea about how well user has already mastered the material. Nice and simple utility. Apparently there are some new versions that have appeared, but I didn't really have the time to check them.



I wouldn't be myself if I didn't put some PSP homebrew in here. Essentially, PSPKanji (which I have already described here) allows user to work with kanji flashcards. It also has kana tables available at the press of the button and quiz options for revising purposes. Recent version has some slight graphical glitches, but nevertheless it is a very useful little program (plus it has very nice visual style). Kudos to Sammy who created it!


This is a very powerful tool - basically a kanji dictionary with lots of configuration options and customised searches, such as based on radicals. Essential program for everybody seriously studying Japanese (or Chinese, too), especially for JLPT, since Wakan has lists of JLPT kanji for each level. Works well under Linux through Wine - tested it under Ubuntu.


This excellent plugin shows pop-up window with the dictionary definition of given kanji that has been highlighted in the browser window. This greatly simplifies finding the meaning of that kanji, which would otherwise take significantly longer. The description is short, but this is a very powerful tool. Its main problem is that it is dependent on the quality of dictionaries used and Japanese-French dictionary seems to be more accurate than Japanese-English one.


Despite its name, this widget only displays hiragana with their romaji readings (well, actually it does English-Portugese/German/French pairs too), and I haven't found a way to force it to display katakana (if you know how to, let me know through comments). User can select refresh intervals, thus being able to have his memory tickled all the time by changing hiragana characters. Personally, I found it very useful while learning kana.



This little widget displays random Japanese words and expressions, many of them taken from common everyday situations. It is not very helpful when revising some particular material, but nevertheless by constant bombarding with kanji allows user to retain some of them. For consideration.



This widget presents the correct stroke order for katakana characters. There also exists a very similar widget for hiragana stroke order. Useful when beginning learning kana, but also when user needs to refresh the correct stroke order later on. A very nice little tool.

Wednesday, August 08, 2007

Hexaxis story continued...

Tim Hackett has just recently contacted me to let me know that he has just released a new version of his homebrew game Hexaxis. I also noticed quite a lot of entries on this blog from people wanting to know more about the game - I wrote about it some time ago, but since the story goes on and the new version really adds a lot, I think it deserves an update.


As I mentioned before, I am not too fond of the game mechanics itself, but this is just a question of personal taste - there are people who don't draw fun of playing Starcraft, yet noone sane would say that Starcraft is not a good game (toutes proportions gardées). I have seen the first PSP build and I must say that it has gone a long way from where it had started.

So let me state it loud and clear : this is one of the most polished homebrew games I have seen so far. The quality of execution is comparable to commercially available games, and seeing how some recent titles are a complete waste of time, I would go as far as to say that Hexaxis beats some of games that you have to pay for. With the advantage of being completely free. You can download the game from PSPHacks. There is also a PC version, but unfortunately it is not free.



With the new release, there are now different play modes present, possibility to use analog pad, saving of the highscores (author even promises 50$ to the person with highest score, read the details here) and different skins. If I treated this game as a commercial release, I would probably scowl at too few levels and skins that are a little too similar to each other for their own good (no, inverting colours doesn't count as a new skin, sorry Tim), but that would simply be unfair.

Overall, I am really impressed with this last game update. I don't see much place for improvement now, so I am actually curious as to what will be author's next creation. Good luck, Tim!

Saturday, August 04, 2007

Open Document Format petition

There is a petition to ISO organisation concerning Open Office standards. I highly recommend that anybody even vaguely interested in using office documents signs this :


The page after jump explains in more detail why this is important. In short, ODF is the only truly open document format. Microsoft's arrogance deserves a counteraction. I already signed.

Sunday, July 29, 2007

Project Seraph

What you can see below is a presentation of my final project at my first specialisation at International Faculty of Engineering - 3D visualisation / reconstruction / image processing program for medical applications called Seraph. Although it was by far the least clean code and the worst design I have ever created, it still remains my favourite child as far as computer programs are concerned, which is why I am showing it here. I guess I am getting sentimental.



The presentation is in French, because I have been studying my first specialisation in that language. I thought I would have some free time to translate it and make presentation more interesting, but since it has been sitting on my hard drive for last five months waiting for that, I decided I would just put it on the web in the very same form it was in 2004.

My only disappointment is that noone continued the development and the program was finally not used much apart from my project, even though I wanted it to became open source. Unfortunately, it is my university that holds the intellectual rights to it and the program has simply remained somewhere there, unused. Oh well, now that I work as fully fledged software developer I am almost ashamed of that code. I guess I will have to rewrite it one day on my own and put it on SourceForge. Then Seraph's soul will be able to take a rest...