Latest PSU headlines:

Results 1 to 23 of 23

Thread: Forum Staff

  1. #1
    Veteran
    DINAMO788's Avatar
    Join Date
    Nov 2004
    Age
    24
    Posts
    4,908
    Rep Power
    74
    Points
    4,839 (0 Banked)
    Items Arsenal

    Forum Staff

    who just wonderin, who are the head honcho's( not sure if i spelled it right but who runs/controls in this forum)

  2. #2
    Forum Sage
    PeanutButterMunky's Avatar
    Join Date
    Nov 2004
    Age
    28
    Posts
    9,718
    Rep Power
    96
    Points
    41,874 (18,076 Banked)
    Items User name style
    That's a good PS3-related question

    Um, I don't know all of them. The only ones I've come to know so far are:

    rebonuk
    Morpheus
    (and)
    Blake

    Other than that I have no idea...


    This... is my BOOMSTICK!

  3. #3
    Veteran
    DINAMO788's Avatar
    Join Date
    Nov 2004
    Age
    24
    Posts
    4,908
    Rep Power
    74
    Points
    4,839 (0 Banked)
    Items Arsenal
    i didn't really see a real forum for this so i jsut posted it here, i'lll delete it after i nkow who

  4. #4
    Forum Sage
    PeanutButterMunky's Avatar
    Join Date
    Nov 2004
    Age
    28
    Posts
    9,718
    Rep Power
    96
    Points
    41,874 (18,076 Banked)
    Items User name style
    "General Chit-Chat" would have been the place for this topic


    This... is my BOOMSTICK!

  5. #5
    Veteran
    Seb's Avatar
    Join Date
    Dec 2003
    Location
    London
    Age
    26
    Posts
    4,465
    Rep Power
    83
    Points
    1,406 (0 Banked)
    Mmm I agree. Topic Moved.

    In addition, just to clarify the above names Munky described are the current active Forum staff.

    However, you may have noticed the small size of the team and therefore I would just like to take this opportunity to mention that we are looking for new staff, in this case, a new Moderator to join the team.

    If you want the Job, you need to demonstrate the following:

    > A good understanding of the English language (Grammar, Spelling etc.)
    > A good, but not necessarily extensive knowledge of the gaming industry.
    > A mature and responsible attitude to all members of the forum.

    It is also important that you post regularly if you want the Job.

    These are just the guide lines that we are providing in case anyone is interested.

    Remember, please don’t contact us about the Job. As the saying goes “don't call us, we'll call you”.

  6. #6
    Forum Sage
    PeanutButterMunky's Avatar
    Join Date
    Nov 2004
    Age
    28
    Posts
    9,718
    Rep Power
    96
    Points
    41,874 (18,076 Banked)
    Items User name style
    So, you're browing for a new Mod, eh? I hope you choose the right individual, Morpheus And you KEEP SPELLING MY NAME WRONG!! Not that I particularly care, as I have a rather strange name in the first place


    This... is my BOOMSTICK!

  7. #7
    Veteran
    Seb's Avatar
    Join Date
    Dec 2003
    Location
    London
    Age
    26
    Posts
    4,465
    Rep Power
    83
    Points
    1,406 (0 Banked)
    Yes we are and sorry Munky.

  8. #8
    Forum Sage
    PeanutButterMunky's Avatar
    Join Date
    Nov 2004
    Age
    28
    Posts
    9,718
    Rep Power
    96
    Points
    41,874 (18,076 Banked)
    Items User name style
    No hard feelings, Morpheus =)


    This... is my BOOMSTICK!

  9. #9
    Veteran

    Join Date
    May 2004
    Posts
    952
    Rep Power
    0
    Points
    0 (0 Banked)
    Quote Originally Posted by PeanutButterMunky
    No hard feelings, Morpheus =)
    HAHA, Butt kisser.

    Just Joking.

  10. #10
    Master Poster
    Cody's Avatar
    Join Date
    Jun 2004
    Age
    22
    Posts
    1,777
    Rep Power
    68
    Points
    0 (0 Banked)
    Damn, I have to have good grammer well I guess I am not getting the job
    Every second breathes life into reason for dying.


  11. #11
    Veteran

    Join Date
    May 2004
    Posts
    952
    Rep Power
    0
    Points
    0 (0 Banked)
    Quote Originally Posted by bloodywar
    Damn, I have to have good grammer well I guess I am not getting the job
    Arent you forgetting your fullstops 'bloodywar'.

    HEHE!!!

  12. #12
    Forum Elder
    FmanFORPS3's Avatar
    Join Date
    Aug 2004
    Posts
    2,893
    Rep Power
    69
    Points
    0 (0 Banked)
    i know a great person for the job *cough* me* cough* lol....ahhh, just forget this post



  13. #13
    Elite Member

    Join Date
    Nov 2004
    Age
    25
    Posts
    1,185
    Rep Power
    63
    Points
    2,080 (0 Banked)
    I'm sorry, but that kinda seems immature to me which goes against requirement number 3. :P
    "Knowledge is power"
    My Blog


  14. #14
    Forum Elder
    FmanFORPS3's Avatar
    Join Date
    Aug 2004
    Posts
    2,893
    Rep Power
    69
    Points
    0 (0 Banked)
    is that directed at me? if it is then my response is that i might aswell be immature once in a while.

    if its not directed at me then i've got nothin to say...



  15. #15
    Member

    Join Date
    Nov 2004
    Age
    23
    Posts
    164
    Rep Power
    0
    Points
    0 (0 Banked)
    r they the creator of this forum's web ?

  16. #16
    Master Poster
    Cody's Avatar
    Join Date
    Jun 2004
    Age
    22
    Posts
    1,777
    Rep Power
    68
    Points
    0 (0 Banked)
    what do you mean by fullstops? I am so confused
    Every second breathes life into reason for dying.


  17. #17
    Master Guru

    Join Date
    Jan 2004
    Posts
    7,271
    Rep Power
    0
    Points
    0 (0 Banked)

    PS3Land.com Interviews Pixelux Entertainment

    PS3Land.com Interviews Pixelux Entertainment
    By: Justin Pinter

    Pixelux Entertainment, founded in October 2003, and run by about 10 or so staffers is now providing one of the newest innovative technologies to gaming today.

    Pixelux's mission is to help game developers with the high rising costs in next gen developments and provide them with a new unique real-time physical simulation technology called Digital Molecular Matter (DMM).

    PS3Land.com has been keeping in constant contact lately with Pixelux and had a chance to interview Vik Sohal and get a few answers on what DMM will provide.

    PS3Land: About how many staffers make up Pixelux?

    Vik: Pixelux consists of 10 people and several consultants.

    PS3Land: What would you include in Pixelux’s portfolio other
    than DMM technology?


    Vik: DMM is our main focus. We have products like the plug-in and run-time system built around DMM. We also consult and license our
    technology.

    PS3Land: Digital Molecular Matter or DMM, what features
    separates it from anything else?


    Vik: DMM is a true material physics system, it deals with
    volumetrically deformable bodies with all the qualities that objects
    would possess in the real world. Things like Poisson’s ratio,
    Young’s modulus and Creep (among many others) are all utilized
    within DMM to determine how a material will react to forces. If any
    part of a DMM object is subjected to stress higher than its material
    strength, it will break just as its real-life analog might.

    The way DMM operates is in stark contrast with other game physics
    systems which treat objects as completely solid, rigid unbreakable
    bodies.

    PS3Land: How long has Pixelux been working on DMM?

    Vik: DMM has been in development for over 3 years.

    PS3Land: Recently it seems you have licensed DMM exclusively to
    LucasArts and are working the middleware technology into the upcoming Indiana Jones game for Xbox 360 and PS3. How is that all working out?


    Vik: Our relationship with LucasArts is excellent. We have been
    working closely with both the Star Wars and Indiana Jones teams to
    integrate DMM into their games. I can say that the games that they
    will be coming out with that utilize DMM technology will be like
    nothing you have ever seen.

    PS3Land: So does this mean that we will only see DMM technology
    in LucasArts games, or, on your website, it says that you are part of PS3,
    Xbox360, and PC middlewares and that all developers have access to some form of DMM?


    Vik: Our exclusivity deal with LucasArts applies to their games being
    released in 2007. The period of exclusivity will extend to October
    2008. This exclusivity does not apply to games that utilize our DMM
    plug-in product in Maya or Max to produce in-game “canned”
    animations. I expect that you will see some games coming out next
    year that will utilize our plug-in product to greatly augment the
    degree of destructibility animations they can show.

    PS3Land: Even though you guys probably answer this question every day, why should developers use DMM?

    Vik: Because DMM will make their game environment come alive. With DMM, you can add a completely new level of realism and interactivity to a game while actually lowering the cost of production.

    PS3Land: Why should developers switch from a known tool, such as Maya or Lightwave, to DMM?

    Vik: There is no need to abandon known tools like Maya. DMM is
    basically a powerful material physics simulation technology coupled
    with a set of authoring tools. A plugin for Maya and Max will soon be
    available that will allow you to utilize the powerful modeling tools
    in those packages to create and adjust DMM objects interactively.

    PS3Land: Certain developers report that the PlayStation 3 is getting
    more and more costly to develop for. Will DMM significantly reduce
    that cost?


    Vik: We believe so. The biggest cost of making a game is asset
    production, and it is our company’s mission is to utilize physical
    simulation to automate production of art assets. Also, with all the
    emphasis on interactively and destructibility in today’s games, the
    costs would definitely be rising as developers would hire more
    animators to create the required assets “by hand.”

    PS3Land: Does Pixelux have any comments on the next-generation consoles? What's hot? What's not?

    Vik: Both the PS3 and Xbox360 are extremely powerful systems,
    however we have not seen anything that truly makes use of all that
    power like we intend to. Our material physics system will not run on
    anything less than a next-gen console like a PS3 or an Xbox360.

    PS3Land: How is programming DMM for the PS3 working out? Any
    difficulties?


    Vik: No difficulties. Our team has worked with multiprocessing
    architectures before and we expect that the PS3 will work extremely
    well for DMM.

    PS3Land: How does the PS3 differ from the Xbox360 in terms of
    running DMM?


    Vik: It is hard to say right now, as we don’t have both of them
    running at the same degree of optimization. The Xbox360 version was
    needed by LucasArts for their E3 demo, so work on it was accelerated.
    We were very happy with the performance on that version, and there
    are still plenty of optimizations to make. I expect that the PS3
    version will run very well, especially as we begin using the SPUs and
    GPU more.

    PS3Land: What are some fun things that you can do with the DMM
    technology in games…examples:


    Vik: The big favorite has been throwing DMM soft-body characters into
    wooden beams and watching the beams slowly splinter and crack as the
    character’s weight bends the beam. Throwing things through brick
    walls and wooden closet doors has also been lots of fun. I think that
    the thing that gets people the most is the DMM forest, where we have
    plants gently swaying and hitting other plants.

    PS3Land: Any possibility on getting a new demo video or perhaps
    some new screens with the DMM technology?


    Vik: Definitely, we have some new screens we can send you of DMM in action. We are working on some new demos and will post videos of them soon.

    PS3Land: Anything else you would like to add?

    Vik: Once you play a game with DMM in it you will never want to play game without it!

  18. #18
    Master Guru

    Join Date
    Jan 2004
    Posts
    7,271
    Rep Power
    0
    Points
    0 (0 Banked)
    Thumb:


    Feature Image:



    Screenshots of DMM Provided by Pixelux w/explainations:

    screenshot_1 - The test room before any fracture.
    link: http://i11.photobucket.com/albums/a177/ ... shot_1.jpg
    screenshot_2 - A cannonball hitting a wooden beam
    link: http://i11.photobucket.com/albums/a177/ ... shot_2.jpg
    screenshot_3 - The wooden beam splinters at the mortise joint, since
    that is a weak part of the beam. The impulse also travels down the
    beam to the other beam. Note that the point of impact of the
    cannonball remains intact since the material properties of wood allow
    it to flex and distribute the force.
    link: http://i11.photobucket.com/albums/a177/ ... shot_3.jpg
    screenshot_4 - The crossbeam breaks and begins falling, while the
    other beam behind also starts breaking
    link: http://i11.photobucket.com/albums/a177/ ... shot_4.jpg
    screenshot_5 - The entire beam is falling now, having been broken at
    both ends by the cannonball impact.
    link: http://i11.photobucket.com/albums/a177/ ... shot_5.jpg
    screenshot_6 - The beam splinters and breaks as it falls, shattering
    the glass shelf below.
    link: http://i11.photobucket.com/albums/a177/ ... shot_6.jpg
    screenshot_15 - The test room after someone has gone to town with
    some cannonballs!
    link: http://i11.photobucket.com/albums/a177/ ... hot_15.jpg
    screenshot_23 - The wooden cabinet doors are in slots just like real
    cabinet doors, when they are hit, the flex and break like real wooden
    sheets. DMM can do glass, wood, and many other types of materials.
    link: http://i11.photobucket.com/albums/a177/ ... hot_23.jpg
    screenshot_25 - A brick wall
    link: http://i11.photobucket.com/albums/a177/ ... hot_25.jpg
    screenshot_26 - The brick wall breaks as a cannonball hits it
    link: http://i11.photobucket.com/albums/a177/ ... hot_26.jpg
    screenshot_27 - More damage
    link: http://i11.photobucket.com/albums/a177/ ... hot_27.jpg
    screenshot_30 - A view of the other room. DMM objects don't take
    compute time when they are not being interacted with, so you can have
    a whole room full of broken objects without incurring game overhead.
    link: http://i11.photobucket.com/albums/a177/ ... hot_30.jpg


    VIDEO DEMOS:
    Quicktime
    Window Media Player

  19. #19
    Master Poster

    Join Date
    Dec 2003
    Posts
    3,284
    Rep Power
    0
    Points
    0 (0 Banked)
    Could you make thumbs of those images?

    (Sorry, it was all ready to go, but unfortunately Top Gear is on so I don't have time to make the thumbs myself lol!)

  20. #20
    Master Guru

    Join Date
    Jan 2004
    Posts
    7,271
    Rep Power
    0
    Points
    0 (0 Banked)
    yeah, here they are:













  21. #21
    Master Poster

    Join Date
    Dec 2003
    Posts
    3,284
    Rep Power
    0
    Points
    0 (0 Banked)
    Excellent stuff Justin!

    It's now live. I'm currently writing the html for the table of images. It's a bit complex, so bare with me.

  22. #22
    Master Poster

    Join Date
    Dec 2003
    Posts
    3,284
    Rep Power
    0
    Points
    0 (0 Banked)
    Ok all done.

    Remember to add a thank you at the bottom of future interviews. These guys have been particularly kind in answering so many questions.

  23. #23
    Master Guru

    Join Date
    Jan 2004
    Posts
    7,271
    Rep Power
    0
    Points
    0 (0 Banked)
    AWESOME!!!


Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

PSU

Playstation Universe

Reproduction in whole or in part in any form or medium without express written permission of Abstract Holdings International Ltd. prohibited.
Use of this site is governed by our Terms of Use and Privacy Policy.

vBCredits II Deluxe v2.1.0 (Pro) - vBulletin Mods & Addons Copyright © 2010-2013 DragonByte Technologies Ltd.