GTB @BlimBlim: J'me disais bien. En tout cas j'espère que tout va bien pour toi. (il y a 17 Heures)
CraCra @BlimBlim: ouf de retour malgré la chaleur :) et au moins on revoit notre petit BlimBlim (il y a 18 Heures)
BlimBlim Petit downtime ce matin, crash du kernel. Rien de majeur à première vue. (il y a 18 Heures)
reneyvane @CraCra: Désolé, je plaide coupable. (il y a 1 Jour)
CraCra @reneyvane: oui je l'avais posté sur le topic GTA y a 24h, soit 10h avant ton post ;) (il y a 1 Jour)
reneyvane @CraCra: Il n'y aura pas de disque dans la version physique de GTA mais un code PSN ou Xboxlive. (il y a 2 Jours)
CraCra GTA6 édition standard 80$ et l'ultime 100$ soit +- idem en euro (il y a 2 Jours)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)

Inscrit depuis 7341 JoursIntresting article from gamemaker himself; they had some odd coding problems with ms tools.
In November 2005 our game was running at 12fps, with the render loop taking nearly 2 frames.
That month news came through from Microsoft that the changes to the Xbox360 SDK that would allow us to circumvent these draw commands wouldn’t be ready in time for our launch. We were in very serious trouble indeed.
Neil, one of our engineers, set about moving the render loop onto its own processor core. This was a major engineering challenge that took 6 weeks to complete, but even then the renderer was running over a frame.
Another engineer, Matt, eventually solved the problem by writing an offline automatic occlusion system. It would travel round the track and take snapshots of the scene every few yards – and query the GPU to see which draw calls resulted in pixels being written to the screen. At run time it would not execute draw calls that didn’t contribute to the scene, and this cut our draw call count in half. The system has to revert back to frustum culling if you stray too far from the track.
Inscrit depuis 7565 JoursNow that I retired I can play more MGS games.
Inscrit depuis 7486 JoursHey acert is the draw call latency no longer an issue now? I hope its fixed.
I read that entire thing awesome awesome awesome :)
Blue Dragon Blue Dragon 青いドラゴン
Inscrit depuis 7565 JoursNow that I retired I can play more MGS games.
Inscrit depuis 7716 JoursThe game was still really good and I don't regret buying it.
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
Inscrit depuis 7462 Jours
Inscrit depuis 7341 JoursI think this article is the first of its kind that 360 dev is actually talking to media in such manner.
Inscrit depuis 7568 Jours