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03-30-10 / 12:54 AM : Alice on Wii/ iPhone / AmericanMcGee sequel (cjed) |
An interview of the producer of Alice in Wonderland game for Wii is available. We can also find a game for iPhone with the same name (see walkthrough here), however this later has nothing in common with the movie (despite looking interesting). Finally we are expecting the sequel to AmericanMcGee Alice (2000) , that is due in 2011 on PC, PS3 and Xbox 360 (see Amercian McGee's twitter). |
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03-28-10 / 06:52 PM : DFMod : new mapper on level 13 (cjed) |
A new mapper joined the DFMod team, the famous Dark Forces for JKA. We can see first screenshots of his work on level 13 (the Executor) here. |
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03-28-10 / 06:47 PM : iPhone Dracula - Path of the Dragon (cjed) |
Chillingo provides at the AppStore the second part (among 3) of Dracula - Path of the Dragon (1,99$ - 0,99 for the first part, about 400 Mb and one hour of playing each). |
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03-25-10 / 12:40 AM : Return to mysterious island 2 (cjed) |
The sequel Return to mysterious island 2 is available on mac and PC (29,90 euros). It works on Intel and PowerPC (G5 stated however it should also work on G4 as the first episode, despite graphical glitch - visible structure of the panned images -, probably due to Radeon 9000 Pro). A video is provided. |
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03-13-10 / 01:00 AM : Sam & max : new episode on mac (cjed) |
A new episode of Sam&Max has been announced. It will also be provided on mac. |
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03-11-10 / 11:01 PM : Monkey Island 2 Special Edition (cjed) |
LucasArts presented during the GDC Monkey Island 2: LeChuck's Revenge Special Edition, that will be also released on mac. Moreover, the remastered version of the first episode (The Secret of Monkey Island : Special Edition), available on PC and iPhone, willl soon be released on mac. |
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03-11-10 / 10:54 PM : OpenGL4 announced (cjed) |
Khronos announced OpenGL4 (specification only for now, we will have to wait for implementations), that includes the following features :
- two new shader stages that enable the GPU to offload geometry tessellation from the CPU;
- per-sample fragment shaders and programmable fragment shader input positions for increased rendering quality and anti-aliasing flexibility;
- drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;
- shader subroutines for significantly increased programming flexibility;
- separation of texture state and texture data through the addition of a new object type called sampler objects;
- 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality;
- performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query.
Meanwhile, OpenGL 3.3 is aimed at bringing most of OpenGL4 features to older GPUs. |
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