games


Unity 4.6 – A new UI

I have always really enjoyed developing in Unity3D as you may have noticed from my various posts and projects. Watching it evolve into such a major platform has been really interesting too. Yesterday Unity moved form version 4.5 to 4.6. Now in most systems a minor point release is not big deal. In fact the whole patch and push versioning with lack of backwards compatibility that bedevils the tech industry is something I find I have to battle with on a regular basis. Do a change in version numbers… no thanks. Except this is the exception to prove the rule.
Unity3d is great at allowing a developer to start placing objects in an environment, attaching behaviours and code to those objects. A lot can be done with point and click, drag and drop but there is also room for real lines of code and proper software engineering. In fact that is essential. I can however, with ease, make a 3d character animated and moving around, colliding with scenery etc. Up to now though if I wanted to use any other form of user input with a Graphical User Interface I had to really go back in time.
The GUI creation in 4.5 and since the earlier releases has been awful. In code in the OnGUI loop you had to try and describe layouts and positions where much of what you put was implied. So you have to describe the user interface and its behaviour with code that merges function with display whilst not being able to see where things are until you actually run it. This is the opposite of most of Unity3d which lets you see where things are in the development environment both when running and when not.
I have lost track of the number of times I have tried a “fancy” layout of buttons, one that starts nicely, with flowing positions based on screen resolution, only to get lost in the code and resort to fixed x,y positions which generally a hit and miss for the first few times. In Unity3d you can expose parameters to allow compound prefab objects to be configured without code changes. I have ended up with UI helper objects that change my spacing and positions at runtime, so I can tweak the numbers to try and shuffle buttons around. Unity3d is great at letting you move alter runtime values, and also great at going back to the originals when you stop running. Unfortunately this works against you on UI’s. You have to tweak the values then remember to write them down on a piece of paper before hit stop so that you can apply them in the code for next time once you get it ‘right’.
That may or may not make sense, but take my word for it, it was a right pain. Let alone what you then had to do to try and alter the look of the buttons, sliders etc with the GUI.Skin which is like CSS but much much worse. So all my research projects have had plain buttons. I am not a graphic designer, and I was not easily able to explain the UI process or how to work with designers to make is nicer.
All that is now gone though. The old way still works in 4.6 (which is a relief from a phased improvement position) but a new shiny UI creation tool and framework is now at last public. It has long been promised, by long I mean literally years! I am sure when I get to the depth of it there will be a few things that cause grief, but that programming folks!.
Now the UI exists as a real type of Unity3d visual object. If you create a layout area you can see it, a button its there all the time. Each of the objects is part of a proper event system but also many of the normal functions are exposed as parameters. If you want a button to do something when pushed you tell it in its setup which function to call.
Previous UI buttons were only ever placed on the view rectangle, like a Heads Up Display (HUD). I have often needed thing to be interactive element in a 3d environment but to act like buttons. Again I have worked around this but now a UI canvas and all its actions, roll overs etc can be detached as a hud and placed into the environment. In my hospital environment this means I can have an better AR style UI at each bed. I have that at the moment but it does not have all the nice feedback and customisation a UI element can have.
UnityScreenSnapz017
The other major change is how the UI elements can be typed and hence changed. Each element can be a regular button, slider etc but they can also be a graphic or even the result of another camera rendering a live texture.
Here is a the game view (though not running) of the demo UI. The continue button is highlighted so on the right are its properties, events etc. The mini menu is showing the choices just for that button on how to transition on normal events such as rollover and click. Here it is set to animation, hence it uses mechanim and potential can go flying around the screen twirling. Simpler transitions such as just a colour tint or a sprite swap can also be defined.

This was possible before but again it was a lot of messing around. The old system of what to do on a roll over etc was buried in the skin code or overridden in the onGUI. Now it makes use of the regular mechanim animation system. This state machine allows definition of all sort of things, and it how we make character jump and dive into rolls, duck etc. It makes sense to have that for more complex UI transitions and states. In multiplayer environments I use a mechanim state change value to send over the network to make sure any mirrored/ghosted network object acts in the same way. So I guess now I will be able to use that for UI’s too to keep players in synch with certain modal activity.
Anyway, this 4.6 and new UI is obviously a precursor to the much bigger Unity 5.0 coming very soon. However it has dropped at the right time for the next phase of a project, so I get to use it in anger and re-engineer something that just about works into something much better.
As I tweeted, this is a great xmas gift, than you Unity πŸ™‚

Digital Snow – Flush Magazine – 15

It’s starting to get towards winter, the clocks has fallen back so this months Flush Magazine, amongst other things, is all about snow, mountains, skiing and boarding. I just had something snow related to consider for my 14th article for the magazine. (That now sounds like a lot!)
I thought I should cover a bit go history, as usual. Some tech reminiscing. This time it was Hungry Horace goes skiing. Anyone else remember that ? πŸ™‚
These sort of flashbacks to things that felt special or unusual then act a seed to zoom forward. This time I covered how snow has felt on screen in games and films through the years. From the simplistic to the “material point method for snow simulation” CGI research papers created by Disney in making films like Frozen.
I didn’t want to stick to pure virtual snow though but some other advances and where it could go in the near future to enhance our skiing experience. I did give a mention to SNOW the game as that looks mighty impressive and has some real potential IMHO.
Thanks to everyone writing for Flush Magazine, it’s great to have so many good articles to nestle in between on a cold winters night. Huge thanks to @tweetthefashion for such awesome production and editing and for still wanting me to write these journeys in history based futurism.
The full issue can be found below


I am zooming around on page 116 and the iOS version is here
All the past articles and links to them are here on the writing portfolio page
Right, where are my snow boots!

Minecraft mirror worlds

Way back in 2006 when many of us started to use the persistent multi user networked virtual world with self created content (Second Life) in all sort so of place like business and education we thought we were on the cusp of a virtual world revolution. As a metaverse evangelist in a large corporation it was often an uphill struggle to persuade people that communicating in what looked like a game environment was valuable and worthwhile. It is of course valuable and worthwhile but not everyone see that straight away. In fact some people went out of their way to stop virtual environments and the people that supported and pioneered their use. Being a tech evangelist means patiently putting up with the same non arguments and helping people get to the right decision. Some people of course just can’t get past their pride, but you can’t win them all.
For me and my fellow renegades it started small in Second Life

I also captured many of the events over the course that first year in a larger set along with loads of blog posts on eightbar including this my first public post that always brings back a lot of memories of the time and place. It was a risky thing to post (if you are worried about career prospects and job security) to publicly post about something that you know is interesting and important but that is not totally supported.

One of the many ways people came to terms with virtual worlds was in the creation of mirror worlds. We all do it. In a world of infinite digital possibilities we ground ourselves by remaking out home, our office our locale. We have meeting rooms with seats and screens for powerpoint. This is not wrong. As I wrote in 2008 when we had a massive virtual worlds conference in London

It seems we are seeing many more mirror world applications appear once more and generally the builds are in Minecraft. It is interesting Minecraft has all the attributes of more detailed virtual worlds like Second Life and Opensim. It is a persistent virtual environment. It has the 8 bit block look and much less detailed and animated avatars, but it does have a very easy approach to building. You stack blocks. You still have to navigate the 3d space get you first person view in the right place and drop a block. (Many of the objects in 2006 were from people who felt they could not navigate 3d space easily something I think that has started to melt away as an objection). The relative resolution of a build in minecraft is low, you are not building with pixels but with large textured blocks. This does have a great levelling effect though. The richer environments require some other 3d and texturing skills to make things that look good. Minecraft is often compared to Lego. In Lego you can make very clever constructions but they still look like Lego. This becomes much less of an visual design challenge for those people less skilled in that art. A reduced pallet and single block type means not having to understand how to twist graphic primitives, upload textures and consider lighting maps etc. It is a very direct and instant medium. Minecraft has blocks that act as switches and wires that allows the creation of devices that react, but it does not have the feature that I used the most in Second Life and Opensim of being able to write code in the objects. There are ways to write code for Minecraft mods but it is not as instant as the sort of code scripts in objects in more advance virtual environments.Those scripts alter the world, respond to it push data to the outside and pull it back to the inside. It allows for a more blended interaction with the rest of the physical and digital world. Preserving state, creating user interfaces etc. It is all stuff that can be done with toolsets like Unity3d and Unreal Engine etc, but those are full dev environments. Scripting is an important element unless you are just creating a static exhibit for people to interact in. Minecraft also lack many of the human to human communication channels. It does not have voice chat by default though it is side loaded in some platforms. It has text chat but it is very console based and not accessible to many people. The social virtual worlds thrive on not just positional communication (as in Minecraft you can stand near something or someone) but on other verbal and non verbal communication.
The popularity of Minecraft has led to some institutions using it to create or wish to create mirror worlds. Already there was the the Ordanance Survey UK creation which “is believed to be the biggest Minecraft map made using real-world geographic data.” (Claiming firsts for things was a big thing back in 2006/7 for virtual worlds). It has just been updated to include houses not just terrain. By houses though this is not a full recreation of your house to walk into but a block showing its position and boundary. This map uses 83 billion blocks each at showing 25m of the UK, according to a story by the BBC
The BBC also reported this week on the British Museum looking at recreating all its exhibits and its buildings in Minecraft. This is an unusual approach to their exhibits. It will be an interesting build and they are asking the public to help. So once again Minecraft’s simplicity and accessibility will allow anyone to create the artefacts. It will, however, create a very low rez low texture experience. So it is a mirror world, in that it will be like the museum but it is more of a model village approach. You admire the talent to make it in the medium. It seems more of an art project than a virtual world project. It is all good though πŸ™‚
The BBC seem to be on a Minecraft vibe just as they were on a Second Life Vibe back in the last wave. Paul Mason and BBC Newsnight came and did a piece with me and the team of fellow Virtual World pioneers in 2007 We were starting to establish a major sub culture in the corporate world of innovators and explorers looking into who we could use virtual worlds and how it felt. Counter culture of this nature in a corporate is not always popular. I have written this before but the day we filmed this for the BBC in the morning I had my yearly appraisal. My management line we not keen on virtual worlds not the success so gave me the lowest rating they could. I went straight for that (which is very annoying and disheartening) into an interview with Paul on camera. Sometimes you just have to put up with misguided people trying to derail you, other times you just get out of the situation and go do it elsewhere.
Anyway, Minecraft offers a great deal, it does allow mirror worlds, though it does allow for an other worldy approach. Most blocks do not obey gravity. You can build up and then a platform out with no supporting structure, you can dig tunnels and underground (the point of the mine in Minecraft and not worry about collapsing. You still have real world up and down left and right though. Most virtual worlds do this. Disney Infinity, Project Spark, Second Life, Opensim and the new Hi-Fidelity etc are all still avatars and islands at their core. People might mess with the scale of things and the size, size as the OS map or the Hard Drive machines and Guitars mentioned in this BBC piece on spectacular builds.
I feel we have another step to take in how we interact at distance or over time with others. Persistent virtual worlds allow us to either be in them, or even better to actually be them. My analogy here is that I could invite you to my mind and my thoughts, represented in a virtual environment. It may not be that those things are actual mirrors of the real world, they might be concepts and ideas represented in all sorts of ways. It may not mean gravity and ground need to exists. We are not going to get to this until we have all been through mirror work and virtual world experiences. That is the foundation of understanding.

Not all avatars and islands? from Ian Hughes

Whilst many people got the virtual worlds of Second Life et al back in 2006 we were only continuing the ground preparation of all the other virtual world pioneers before. Minecraft is the first experience to really lay the foundations (all very serious it is fun to play with too!). These simple 8 bit style virtual bricks are the training ground for the next wave of virtual worlds, user generated content and our experiences of one another ideas. They may be mirror worlds, they have great value. There is no point me building an esoteric hospital experience when we need to have real examples to train on. However there is a point to having a stylised galleon floating in space as a theme for our group counselling experience we created.
The test for the naysayers of “it looks like a game” is really dying off now it seems. It will instead be it does’t look like the right sort of game. This is progress and I still get a rush when I see people understand the potential we have to connect and communicate in business, art, education or just good old entertainment. We could all sit and scoff as say yeah we’ve done that already, yes we know that etc. I am less worried about that, there might be a little voice in me saying I told you so, or wow how wrong were you to try and put a stop to this you muppets, but it is a very quiet voice. I want every one to feel the rush of potential that I felt when it clicked for me, whatever their attitude was before. So bring it on πŸ™‚

Forza Horizon 2 – Demo looking great

The predlets and I are fans of car driving games. Both of them much preferred the original Forza Horizon to regular Forza track driving. Horizon was free roaming, choosing where to go and what to do and giving you the ability to just go for a drive and listen to some tunes. Forza Horizon 2 (the Xbox One version) has just released as a demo and a digital download preorder. It was probably the first game where the predlets and I had sat an watched the inter together and all gone ooooh and ahhhh at the wonderful imagery.
Forza 5 was and is a great car game though felt a little cut down compared to the tracks available on the 360 in Forza 4 but I still really enjoy it. Forza Horizon 2 build not that engine and brings all sorts of changes including weather, a lot of weather. The demo does show a little of that. It also shows true free roam. There are not rock solid wooden fences. If you can break it with a car, you can drive through it. It leaves tracks across the fields and bushes as you hurtle around.
The demo provides a small (thats a relative term as it is a pretty big area) part of Italy to drive around and experience some races and challenges.
I made this little video of some of the fun I had in the demo

The major event is one where you race the italian version of the red arrows in a point to point race. A very impressive, yet subtle element, is as the jets zoom at you or around you you feel it in the rumble pack feedback. With the music and the speed and the awesome visuals it is a brilliant set piece.
You can of course just noon the car around and the Lancer I picked seemed happy to burn doughnuts into the tarmac.
Finally in the video is the hurtling across country. The physics and the rush feel great. The shadow of the airborne car pre barrel roll is again subtle and fantastically done.
It looks as if we will have drivatars in one player free roam, but also we have multiplayer free roam where the entire environment becomes the lobby where you choose to joint races and events or just go for a drive. I found myself and a couple of other people choosing to have an impromptu race and chase. Not an organised event, no automation of the outcome, just going for a blast around the town on the coast.
It’s only two weeks away, its already downloaded and pre-purchased on my Xbox One and I know we are all going to get a blast out of playing it, albeit taking turns not in split screen.

Elite Dangerous Beta – #like

Back in the mid 80’s a game arrived, initially only on the BBC micro computers, that anyone I knew who was a gamer was very much into. That was Elite. It marked a departure from the arcade style side scrolling platform games and gave us the freedom to fly a spaceship in a massive galaxy. Everything was a line drawing, vector graphic style. That did not matter as the feel of the game and the spirit of it captured our collective imagination. It was 10 years on from having seen the epic space dogfighting in Star Wars. Now we had the chance to engage in space battles and roam the galaxy from our own bedrooms.
A key element was trading, that got you cash to kit up your ship. You had to play the supply and demand correctly. Buying goods cheap and selling them for a better price to make a profit (after taking expenses like fuel into consideration).
Before you could trade though you had to dock with the various space stations across the galaxy. These spinning objects with the look of a D&D dice were key. They rotated slowly around the axis that led to their entry port. You had to match you speed and rotation to try and get through the airlock. Many a ship was lost smashing into the station, over compensating or rotating the wrong way. If you made it though and made enough money you could buy a docking computer. This did the job and on my C64 version is played the Blue Danube as we were slowly lined up to dock.
Elite
Key to all this though was the fighting, the cat and mouse of 3d space battles. Leading the target as you pull a tight turn and let loos with the lasers. The more of this that you did the higher your ranking from mostly harmless up to Elite. The iconic scanner telling you the height and position of the other ships relative to you has been much copied since.
We are now in a era where the best copy of all is being made. Elite Dangerous is the full 21st century remake of the game. It was also funded in the new 21st century way of crowd funding. The Kickstarter campaign raised an awful lot of money and enabled David Braben and his company to get building this new epic free roamer. As a backer as a sufficient level you get access to play the alphas and the betas of the game. This early access is of course helping the company out aswell as making the backers feel special and part of something. A brand and fan base for a game like Elite is made up of people my age. It is obviously a game that we all played 30 years ago.
I have of course been playing it, and also giving it a go on Oculus Rift, though I am waiting on my DK2 to play it properly with the headset.
It is most certainly Elite. It feels like it did back then. Though it looks very different. Of course we no longer have simple vector graphics, we have fully rendered ships and stations with intricate detail. Planets and a stars, moons, and space phenomena that add to the atmosphere.

Docking has a whole extra experience. You still have to navigate through the rotating airlocks, but you actually end up in the station and have to find your allocated docking back and perform a gently landing manoeuvre to engage with the star port services.

I had been playing using a 360 style joypad as I generally use those on console games so figured it would be better than the keyboard. It turned out that things got a little tricky. So I bought F.L.Y5 fancy stick and throttle. When I did that the game got way better, felt even more immersive. I had not used a stick like that for many years. I used to play Combat Flight Sim 2 over dialup modems in the late 90’s with a force feedback sidewinder. I should have remembered how awesome that felt sooner!

I am playing on a mid to high range windows laptop (the Mac version will not be for a while yet) but it’s flying pretty well.
With the stick I managed to get docked more accurately and quickly, even won a few more of the training scenarios (which had proved tricky).
What has been great though is just entering the online universe. There are obviously other people there, but you can also just go about your business and travel around the systems that are open for the beta doing you thing.
I did get involved in an NPC space dogfight, it was going on for a 15 mins or so. I felt I was just about to win when I was joined by what I think was another human player. They spotted my cargo and my lack of health after the long battle and set upon me. I had to try and flee. The tension as the hyperdrive powers up and the 5 second countdown, whilst under intense fire trying to shake the attacker was really exciting. I made it out of the system and got repaired. The free form exploring and trading had made the galaxy already feel like a place. I tweeted I felt like I had been somewhere. This is a key element of a virtual world, of a metaverse.
It is great to be speeding along and take a look out of your cockpit window

Of course Elite has competition, Star Citizen a massively funder space drama from the creator of Wing Commander (which was inspired by Elite), and the immensely impressive looking No Man’s Sky.
The latter is, like Elite, procedurally generated, though it has the richness of visit the planets, seeing other life forms evolving. It’s a different game but is going to be a free roaming space epic too.
I think there is room for all of them. This is a genre seeing a real next generation push.
Back to the beta, being a beta it will crash and have the odd problem but it has been very stable for me. The only problem I had was when there was a ship parked in my docking bay. I double checked the numbers and it was my bay and it was not shifting. I couldn’t tell if it was a bug or a simulation of a lack of admin efficient at the base.

I can tell you that in my frustration suggesting a ship move with a small burst of laser fire at the badly parked ship does indeed lead to a rapid response from the authorities, thats another ship lost then!
I flew a few trade missions and made a little bit of cash and noticed I could buys docking computer. I was not overly surprised, but very happy when I engaged that whilst heading to a star port and in kicked the Blue Danube again. Not an 8-bit rendition of course, but a fully realised orchestral recoding.
Elite Dangerous is Elite, fully coloured in and with other people in there with you. It is looking very promising and I am enjoying learning the ropes again.
I should also add that the predlets were fascinated too. Just as when I started playing minecraft they were looking over my shoulder. Predlet 2.0 took to the stars and go into his first dogfight. It is not obvious how to bank, turn and yaw in space, it may be easier to learn planes first. However he did get a few good shots in before getting got. They have also seen it sat in the cockpit wearing the original Oculus Rift and were amazed at that too. So this is not just us old gamers yearning for the past. This is exciting stuff for all of us.
See you in space, look for Commander Epredator πŸ™‚

Destiny Beta

We are in interesting times for developers. A beta is no longer just a working prototype. Instead it has to be a workable, playable, usable experience. The aim of a beta now is to stress test network code, to examine mass user player statistics and to get the people who want to play your game to help build it.
Bungie made a big splash the last few weeks with their Destiny beta. Initially you had to buy into the beta by preordering. That gave you access to test. So… based on the reputation of the developer (of Halo) you could get an access code to download and join in a mass test if you promised, or actually bought it.
I was interested, but I was not so interested in having to pre-order a physical copy in order to access it. Xbox One does not have digital pre-orders yet. I was happy to see the beta just turn up anyway though. In this case it was for Xbox Live Subscribers. So obviously they needed more people.
It was, I have to say, very good. It had a slick next gen feel to it, but it was also very “metaversey”.
The initial mission of this RPG FPS had you run around and shoot a few things, but before long you were in the lobby/hub/base. I gounf it very amusing as the little unity3d project we have been doing has a room and a table and window out into space, and I was also surprised a relatively serious RPG had dancing mapped to the dpad. There were a few comms gestures.
It was possible to shout Xbox Record That and then edit it up in Upload studio and sent it to onedrive, of which this link should work.
====Update
Here is the youtube embed which is much more friendly to use

I did not record any of the shooting or coop play as that often looks similar across games. I was interested in the virtual world aspects. Could I have green hair ? why yes I could πŸ™‚
It was great ti drop into 3 player team coop and spending 20 minutes reviving one another as we tried to take out a monster spider machine. It was just a shame it crashed just as we did.
That of course is the price of beta testing, you can’t moan, you can only think that your presence and activity has helped make it just a little bit better.
It certainly left me wanting more so roll on 9/9/14 πŸ™‚

A new wave of tech

The next few months is going to see an interest second wave of technology that I am very interested in.
The first is the Windows version of Kinect 2.0. This is the consumer packaged full body sensor that uses the same base as with the Xbox One. The original Kinect from the Xbox 360 was just a USB device so had the maker and hacker community exploring how it use it on regular machines before the official Windows development version arrived. When the Xbox One launched it’s Kinect 2.0 cmd with a completely different plug, making it impractical to explore. The Xbox One was slated to be a development machine for all (consoles at the moment have specific machine models for developers and a different one for consumers). This development kit has not been forthcoming (it may or may not turn up later). All this means I could not continue the work I wanted to do with the kinect for Choi Kwang Do.
v2-sensor-front
The new Kinect sensor stye body better and in particular shoulders, and also weight transfer. So I have had to pre-order a Kinect 2.0 for Windows. It is due in September. I am hoping it will all work with Unity3d again!
I have applied to id@xbox the developer scheme but a one person company working on a non game related piece of work on the fringes of the games industry probably didn’t flag up as a priority πŸ™‚
Talking of Unity3d, it’s 4.6 patch is rapidly approaching. This upgrade will feature the much needed GUI changes. I love Unity3d development but anything with buttons or sliders and GUI layouts is so incredibly awkward it is hard to see how we get anything working. The new GUI system is going to treat GUI objects just like any other object. They will appear on the scene during development. At the moment GUI objects only show up when you run, making getting things lined up and working a bit of a black art. This also sets us up for Unity3d 5.0 a major new release. Lets just hope all my code still works !

The third big piece of kit is the Oculus Rift DK2 (Development Kit 2).
camera_dk2
Now owned by Facebook but still approaching construction in the same way the original Kickstarter did. This is really exciting as the first Oculus Rift was and is still a liberating experience. With DK2 the resolution of the screens is much higher now a 960×1080 per eye. It also comes with an additional relative position sensor. One that can, like Kinect, see where the headset is in the space in front of it. It is fully supported by a Unity3d library too (as with the previous version) It is not the only VR headset heading to the market but it is the one you can get your hands and eyes on.

It’s #CreateUK week

This week sees an interesting government initiated week to celebrate creativity in the UK and today (monday) is focussed on the Games industry (and presumably the slightly off centre elements of the games industry that I inhabit πŸ™‚
The Department for Culture, Media and Sport (DMCS) are promoting this and it it has a suitably live hashtag social media aspect to it.
The official link is here
“The UK’s Creative Industries generate a staggering Β£8 million per hour for the UK economy and continues to go from strength-to-strength.”
That is pretty impressive isn’t it.
Our little project for a far away land goes live today with some 8 year school kids. It has been an interesting process, being research we have to adjust to requirements changing and to the creative process.
I wrote about it a few weeks ago, to show the sort of scope. Still can’t do screen shots as its secret. Here though it s bait of the development environment, a state machine for animation and some of the exposed parameters for the main game control object
Dev env
Mixing a virtual environment for multiple users, with a teacher in charge and also adding a completely different style of interaction with additional 2.5d side scrolling jetpack games has been a challenge.
As usual a small 3 person project needs lots of cross role work. Being tech support for the build etc and being tech design and tech code each required a time consuming mental context switch. You know at any moment you may have to swap roles, stop what you are doing to fix something. I have learned a lot on this project though. Learning is the fun part after all.
Anyway, join in with #createuk, and check out what @DCMS are doing. Making games and games related tech is hard work but worth it. Of course most of what I do is hidden as its code (wishing I was a graphic designer) but then equally most of what I do is hidden (glad I am not a graphic designer) πŸ™‚ It is all still very creative and requires leaps of faith to get things to work sometimes.
Right back to go live day then !

The future of broadcasting via super8, Wimbledon, CKD Road Trip, twitch and tango – flush 13

Another exciting monday morning as the new edition of Flush The Fashion magazine goes live.
As usual there are loads of great articles and also some great prizes to be won in the magazine. This time Kano raspberry Pi kits πŸ™‚
On page 74 I have my article “We go live in 3.2.1…” which once again looks great with the layout and the images that @tweetthefashion put together.
I discuss the evolution of home movies from the 70’s and super 8 film to the amazing changes in being able to broadcast live right now to everyone. On the journey are the experiences of trying to some early multi platform broadcasting and virtual worlds elements at Wimbledon (which starts today so that’s good timing) to the ability to just say xbox broadcast to share your game play with commentary to anyone anywhere. Being an emerging tech section I also have to consider the wonderful Project Tango from Google too.
The full magazine is here


The ipad version will be live very soon.
This will get you to my little article

Knockout game – UFC

The new UFC mixed martial arts game/simulation arrived today for the Xbox One. I had got very interested having played the demo. In Choi Kwang Do we don’t do this sort of fighting, as we don’t compete and hurting people is not really on the list of things to do. However with my developer hat on I wanted to see how the moves looked, some of which are obviously similar to the flowing sequential moves we have in Choi. Having looked into how the kinect can capture out moves it is interesting also to see how the mixture of motion capture and artistic adjustment is done in a high end fight game for this generation of consoles.
It is very impressive. The quality of movement and engagement that you feel as a player is very good. Being UFC is it as much about grappling and ground work and punches and kicks. Another thing that we try to avoid in CKD πŸ™‚
This is of course a game and punching buttons is very different from launching a powerful kick. Practicing a martial art though does help you appreciate the power that anyone can generate, and hence imagine the power the professional athletes dedicated to this style of combat can create.
The animations and models of the fighters are some of the best that I have seen in a game. It is complex to have to deal with the multitude of movements and blending the animations together. If you have tried to create animations, or combine them, even on a small scale (like my current project in Unity3d) it is by no means straight forward and as big an art form and speciality as programming or visual design.
This version of UFC has a brilliant model of the great Bruce Lee. he will be familiar to many people as an iconic and talented martial artist so it helps to see him if you haven’t seen the other fighters in action to appreciate where the start of the art is.

A lot of these knockouts have the move that caused them played a few times afterwards as button basing tends to happen. However that lets us see the way that those moves are represented.
I am still hopeful that with Kinect 2.0 (the windows version is due very soon) and a bit of work I can get some degree of fluidity to represent our more peaceful art using similar technology.