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Nov. 11th, 2005 23:18Realtime optical motion capture
Nov. 11th, 2005 23:181997: Asterix demo
Nov. 11th, 2005 23:18Realtime Movement Optical Capture Capture
Nov. 11th, 2005 23:181998 and 2005: Porting my game engine from PlayStation to PC
Nov. 11th, 2005 21:54Have a look at some 1995 project archives
Nov. 11th, 2005 21:44USS S.T.O.R.M description

Realtime optical motion capture

Nov. 11th, 2005 23:18 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/277 — updated on Nov. 13th, 2018 01:17 exists for 19 years & 11 months ago - .

The main character of the game was an angel therefore most of the animation was difficult to capture:

A great deal of imagination was involved and we used a lot of tricks to achieve the capture: for instance, when we captured the take off:

Eight optical infrared cameras system

You can see two out of eight infrared cameras that enable the system to capture the trajectory of the balls glued on the actor:

Acting

This character was supposed to float in the air. You can see me shaking a base on which the actor is sitting.

Fighting

The actor is ready for a strike.

By the way, one can see on the rear, two cameras as well as the super computer starting capturing the movement.




1997: Asterix demo

Nov. 11th, 2005 23:18 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/343 — updated on Nov. 18th, 2018 03:17 exists for 19 years & 11 months ago - .

During the development of Commando I had to make a one week demo of Asterix for a pre-sale project for Infogrames Entertainment, back in 1997.

This project was targeting PCs and PlayStation One, so I took advantage of the engine I was developing: I plugged some artworks I have been made by an external studio in Paris and made use of motion captured animation from my former project Angel Quest.

I programmed an RTC (Real Time Camera) intro for the game, featuring a night and day management cycle, for which I also programmed a realtime fire effect.

I included some sound effects and in a couple of days I completed a short demo, where you were able to wander in the small village.

Look at the following screen shots:




Realtime Movement Optical Capture Capture

Nov. 11th, 2005 23:18 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/335 — updated on Sept. 10th, 2006 11:39 exists for 19 years & 11 months ago - .

The heroes of the game was an angel. And, obviously, this made the capture really tough.

Most of the movements were difficult to capture and we did find lots of tips to make it; here is for example, how we captured the angel take off.
You can see two out of eight infrared video cameraswhich capture glowing balls path.
Jeu d'acteur et combat
This character is supposed to float in the air. One can see me slowy shaking the base where the actor is sat.
The fighter is ready for a capture of the strike.
The cameras and the super computer in the back starts the realtime analysis of movements and the recording.



1998 and 2005: Porting my game engine from PlayStation to PC

Nov. 11th, 2005 23:18 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/902 — updated on Nov. 18th, 2018 03:19 exists for 19 years & 11 months ago - .

During the development of Commando and the one week demo of Asterix for Infogrames Entertainment, back in 1997, I spent one weekends and over the night work sessions to port the game engine to the PC.

WarStation™: First port, en route to Windows

I started with a port to Windows in C and DirectX, converting all the PlayStations libs (including sodlib, libGPU, etc.) and achieved the port in late 1998.

I ran Commando with no issue with great speed performances.

WarStation SdlImage: Second port, en route to Java

Seven years later, I ported the whole game engine to Java J2ME and succeeded to run it on the iMac Power PC and the Macbook 12” at incredible high performances performance.

I dropped DirectX of course, and ported the 3D code to openGL.

And during the July 2005 summer holiday I’ve had completed the port and ran the Asterix demo I wrote 8 years before for the PlayStation.

This demo became one of the unit test for my SdlImage™ video game visual booster technology.

Look at the following screen shots of Asterix/Java:




Have a look at some 1995 project archives

Nov. 11th, 2005 21:54 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/274 — updated on Oct. 29th, 2018 16:55 exists for 19 years & 11 months ago

Here are some issues of the project magazine I was publishing to the team during the development.



You can read issue reprints here:



USS S.T.O.R.M description

Nov. 11th, 2005 21:44 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/273 — updated on Oct. 29th, 2018 16:36 exists for 19 years & 11 months ago


  • Dimensions: Height: 10”, Length: 30”
  • Power Plant: Magnetic Hydro-Dynamic Propulsion
  • Maximum speed: 30 knots

S.T.O.R.M. can carry 3 aquanauts. It has multiple weapons, and an R.O.V. drone submersible.


Weapons Description

Listed by destructive power from lowest output to maximum destructive power.

(a) Laser beam.

10 KiloJoule pulsed laser. Extremely responsive, the laser shoots forward.
(b) Neutron beam.

The unidirectional beam shoots forward like the laser. It has a 10 TeraJoule output, and can annihilate most objects quickly and effectively.
(c) Dual Plasma beams

Two cannons permit you to shoot both upwards and downwards simultaneously.
(d) Torpedoes.

Self powered, they have highly destructive power and long range.

(e) Photon bombs.

They are tactical weapons due to a limited area of use. But they are the most powerful of S.T.O.R.M. weapons.



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