All posts by dpatter

SooC52 – Footwear

Ok, this isn’t the shot I really wanted. I had these boots in mind, but I had a very different setting for them planned. Unfortunately, this particular week was amazingly hectic and I never got to the camera in time to setup the outside shot I wanted. I’ll admit, I phoned this one in, but I will make up for it in the coming weeks! These are some hand-me-down workboots from my stepdad that have lasted me several years! They’ve kept my feet warm and safe through a lot of wood cutting, snow shoveling, and they’ve logged a lot of miles up and down various rally stages. They’ll log a few more miles next month as I head back to the 100 Acre Wood Rally in Salem, MO.

PicPerDay_01-16-14_sm

Here are the EXIF data:

Camera Nikon D90
Exposure 0.7
Aperture f/4.8
Focal Length 50 mm
ISO Speed 800
Exposure Bias 0 EV
Flash No Flash
Lens 18.0-70.0 mm f/3.5-4.5

Here are the other Project SooC52 photographers.

SooC52 – Utensils

I tried to think of what new ways I could look at a fork. I was left pretty uninspired until I saw the cup of plastic utensils still left out from our New Year’s Eve party. There was a candle burning on the other side of the cup and seeing the light flickering through the clear plastic gave me an idea. I positioned the cups of forks, spoons, and knives directly under the main overhead light on our main workspace in our kitchen and placed a speedflash with an amber filter behind and to the right. This is what came out.

PicPerDay_01-06-14

Here are the EXIF data:

Camera Nikon D7000
Exposure 0.017 sec (1/60)
Aperture f/5.0
Focal Length 165 mm
Focal Length 164.7 mm
ISO Speed 100
Exposure Bias 0 EV
Exposure Program Manual
Focal Length (35mm format) 247 mm
Focus Mode Manual
Lens 70-200mm f/2.8
Flash Mode Fired, TTL Mode
Flash Sync Speed 1/320 s (auto FP)
Flash Shutter Speed 1/60 s
Flash Control Built-in Commander Mode
Commander Internal TTLComp Builtin -3.0

Here are the other photogs participating in this year’s project.

Project SooC52

SooC = Straight out of Camera. This is a once-per-week project that follows a different theme each week. All images here are unaltered and exactly as captured in camera. No post-processing is performed. Every week, I will post a photo and discuss my thoughts on its composition and the way I planned the lighting and exposure. Be warned that some weeks, photos will be composed and taken completely unencumbered by the thought process.

Here are the other photogs participating in this year’s project.

GDC 2013 – Of Swag, HTML5, and Quaterions

Thursday started all light and fluffy, after my steak and eggs at Mel’s and my Asteroids fix. I’m still irked that Prof. Fleming bested my score on Asteroids. I have to correct that. The first session of the day was a postmortem, Class Game Postmortem – X-COM: UFO Defense, by Julian Gollop, now of Gollop Games, but originally with his brother, Nick, at Mythos Games. Postmortems are usually rather dry, but Julian did a good job not only of describing what went well and what went poorly with the development and design process, but he also gave a great summary of the history of the title, it’s evolution over time, and its present state. Very neat. GDC-2013_03-26-13_012 It seems that the Game Development industry is beginning to realize that it needs to embrace and preserve its history before it starts to slip away from them. Space science found itself in this same situation not too long ago, except we waited way too long and nearly lost the Pioneer data to the mists of time, and other datasets were lost. Thankfully, there appears to be a pretty strong movement with in GameDev to preserve its history, its stories, it’s vintage hardware, and its classic games and software. Good game play never gets old, which is quite evident by the line that always forms around the Asteroids and Mortal Combat games.

The big new take-away for me for the week, outside of the mathematics and physics insights mentioned in previous posts, is the growing utility of HTML5 as a gaming platform. There are an increasing number of utilities to assist game development for HTML5 including the wonderful little 2D physics engine Box2D. Those of you in the GameDev program at JCCC will be happy to know that Unity and GameMaker have HTML5 exporters! There are a number of games already on the next using this tech, including the Mars Curiosity games and interactives I mentioned in yesterday’s post.

CrowdedExpoHall_smIn between sessions, I did manage to cruise through the Expo Hall again. The crowds on the floor this year are insane! I still didn’t find anything super awesome, but there are a number of interesting tidbits. LED flashlights seem to be the thing this year, so I got a small red LED light for the observatory and a few white light ones. There were more decks of playing cards being offered. How can I refuse playing cards? I can’t, nor can I refuse poker chips of which there were several styles as well. I’ll continue to look for more today.

I did manage to squeeze in another physics-related session in the afternoon, and yes, there was more talk about collision detection and resolution, optimizing AABB broad-phase checks, and ways to mitigate tunneling and other undesirable effects resulting from high angular velocities. The solution was staggeringly simple, clamp the angular velocity to a maximum value. Of course, this grates on my sensibilities with my background in computational physics since it results in a non-physical limitation to the simulation, but it’s a great solution for game physics. The talk, GPU Rigid Body Simulation, by Erwin Coumans of Bullet Physics (yes, it’s free), also gave me more insight to the usefulness of quaterions. Not only are quaterions useful for affecting rotations, but it’s also useful for representing rotational position in a far more compact way. I feel a major rewrite of the PHYS 191 course coming.

The day ended with a great meal with some great folk. A few of the folks I’ve met through IndyCar and Twitter live here in San Francisco, so we got together last night to share great food and great conversation. Two members of our quartet had spent a couple weeks down in Florida to see the 12 Hours of Sebring, an Atlas V rocket launch, and the IZOD IndyCar Series season-opener at St. Petersburg, so they had plenty of stories to share. It was a wonderful evening of rocket ships and race cars. Seriously, does it get any better?? No. No it doesn’t.

GDC 2013 – NASA Saves The Day

It’s Expo Hall Day! YAY SWAG! Ok, I guess I didn’t have much time to gather too much swag today. Odd given that I only went to a couple of sessions, one of which was a let-down. After breakfast, we headed back over to the Video Game History Museum and got our old-school game fix on. I played better today than I did yesterday and set the high score on Asteroids, although I’m sure it didn’t survive the morning. Russ Hanna kicked my butt at Centipede and Richard Fleming bested me at the driving game Turbo. ARG! How do I lose to Fleming at a driving game??? Trip wire to activate the coin switch on the back side of a coin-op arcade game. If there were dragons in the game, sure I could see it, but driving? …ugh. I suck. I bit of geek pride was that I had to show the others how to trip the microswitch on the back of the coin acceptor to register credits instead of actually having to put a quarter in the slot. Seriously, did you guys not grow up in the 80s? How do you not know how to do this?

In past years, the first event on Wednesday was a keynote address by a legend in the game industry such as Shiguri Miyamoto or Hideo Kojima. Last year, they opted for a different format in which select presenters are given a brief amount of time to pitch their talks. It’s an interesting format, and it did get me to check out some sessions that I wouldn’t have otherwise, but on the whole, it was an hour of pointless idleness. This year I chose to be idle somewhere else, like the upstairs in the museum playing Asteroids. The Expo Hall opened at 10am, and we started in our systematic way, start at one end and leave no area unexplored. I didn’t spend a whole lot of time in the expo hall, only an hour, but I did need a supplementary bag! Going back for more today. The t-shirt count is up to seven, and sure to climb by the end of the conference on Friday. I haven’t run across anything especially interesting yet, mainly just the standard pens, pads, and other such trinkets.

The first session I attended after our lunch break was a talk on the lessons learned about the role of code, data, and tools during the development of Assassin’s Creed III – Homestead. While I thought that would be interesting, it really wasn’t. The presenter spent more time on fancifying his slides rather than crafting an intelligently organized presentation. JeffNorris Oh, well. The next session, and last of the day, was by Jeff Norris and Victor Luo from the Jet Propulsion Laboratory with the cheesy title, “We Are The Space Invaders”. I had fully expected the talk to simply be “We have 3D models of spacecraft, and you should use them in your game.” This has been NASA’s standard MO in the past, but this talk was amazing. Jeff and Victor demonstrated how NASA was using the Unity game engine to create interactive tools and games for the public, including a downloadable game for the XBox 360, and it actually looked good! Unfortunately, I don’t have a 360 so I can’t check it out, but if you do, search for Mars Curiosity. There should be a Kinetic game that you can download for FREE. Cool. The other point they made was that the game industry understands user interfaces and controls to a much greater extent that many rocket scientists. (duh) Given that, they’ve been working on ways to utilize more game-like controls into their spacecraft and rover control systems. One impressive demonstration was a video showing a group of 5th grade kids playing a motion recognition game on the Xbox, then taking those skills they learned in less than a minute in a game and using them to control a $5M robonaut. Mind you, they didn’t control a simulation of the robot, they were in actual control of the real multi-million dollar piece of hardware after 45 seconds of training, and they were controlling it with skill and dexterity! NASA took those lessons and started applying them to other less humanoid applications. The next demonstration they showed was super impressive. Using motion-capture technology on an operator’s hand, they are able to expertly control the All-Terrain Hex-Limbed Extra-Terrestrial Explorer (ATHLETE). Best of all, they did the demonstration, not with an animation, but remotely with the actual two-story tall robot! Jeff Norris applied the controls live during the GDC talk and those commands were sent to and obeyed by the ATHLETE robot at JPL. It was brilliant!!

TimeForAPint_smThe last GDC event of the day was the Awards Show. This comes in two parts, the Independent Games Festival and the Game Developer’s Choice Awards. It’s always a good time and it’s neat to see what new things people are exploring in games. Two games that I plan on checking out when I get back are FTL: Faster Than Light, and the Game of the Year Journey. Journey is visually interesting, but I’m not clear as to why it was so much better than every other game. I guess I’ll have to play it to find out. Well, that’s it for a long day. Guess it’s time for a pint!