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  <title>input | output</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php"/>
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  <modified>2008-10-07T15:51:11+02:00</modified>
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  <sy:updateBase>2008-10-07T15:51:11+02:00</sy:updateBase>
  
<entry xml:lang="en">
  <title>Energy Core Doggy, FLCL</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/10/07/33-energy-core-doggy-flcl" />
  <issued>2008-10-07T15:51:11+02:00</issued>
  <modified>2008-10-07T15:51:11+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/10/07/33-energy-core-doggy-flcl</id>
  <author><name>fra</name></author>
  <dc:subject>Input</dc:subject>
  <summary> 


Nothing fancy, just an image borrowed, someplace on the WWW, so that I won't remember. Boy, I love that squared-dog.Simple and boxy design, with a bit of high-tech.

(Origami found on www.flclw.com)...</summary>
  <content type="text/html" mode="escaped"> &lt;table&gt;
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&lt;img src=&quot;/weblog/images/origami_flcl_dog.JPG&quot; alt=&quot;&quot; /&gt;
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&lt;td&gt;
&amp;nbsp;
&lt;/td&gt;
&lt;td&gt;
Nothing fancy, just an image borrowed, someplace on the WWW, so that I won't remember. Boy, I love that squared-dog.&lt;BR&gt;&lt;BR&gt;Simple and boxy design, with a bit of high-tech.&lt;BR&gt;
&lt;BR&gt;
(Origami found on www.flclw.com)
&lt;/td&gt;
&lt;tr&gt;
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&lt;BR&gt;</content>
</entry>
<entry xml:lang="en">
  <title>Impressionism and the NES Palette</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/09/13/32-impressionism-and-the-nes-palette" />
  <issued>2008-09-13T14:52:55+02:00</issued>
  <modified>2008-09-13T14:52:55+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/09/13/32-impressionism-and-the-nes-palette</id>
  <author><name>fra</name></author>
  <dc:subject>Input</dc:subject>
  <summary>Lately, I spend some time watching the experiments of some blokes making pixel art with the very own palette of the original NES.
This palette is quite limited, thus it forbid absolutely the nice &amp; soft gradients our eyes are accustomed to ... 

Therefore, I noticed some nice contrasts of blue /...</summary>
  <content type="text/html" mode="escaped"> Lately, I spend some time watching &lt;a href=&quot;http://forums.tigsource.com/index.php?topic=153.msg66514#msg66514&quot; hreflang=&quot;en&quot; target=&quot;_blank&quot;&gt;the experiments&lt;/a&gt; of some blokes making pixel art with the &lt;strong&gt;very own palette of the original NES&lt;/strong&gt;.
This &lt;strong&gt;palette&lt;/strong&gt; is quite &lt;strong&gt;limited&lt;/strong&gt;, thus it forbid absolutely the nice &amp; soft gradients our eyes are accustomed to ... &lt;BR&gt;
&lt;BR&gt;
Therefore, I noticed some &lt;strong&gt;nice contrasts of blue / orange&lt;/strong&gt;, in such experiments, nothing revolutionnary, but it reminded me two things :&lt;BR&gt;
&lt;BR&gt;
&lt;ul&gt;
 &lt;li&gt;The shades of blue one can see in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Impressionism&quot; hreflang=&quot;en&quot; target=&quot;_blank&quot;&gt;work of Impressionists&lt;/a&gt; (Monet, Degas, Sisley...)&lt;/li&gt;
 &lt;li&gt;The blue shadows in that brilliant Animatrix by &lt;a href=&quot;http://en.wikipedia.org/wiki/Beyond_(The_Animatrix)&quot; hreflang=&quot;en&quot; target=&quot;_blank&quot;&gt;Koji Morimoto : &quot;Beyond&quot;&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;BR&gt;
I checked the facts, and indeed, there IS a violent and gorgeous contrast of blue and orange, especially in that Morimoto's anime. Then I decided to conjugate these visuals with the so-called &quot;NES Palette&quot;.&lt;BR&gt;
&lt;BR&gt;
The result was beyond my expectations, 'looks like it was made for it :&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;http://farm4.static.flickr.com/3296/2852445037_354c73aaab.jpg?v=0&quot; alt=&quot;&quot; /&gt;
&lt;BR&gt;
And Yet, no tweak at all !!!&lt;BR&gt;
&lt;BR&gt;
&lt;BR&gt;
Then I tried this palette on my 3D. It required some tweaks, but looks nice :&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;http://farm4.static.flickr.com/3155/2853275706_ac347b9f4b_o.png&quot; alt=&quot;&quot; /&gt;
&lt;BR&gt;
&lt;BR&gt;
I &lt;strong&gt;have to&lt;/strong&gt; work with this palette. Period.</content>
</entry>
<entry xml:lang="en">
  <title>VipeUt Bootleg Demake Finished (well, almost)</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/09/13/31-vipeut-bootleg-demake-finished-well-almost" />
  <issued>2008-09-13T13:26:01+02:00</issued>
  <modified>2008-09-13T13:26:01+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/09/13/31-vipeut-bootleg-demake-finished-well-almost</id>
  <author><name>fra</name></author>
  <dc:subject>Gamedev</dc:subject>
  <summary>I finally put the [Finished] stamp on this thing I had started for the "Bootlet Demake" TIGSource contest, on tigsource.com

It's all but finished, anyway, I mainly wanted to emulate the very original rendering of a Vectrex, and make a small and playable game. I think I more or less succeeded,...</summary>
  <content type="text/html" mode="escaped"> &lt;img src=&quot;http://farm4.static.flickr.com/3129/2853169928_4649c0f8a1_o.png&quot; alt=&quot;&quot; /&gt;&lt;br&gt;
&lt;br&gt;
I finally put the &lt;em&gt;[Finished]&lt;/em&gt; stamp on this thing I had started for the &lt;strong&gt;&quot;Bootlet Demake&quot; TIGSource contest&lt;/strong&gt;, on &lt;a href=&quot;http://www.tigsource.com/features/demakes/&quot; hreflang=&quot;en&quot;&gt;tigsource.com&lt;/a&gt;&lt;BR&gt;
&lt;BR&gt;
It's all but finished, anyway, I mainly wanted to emulate the very original &lt;strong&gt;rendering&lt;/strong&gt; of a &lt;strong&gt;Vectrex&lt;/strong&gt;, and make a small and &lt;del&gt;playable&lt;/del&gt; game. I think I more or less succeeded, so let's settle on something else.&lt;BR&gt;
&lt;BR&gt;
To download that thing, click on the link below : &lt;BR&gt;
&lt;a href=&quot;http://astrofra.com/niji/VipeUt-install.zip&quot; hreflang=&quot;en&quot;&gt;VipeUt-install.zip&lt;/a&gt;&lt;BR&gt;
&lt;BR&gt;
&lt;BR&gt;


&lt;strong&gt;Tech Notes:&lt;/strong&gt; &lt;BR&gt;
It should run on a &lt;strong&gt;PC, WinXP or Vista&lt;/strong&gt;, with a rather &lt;strong&gt;recent 3D card&lt;/strong&gt;.
Vista users : make sure the &lt;strong&gt;UAC is disabled&lt;/strong&gt;, the engine won't like it.&lt;BR&gt; 
&lt;BR&gt;
During the install, u'll be prompted to deploy OpenAL. Please install it, unless you already have it, otherwise, the game won't probably start.&lt;BR&gt;
&lt;BR&gt;
The installer creates two shortcuts on the desktop, one using the &lt;strong&gt;full featured renderer (OpenGL 2.0)&lt;/strong&gt;, the other one using a &lt;strong&gt;more consusual rendering&lt;/strong&gt; method, not as pretty but fairly ok.&lt;BR&gt;
&lt;BR&gt;
&lt;strong&gt;Controls :&lt;/strong&gt; use the arrow keys. Up = accelerate, Left &amp; Right to strafe, Down = brake. The paddle is not handled.&lt;BR&gt;
&lt;BR&gt;
The ship have a certain amount of energy, that decreases when colliding against enemies. Then it blows up. &lt;BR&gt;
Catch some bonus, that will drive the ship for you (autopilot), or increase your energy (power up). Just drive till the end, for 6 laps, and you're done &lt;BR&gt;
&lt;BR&gt;
Press ESC to quit the game.&lt;BR&gt;
&lt;BR&gt;


ENJOY!</content>
</entry>
<entry xml:lang="en">
  <title>Adandonned House | Realtime remixed</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/08/31/30-adandonned-house-realtime-remixed" />
  <issued>2008-08-31T08:29:29+02:00</issued>
  <modified>2008-08-31T08:29:29+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/08/31/30-adandonned-house-realtime-remixed</id>
  <author><name>fra</name></author>
  <dc:subject>Gamedev</dc:subject>
  <summary>At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in Modo.

Here is it, realtime screenshot, directly from Barr's nEngine :



Thanks to Jibifaak...</summary>
  <content type="text/html" mode="escaped"> At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in &lt;strong&gt;Modo&lt;/strong&gt;.&lt;BR&gt;
&lt;BR&gt;
Here is it, realtime screenshot, directly from &lt;strong&gt;Barr's nEngine&lt;/strong&gt; :&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.flickr.com/photos/29435044@N07/2754113496/sizes/o/&quot; hreflang=&quot;en&quot;&gt;&lt;img src=&quot;http://farm4.static.flickr.com/3160/2754113496_31f07bc6b2_o.png&quot; width=&quot;640px&quot; height=&quot;380px&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;BR&gt;
&lt;br&gt;
Thanks to &lt;a href=&quot;http://julienblanc.com/&quot; target=&quot;self&quot; hreflang=&quot;en&quot;&gt;Jibifaak&lt;/a&gt; for the helping hand on &lt;strong&gt;Modo&lt;/strong&gt;.</content>
</entry>
<entry xml:lang="en">
  <title>Coin Locker Babies</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/08/27/29-coin-locker-babies" />
  <issued>2008-08-27T20:33:52+02:00</issued>
  <modified>2008-08-27T20:33:52+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/08/27/29-coin-locker-babies</id>
  <author><name>fra</name></author>
  <dc:subject>Input</dc:subject>
  <summary> 

"Coin Locker Babies" contains some of the strongest visual evocations I came to read in a novel. Probably because I'm from that generation who experience a morbid fascination for urban ruins and waste lands. Is it the Island where Kiku and Hashi are raised, its abandoned mine...</summary>
  <content type="text/html" mode="escaped"> &lt;table&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;img src=&quot;/weblog/images/les_bebe_small.jpg&quot; alt=&quot;&quot; /&gt;
&lt;/td&gt;
&lt;td&gt;
&amp;nbsp;
&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;&quot;Coin Locker Babies&quot;&lt;/strong&gt; contains some of the strongest visual evocations I came to read in a novel. Probably because I'm from that generation who experience a morbid fascination for urban ruins and waste lands. Is it the Island where Kiku and Hashi are raised, its &lt;em&gt;abandoned mine&lt;/em&gt; and &lt;em&gt;deserted town&lt;/em&gt; ? Is it this flat in Tokyo where a crocodile is locked in ? Or probably this solid and wildly dyed vision of &lt;em&gt;Toxitown&lt;/em&gt; ?&lt;BR&gt;
&lt;BR&gt;
Wikipedia mentions some interesting side facts :&lt;BR&gt;
&lt;em&gt;&quot;Coin Locker Babies&quot;&lt;/em&gt; was the original name of this grand group &lt;em&gt;&quot;The Pillows&quot;&lt;/em&gt;.&lt;BR&gt;
The authors of &quot;Silent Hill 4&quot; might have found they inspiration is the novel.&lt;BR&gt;
&lt;BR&gt;
&lt;del&gt;God Bless Wikipedia (that was the lamest though of the week).&lt;/del&gt;&lt;BR&gt;
&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;BR&gt;
Related links :&lt;BR&gt;
&lt;a href=&quot;http://en.wikipedia.org/wiki/Coin_Locker_Babies&quot; hreflang=&quot;en&quot;&gt;http://en.wikipedia.org/wiki/Coin_Locker_Babies&lt;/a&gt;&lt;BR&gt;
&lt;a href=&quot;http://www.urban-exploration.com/&quot; hreflang=&quot;en&quot;&gt;http://www.urban-exploration.com/&lt;/a&gt;&lt;BR&gt;
&lt;a href=&quot;http://david.ghodsi.org/&quot; hreflang=&quot;en&quot;&gt;David Ghodsi photography&lt;/a&gt;</content>
</entry>
<entry xml:lang="en">
  <title>Stunt Car Racer</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/06/04/28-stunt-car-racer" />
  <issued>2008-06-04T19:55:20+02:00</issued>
  <modified>2008-06-04T19:55:20+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/06/04/28-stunt-car-racer</id>
  <author><name>fra</name></author>
  <dc:subject>Gamedev</dc:subject>
  <summary>Yop, nothing to add. That's all I wanted to say, in rememberance of the nice hours we spent with some friends, dueling in Stunt Car' with two Amigas linked by a serial cable ...



Subsequently, I quickly made a 3D track, remotely inspired by STR's tracks.
Here's how it looks like, screenshot...</summary>
  <content type="text/html" mode="escaped"> Yop, nothing to add. That's all I wanted to say, in rememberance of the nice hours we spent with some friends, dueling in &lt;strong&gt;Stunt Car'&lt;/strong&gt; with two Amigas linked by a serial cable ...&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;/weblog/images/stunt_car_racer.jpg&quot; alt=&quot;&quot; /&gt;&lt;BR&gt;
&lt;BR&gt;
Subsequently, I quickly made a 3D track, &lt;strong&gt;remotely inspired&lt;/strong&gt; by STR's tracks.&lt;BR&gt;
Here's how it looks like, screenshot in &lt;a href=&quot;http://www.nworks.fr&quot; hreflang=&quot;en&quot;&gt;nEngine&lt;/a&gt; :&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;/weblog/images/stunt_00.jpg&quot; alt=&quot;&quot; /&gt;&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;/weblog/images/stunt_01.jpg&quot; alt=&quot;&quot; /&gt;&lt;BR&gt;
&lt;BR&gt;
Ain't it cool ?</content>
</entry>
<entry xml:lang="en">
  <title>Gravity Force</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2008/05/10/27-gravity-force" />
  <issued>2008-05-10T18:24:05+02:00</issued>
  <modified>2008-05-10T18:24:05+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2008/05/10/27-gravity-force</id>
  <author><name>fra</name></author>
  <dc:subject>Rendering</dc:subject>
  <summary>Wouldn't it be nice to make a simple Gravity Force clone, in 3D, with the latest &amp; top-notch 3D/Physic engine ?

The main ship would look like that :...</summary>
  <content type="text/html" mode="escaped"> Wouldn't it be nice to make a simple &lt;strong&gt;Gravity Force&lt;/strong&gt; clone, in 3D, with the latest &amp; top-notch &lt;strong&gt;3D/Physic engine&lt;/strong&gt; ?
&lt;BR&gt;&lt;BR&gt;
The main ship would look like that : 
&lt;BR&gt;&lt;BR&gt;
&lt;img src=&quot;/weblog/images/thrust_02.jpg&quot; alt=&quot;&quot; /&gt;</content>
</entry>
<entry xml:lang="en">
  <title>Prop #0 / Steam Mainframe</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2007/06/01/26-prop-0-steam-mainframe" />
  <issued>2007-06-01T11:58:52+02:00</issued>
  <modified>2007-06-01T11:58:52+02:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2007/06/01/26-prop-0-steam-mainframe</id>
  <author><name>fra</name></author>
  <dc:subject>Gamedev</dc:subject>
  <summary>Just made a prop for Panzer Planet : a Steam Mainframe, ie a steam operated large scale computer. Where's the steam ? Where's the computer ? No idea :)



Screenshots directly from the 3D engine, btw....</summary>
  <content type="text/html" mode="escaped"> Just made a prop for Panzer Planet : a &lt;b&gt;Steam Mainframe&lt;/b&gt;, ie a steam operated large scale computer.&lt;BR&gt; Where's the steam ? Where's the computer ? No idea :)&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;/weblog/images/panzer_prop_01.jpg&quot; alt=&quot;&quot; /&gt;&lt;BR&gt;
&lt;BR&gt;
Screenshots directly from the 3D engine, btw.</content>
</entry>
<entry xml:lang="en">
  <title>Exodus | Our sun is dying ...</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2007/03/20/25-exodus-our-sun-is-dying" />
  <issued>2007-03-20T08:52:52+01:00</issued>
  <modified>2007-03-20T08:52:52+01:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2007/03/20/25-exodus-our-sun-is-dying</id>
  <author><name>fra</name></author>
  <dc:subject>Gamedev</dc:subject>
  <summary>our.sun.is.dying
we.shall.escape.to.survive
please.lead.and.protect.us
to.the.exodus...</summary>
  <content type="text/html" mode="escaped"> &lt;code&gt;
our.sun.is.dying&lt;BR&gt;
we.shall.escape.to.survive&lt;BR&gt;
please.lead.and.protect.us&lt;BR&gt;
to.the.exodus&lt;BR&gt;
&lt;/code&gt;


&lt;BR&gt;
&lt;img src=&quot;/weblog/images/exodus_01.jpg&quot; alt=&quot;&quot; /&gt;</content>
</entry>
<entry xml:lang="en">
  <title>Boss #0 / Krieg Maschine #0</title>
  <link rel="alternate" type="text/html" href="http://www.astrofra.com/weblog/index.php?2007/03/09/24-boss-0-krieg-maschine-0" />
  <issued>2007-03-09T09:11:13+01:00</issued>
  <modified>2007-03-09T09:11:13+01:00</modified>
  <id>http://www.astrofra.com/weblog/index.php?2007/03/09/24-boss-0-krieg-maschine-0</id>
  <author><name>fra</name></author>
  <dc:subject>Gamedev</dc:subject>
  <summary>Thinking of a boss, at the end of level #0, I started to doodle.
I had the idea a kind of armoured bell, that would come in and out from a pit.
Gotta define the sequence, with weak point and attack position.

Should not be too difficult ......</summary>
  <content type="text/html" mode="escaped"> Thinking of a &lt;strong&gt;boss&lt;/strong&gt;, at the end of level #0, I started to doodle.&lt;BR&gt;
I had the idea a kind of &lt;strong&gt;armoured&lt;/strong&gt; bell, that would come in and out from a pit.
Gotta define the &lt;strong&gt;sequence&lt;/strong&gt;, with &lt;strong&gt;weak point&lt;/strong&gt; and &lt;strong&gt;attack position&lt;/strong&gt;.&lt;BR&gt;
&lt;BR&gt;
Should not be too difficult ...&lt;BR&gt;
&lt;BR&gt;
&lt;img src=&quot;/weblog/images/panzer_boss_01.jpg&quot; alt=&quot;Boss #0 concept art&quot; /&gt;</content>
</entry>
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