Sunday, 20th July, 2008

Coding in C# or JavaScript (i.e. for Unity3D)

Filed under: C# and Dot.Net, Programming, Unity3D — dominique @ 12:53

When I started to experiment a bit with Unity3D, I used JavaScript. Unity3D uses Dot.Net as "scripting" environment and supports C#, boo and JavaScript. JavaScript is the one I already used in the past thus it's what I went for.

But something that really put me off after a while was how inefficient coding was without a good editor with solid syntax highlighting and Intellisense. In Visual Studio C++ I am using Visual Assist now for many years and don't want to do any  coding with out it!

There is a webdeveloper edition of Visual Studio 2008 Express which has intellisense support for JS, but if you want good performance in Unity3D you better use the strong typing language modification Unity Technologies added. Which btw. looks like this

var myFloat : float = 1.23f;

JavaScript itself is a dynamic language with dynamic typing. In the past developing with such a type of languages was a bit old school (execute and observe: "print, print, print .. ah something wrong here"), because you didn't have an environment with syntax highlighting and debugging.  So I guess that web-developer VS Express release probably gives a nice boost there. 

Dynamic languages have their strong points! I like being able to open the maxscript console (F11) in 3ds max, type in some lines, select them and press Shift+Enter. It executes the code with instant results - fantastic for prototyping. When done, you simply drag'n drop the code onto your toolbar (as example) and dang, new button that calls your code. A very fast way to extend a tool.

Microsoft seems to be aware of this as in a video with the 4.0 C# design team, they talk about use-case. Looks like C# might become a choice for embedded "scripting" language in applications.

An alternative is thus to use Visual Studio C# Express 2008 which is a great C# editor for free. And so far it seems to have very good intellisense and refactoring tools built-in. Another benefit is, that you can compile in VS as a verification step. On the G4 it took nearly up to 10 seconds until Unity3D recognized the recently saved script file and finished the recompilation. Compared to Virtools where VSL compilation is a matter of a second, it felt pretty annoying. On the other hand VSL is a less complex and complete language. VSL code tends to be in most cases short and without many dependencies (at least for me).

As my G4 macbook doesn't have Parallels, I finally rigged up a home-network with Synergy - like many people on the Unity3D forum do suggest and it's really good as now I can use the PC for coding in C#. This brings not only the benefit of using a good Editor - which is the main point - but also the benefit of using familiar Keyboard-Layout. ;)
That G4 keyboard and the unfamiliar way of selecting words or rows in one via the keyboard was a real slow.

Although now I need to learn C#, it's worth in order to use a good development environment. Moreover it might be very interesting for other tasks too. Actually I will start with some C# stuff outside Unity3D first. So Unity3D will have to wait even some more …

Recently I did a little log-analyzer tool in MFC and it really feels old. Luckily due many available resources online, it's still ok to use and especially it doesn't need the dot.Net run-time, which was my major decision point: easy deployment. Just one .exe and go. But I am interested in WinForms.

I played a little bit with WPF and XAML but it adds an additional layer, so I will stick to WinForms first.

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Monday, 14th July, 2008

Using Vista - Round 2

Filed under: Ergonomics and Usability — dominique @ 02:34

I few months ago I bought me a new computer. A nice quad PC. Something I wasn't happy about was that it was bundled with VISTA. But then I thought it would be a good time to re-look at VISTA and learn all its positive and negatives sides, besides that my machine has 4 Gig of RAM which won't be used under XP.

My first contact was over one and half years ago and I had troubles setting up a networking application on it. So my my first contact wasn't positive. And now?

VISTA in a Home Network

Microsoft claims that it always look what the trends will be in future and develop for that. Apparently they didn't foresee that people will have networks at home with mixed OSes. In my case I have machines with XP, VISTA and OS X in the network. So first time I wanted to access the XP machine, I get a pop-up dialog saying that there are incompatible devices in the network. So I got a blank network page and no further information. After some research I found that I have to patch XP.

In addition to that, for being able to access shared folders of OSX, I had to modify the registry. Establishing access to the Internet was painless but beside this, VISTA Home Premium (!) failed to cooperate with my other machines out-of-the-box.

Network Map

Vista's network map also shows router devices. 

System RAM and 32 bit VISTA  

Well, officially it says 4 GB RAM is supported. But I think it's misleading. You need to subtract the amount of VRAM your GFX-card owns. Mine has 512 MB, so the task-manager says that 3581 MB of physical system memory is available. With 1 Gig of VRAM you probably only will be able to address 3 Gigs of your system RAM. At least I think so, but this articles says the address-space is needed by the hard-disks, so maybe the VRAM hasn't this kind of impact …

At a given moment I had to import some CAD data and needed the maximum of my RAM to be available. So I checked my system and strangely most of my memory was used. This is due Vista's SuperFetch, which preloads commonly used applications and data. This is also one of the reasons why on start-up it may take a while until the hard disk stops turning.  Basically this seems to be a nice feature, but for that situation, where I needed the be sure about memory usage, I turned it off via the registry and since then not back on. I think apps now take a little while longer to load but the system-startup is faster. Probably I'll turn it back on one day in order to observe the differences further.

Another aspect was that aprox 2 Gigs are reserved for applications and another 2 Gigs for the kernel. This can be altered using this command:

bcdedit /set increaseuserva 3072

It indeed increased the memory used by the application - it didn't reach 3 Gigs but was more like 2.8 or so. But now the kernel has less space and it might produce side-effects if drivers (like for a 1 Gig VRam Gfx card) assume 2 Gigs. Maybe I'll turn it later back to default of 2048 using.

bcdedit /set increaseuserva

Visual Studio 2003 and Virtools 4.0

Officially Visual Studio .Net 2003 is not supported on Vista. I turned Vista's 'User Access Control' (short UAE) off and it seems to work fine so far, including debugging. Something that does not work are the Virtools 4.0/3.5 wizards. Virtools 4.0 works fine except that the font/typo is kinda blurry. There is some kind of red ghosting it seems - not sure if you can see it on the left screenshot. This must have to do with the font anti-aliasing. Vista uses by default ClearType. If one switches to standard, as shown on the right picture, then the font in Virtools is very nice but then it becomes blurry in other places of Vista. For example window captions.

Virtools 4.0 under Vista   Two methods of font AA in Vista

I don't know how it's in Virtools 4.1 - maybe it's OK there. Otherwise our option is only to switch between both modes for long sessions.

Quick Launch ain't real Stacklets?

In my quick launch toolbar I only have a few common shortcuts (browser, eMail, winamp, trillian, total commander). I use additional, collapsed  shortcut bars for i.e. frequently used development tools like PSPad, Visual Studio and Virtools. There are some inconvenient aspects to this: the button is pretty small as the toolbar name doesn't act as button and under Vista icons become visible when the area with network and active app-icons gets collapsed.

toolbar close to system tray - inconsitence

Currently I am trying something different: RocketDock in combination with the Stacks Docklet plugin, both are free. For the stacklet icons I use some free-ones that can be found on the web like here, here or here. I have it at top of my desktop, I hope it won't disturb me too much. I think I still would prefer to have it inside the taskbar itself!

RocketDock with Stacks Docklet

VISTA Security

The vista firewall doesn't really prevent outgoing traffic from applications. It seems much more configurable than the one that comes with XP but it may give a false sense of security. Luckily since recently my preferred personal firewall is also available for Vista. I think this, in combination with the free AVG for personal use, will provide a better protection.

VISTA Theme Style

The task back is 'back in black'. Unless you use the aero theme where you can tint it and, in combination of transparency, mix it with the desktop background image, there is no real control about it's colour. I am no fan of having it in black and disappointed of the lack of choice. Although VISTA has theming it seems locked (for OEM partners?) and you are still required to use 3rd party solutions.

Vista Start Menu

Thestart menu now contain the program directory instead of displaying them in a pop-up. The named reason for this is that people tend to have that menu as large as the whole screen with plenty of installed programs. Now you start with the root dir as list and you click into subfolders. I don't like it because it requires additional clicking. MS probably count on the new indexed searching and the field where you simply type in the first letters to filter the choose. I disabled indexing because having the harddisk rotating all the time disturbed me. In addition to that I organize my start menu in major categories like: 2D, 3D, video, Web, Tools, Games etc. I don't like if installers doesn't give me the option to choose the exact location but in that case it doesn't prevent me from moving the shortcuts afterwards which of course gives me stuff to cleanup manually after an uninstall.  And that's where I think MS should have done something more sensible like providing some more standard categories (including API) and tracking, when somebody manually moves shortcuts, for the uninstallers.

On the right side there are some common shortcuts, but some are as sub-menus and some simply as buttons. As you can see in the screenshot, I changed most of them to submenus so I don't have to click on them and for that I don't get an additional window. A good thing would have been if even in sub-menu mode, those items are click-able. another annoying thing is speed and consistency. They often pop-up slowly and sometimes not at all. also on the top-righ side there is an icon that fades into another according the menu item under the mouse. For me it has no real benefit and it even doesn't look better. Sometimes one gets the impression that the slow pop-up are related to the icon-fade but I think it's not the case.

Something else that looks strange is the main menu bar. It has some glossy gradient and somehow it looks misplaced in some standard applications. Below in the article there's a screenshot of the resource manager and it gives an impression about what I mean. In some other applications it looks even worse. Also the progress bars are animated - an 'energy impulse' is going from left to right from time to time. In one case I had a window with a couple of these at 100% and the pulsation felt pretty distracting.

Games section

There's a new window where games are listed that registered themselves there via a new API. It shall help to protect kids so they can only play games fitting their age etc. What I miss is a deinstall item in the context-menu. I often play game-demos because they are time-limited and thus a bit less a time-sink 

Wink

 So uninstalling demos is something I do frequently. There are also a few new games like chess and InkBall. I really like InkBall - played it once for a while - a nice casual game where you draw obstacles using a pen to modify trajectories of balls in order to make them roll in holes.

Inkball

Positive aspects of Vista (partly)

Explorer 

There are some things I like in Vista. Although I don't use the explorer much, I really like the way one can choose a new dir on any hierarchical level of the current directory patch. You can also add commonly used folders in the top-left corner as favorites. In some situations I saw a 'directory' pointing to recently used directories which could be VERY handy but unfortunately in many applications this is not available inside the "open file" dialogs. That would have been a really good improvement! 3ds max has such a directory-history but unfortunately also only in one of their open-file dialogs and not everywhere.

Explorer Adress Dropdowns

Resource Manager

Something really good is the new resource manager. That's something I always was looking for, for that the system becomes more transparent. One day I was listing to some music while chilling but the harddisk didn't stop working and working … With the resource manager, which launch button is badly hidden in the task manager, I was able to see what process was using intensively the disk and on what files! I found that Vista did some random backup of my system.

Very useful resource monitor Not so accessible ressource monitor

This surprises me a bit because I thought this wasn't a Home Premium feature. I turned it off and the computer became quiet. This feature is called 'shadow copy' and although using Vista Home Premium, you can't use it to restore parts of the system by intention, it is used by other services and the Window updater. People recommend to not turn it off.

Voice Recognition and TTS

The Voice recognition engine is much better which is really interesting. But when I tried to dictate an eMail in thunderbird with it, it showed that it still has some way to go. The text area of thunderbird is not recognized and thus a global, less user-friendly mode needs to be used.

Also the TTS voice sounds better, but although I have a german Vista version, it's the english voice and only the english one without possibility to download additional languages. 

Windows Sidebar

I like the clock and calendar of the sidebar because of it's bigger size, but beside this I haven't really used it - maybe notes. Weather and gadgets like this doesn't interest me and for RSS I have better tools. Do you use it?

Additional Tools

Vista comes with some useful tools like snipping (selecting an area for a screenshot), Zoom, Notes etc. Unfortunately all of them have their usability drawbacks. It clearly shows that MS has more techies (coders) and less designers - OR - it's their strategy to only provide basic, not- designed  tools (like MS Paint). I don't know.

Notice App

Resume

Overall the user experience could be much better. Microsoft certainly put a lot of work into this but failed on some important aspects in the domain of usability. Vista has a pretty bad reputation, some people like it but too many aren't happy with it. I think Microsoft is aware of this - even if they deny - as they already announced Windows 7 (MS guys went like this: "No we don't talk about the next windows which is called Windows 7… and btw. it has multi-touch support built-in and maybe it comes sooner as expected, but you know we don't talk about it").

Wink Tongue out

I would have loved if they would have improved Vista over a couple of iterations via service packs. But I guess from the the business side and marketing side they wanted to get rid of the bad reputation of Vista and thus the 7 instead of something in the line of XP or Vista. But I am guessing here.

I think a key feature of Windows should be easy customization. The middle between OS X (few choices)  and Linux (plenty choices). A good approach would have been to introduce some Target-Audience profiles. Some people just want to use their computer, some want it to tweak a bit and others want as much of transparency and control as possible while keeping the GUI-approach. It's a bit like complex DDC tools: they have different layouts - i.e. in 3D for doing light setups, rigging, modeling etc. 

I know that people like Joel think that choices = headaches but I already didn't agree back then when he complained about the shutdown choice in Vista. Too many choices are bad but not enough choices is bad too. It really depends on the personal preference. There's a good reason why GUI customization in complex applications like 3ds max, Silo, Maya or Modo is very important. Besides saving every clicks and distances, personal tastes do play a role for productivity!

What if Vista would have come with theme-creation tools and a community webplatform for sharing and (like Stardock does)? Instead they locked that feature.

I also miss built-it multi-desktop - the first time I experienced it was like 10 years ago on an Irix machine. Alreadythere I wondered why it's not available in windows. Well nowadays there are but it's 3rd party and most of them only deal with windows and not icons on the desktop itself. I tend to have too much icons on the desktop, so multiple desktops probably would help 

Wink

I already mentioned stacking link-shortcut lists for the taskbar. It's like an enhanced quick-toolbar. The new Mac OS X has it and it's nothing revolutionary but it totally makes sense.

Well, this blog post became pretty long. I think there's more to tell but that's it for now. Cheers Cool

p.s.  Some other recent rants about Vista on blog I read: Steve's BlackAndWhite and Aras's The Problem Of Vista

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Permalink problem fixed, hopefully

Filed under: Site News — dominique @ 02:31

Strangely all my permalinks stopped working correctly and directed to the RSS feed. I hope it's fixed now. I used the occasion to update wordpress to the newest version. If you see broken links, don't hesitate to tell me. thx

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Tuesday, 1st July, 2008

3dvia Virtools 4.1 webplayer available

Filed under: Virtools — dominique @ 11:48

Last week, Virtools released their new Virtools 4.1 webplayer. It got re-branded (once more) and is now called "3dvia player". Previously it was called "3d life player" and before that "Virtools Web Player".  Personally, I am not sure if calling it 'merely' "3via player" is a good thing as they have a whole product line branded with "3dvia" in addition to a whole community/service. But afaik 3dvia composer, shape etc content won't be displayed inside the Virtools webplayer. I think it still requires something like the 3dxml player … maybe that's something that will change in the future?

There's also a new publishing-fees chart on the virtools website. It divides the Virtools webplayer into 3 packages

  • freemium (public and no end-user registrations)
  • freemium+ (private access or end-user registrations)
  • premium  (end-user pays fees for content access)

Well, for me that's basically commercial vs. non-commercial as today it's mostly about registered users, communities and profiles. It's not an attractive model from a modern perspective.

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Sunday, 22nd June, 2008

Fun with Spore’s Creature Labor

Filed under: Fun, Games — dominique @ 05:01

I download the basic/demo version of the Spore Creature Creator Labor and had some fun with it. Here some creatures I created with it:

My first one funky and laid-back A very social one Grumpy predator Strange mix 

It's fun. I am looking forward to test them in the complete game.
What about you?

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Tuesday, 3rd June, 2008

Intel Havok for non-commcercial use and low-price products

Filed under: GameDev — dominique @ 12:06

Havok is now available for evaluation or non-commercial use. Interestingly if you sell your product for less than 10 US $ to the end-user, you are granted a Havok license free of charge too.

Extract from the "Havok™ Physics / Havok™ Animation Limited No-Charge PC Game License Agreement"

(…)

  1. publicly demonstrate, and publicly distribute a Havok-enabled non-commercial end-user compiled, binary executable software application or game for the Windows PC Platform, in which the Software is compiled and distributed within the software application or game in an integral, non-separable way, for no direct or indirect commercial value;
  2. publicly demonstrate, and publicly sell a Havok-enabled commercial PC Game only for the Windows PC Platform for a retail value of less than or equal to ten US Dollars (US$10.00) (or equivalent amount in other currencies based on prevailing exchange rates at the time of game launch), and in which the Software is compiled and distributed within the binary executable game in an integral, non-separable way only;
  3. publicly demonstrate a Havok-enabled commercial PC Game for the Windows PC Platform, intended for commercial sale above a retail value of ten US Dollars (US$10.00), subject to (aa) in Havok's sole discretion, Havok's prior written approval; and (bb) execution of a separate no-charge PC Game distribution license which must be secured from Havok at www.havok.com/PCgamedistribution; and
  4. develop compatibility between the Havok SDK and PC Game tools, PC Game middleware, and PC Game engines, subject to no components of the Software being redistributed in any manner.
  5. publicly distribute Havok-compatible commercial and non-commercial demo code and academic research subject to no components of the Software being redistributed in any manner.

(…)

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Friday, 16th May, 2008

Autodesk bought RealViz and Kynogon

Filed under: 3ds max, The World of 3D — dominique @ 09:38

Eye.I.It's already old news but I just came across it. Boy, there are many acquisitions lately!!

Some RealViz products will be discontinued. One of them is Matchmover of which we have a license… Surprised
I guess if it gets integrated into 3ds max, we won't mind at the end.

(…) 

Autodesk intends to develop and sell REALVIZ’s Stitcher Unlimited, Stitcher Express, ImageModeler and Movimento software as standalone products. Matchmover, Retimer and VTour will no longer be available as standalone products; core technology from these REALVIZ products will be integrated into future versions of Autodesk’s existing products, enabling customers to bring the real world into design environments.

The following REALVIZ offerings have been discontinued: Stitcher Pro, Stitcher Unlimited DS, StoryViz, and hardware and software product bundles. Education versions of ImageModeler and Stitcher continue to be available.  Student versions of ImageModeler and Stitcher are no longer available.

(…) 

Source: Autodesk Press Release  

Also take note of the part I highlighted. This probably means image-based modeling/lightning and pathfinding+traffic modules for Max, Maya etc. 

(…)

where it's easy to build 3D environments or virtual sets by stitching pictures together or derive 3D models very quickly from set photos using image-based modeling. Games now require a lot of facial animation. Animators can rough out facial animations using a webcam and optical motion capture.

(…)

We have plans to use these technologies across a wide spectrum of industries… Every country in the world is starting to model their cities in 3D, and the Kynapse technology offers some very relevant potential for these applications. The path-finding and AI technology can be used to do simulations of crowds inside of buildings or stadiums or to model and simulate car traffic in digital models of cities.

Source:  VFX World Interview

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Sunday, 13th April, 2008

Game UI design and increasing screen sizes

Filed under: Ergonomics and Usability, GameDesign — dominique @ 10:45

Some time ago I played the demo of Sins of a Solar Empire. It's a space RTS game from Stardocks. It's quite complex and it take a couple of hours until one get enough familiar with everything to be able to play.

To help you, there's a a context info/help panel on the bottom right, that pops-up when the mouse is over an item. On the left side, starting at the top - there is an icon-list of all your assets. At the beginning I was quite often searching for a particular ship (like the 'builder' unit) in the icon-list on the top left while having the ship info, from the icon under my mouse, in the panel on the bottom right.

Now, the thing is, I've a 22" widescreen display and I noticed that it's quite a distance for the eyes to move. Doctors probably will love that as it's like eye-training … hehehehe 

Wink

Not the best tooltip position in this case

… but doing this often feels annoying. Actually one might even move the head too. Thus when searching for an item it's: move mouse to an icon, move eyes, read text, move eyes back, move mouse to the next item, move eyes back to the info panel … repeat until desired item was found.

In addition to that, typically in RTs games, you have the "build" menu section, usually at the bottom, and the amount of resources in your procession, usually at the top. It's not always like that but quite often and it's the same with 'Sins of a Solar Empire'. And the distance on my screen from bottom to top is also quite large. It's of course less the the diagonal but still significant. Thus when you want to check if you have enough resources to order/build the desired unit/component, you may wind up in the same procedure like described above for the info panel. Fortunately this has been solved quite well in this game. The info panel is right beside the build menu and not only it gives information about the unit but also the numbers of required resources will be displayed in red when the player has not enough of them.

All info in proximity

So this is an interesting topic. Today application designers not only need to consider dual-screen setups but also the variety of sizes and aspect ratios.

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Monday, 7th April, 2008

New multicore ‘Nehalem’ architecture demo using OGRE3D

Filed under: OGRE3D, The World of 3D — dominique @ 12:30

As previously mentioned, INTEL is trying to bring GFX calculations back to the CPU system. Their argumentation for this is

(…) that Intel processors offered “more bang for the buck” and that it was more economical to go from single to multiple core processors versus popping multiple graphics cards into a machine.  “The fact of the matter is that you’re going to have one graphics card, you may have a dual graphics card, but you’re not going to have a four graphics card or eight graphics card system,” said Fosner.

(…) 

This quote comes from this tgdaily article about an interview they had with INTEL on the Intel Developer Forum in Shanghai. The real-time demo shows 8 hardware thread on 4 cores in action. It's based on a game-engine framework called "Smoke Framework" and currently it's using OGRE3D for rendering.

Nehalem demo shown at the Intel Developer Forum

INTEL is considering to release the sourcecode to the developer community as stated on the OGRE3D forum. As the OGRE3D community is currently working on DX10 support, the Smoke Framework probably will continue using OGRE.

There are two videos available about the demo and the interview - one is the article mentioned above but I'll list them both here again:

Somehow related to the topic:

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Thursday, 3rd April, 2008

GarageGames goes Web3D with games: InstantAction

Filed under: GameDev, Games, The World of 3D — dominique @ 11:32

Maybe you already saw the plenty of ads everywhere about GarageGame's new gaming portal called InstantAction. I think it's very well done. Most of the site is HTML - only some areas do require flash and of course the games are using an extra plugin. Installation of that plugin in firefox was very smooth - very nice with pictures for each step. The website design is trendy and makes it already stand apart, but also the fact that you can quickly play multiplayer 3d games in your browser - after registration and installation of the plug-in.

On the negative side I found, that after downloading a new game, the process does often hang. Leaving and rejoining the game fixes it. I also had to give internet-connection rights to each game separately. In addition to that, in the lobby you don't see ping times thus lag or disconnection might occur often in some matches. If you want to try it yourself, I'll suggest "Marble Blast" or "Think Thanks". The others are less interesting. A Tribes-Like title is announced called: Fallen Empire Legions.

Lobby area of Marble Blast Marble Blast Online Think Tanks

The announced title Fallen Empire Legions

As we are talking of GarageGames, there is maybe something else interesting especially in regards to the topic of one of my recent postings. They have a 2D-Game Authoring environment called TorqueX Builder. It's layered upon their for their new XNA based engine called TorqueX. They now announced that they added 3D support on the engine level - the editor will be 3D enabled in the future. TorqueX allows deployment on Windows and Xbox360.

TorqueX Builder for 2D XNA games 3D with TorqueX

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