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UMBRA and general questions.

Post by Arosenivai »

"For an update, I'm working on the finishing touches of rendering so I can demo UMBRA's solid collision. Please note this may not seem like much of an accomplishment, but after a year's worth of research and development, the UMBRA division is proud to present a new method of collision that is RAM stable and surpasses the speed of commercial-grade engines..." -segment of official team announcement

Just to let you guys know. That once I complete the demo, I will have a link to it's video in my signature and will be willing to answer all questions I can. (It should be done in about a week)

I also made this section to answer any and all generic questions you may have about game development (or quirky little things that happens in games and how they work.) I feel confident now as a programmer to say that I can become a developer, and I'll answer all questions to the best of my knowledge, even if that is: "I don't know".
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Re: UMBRA and general questions.

Post by Scott »

Arosenivai wrote:"For an update, I'm working on the finishing touches of rendering so I can demo UMBRA's solid collision. Please note this may not seem like much of an accomplishment, but after a year's worth of research and development, the UMBRA division is proud to present a new method of collision that is RAM stable and surpasses the speed of commercial-grade engines..." -segment of official team announcement
How you done comparison to benchmarks? How was that last fact proven?
Arosenivai wrote:Just to let you guys know. That once I complete the demo, I will have a link to it's video in my signature and will be willing to answer all questions I can. (It should be done in about a week)
I am eagerly awaiting to see what you have created. Hopefully your new job as a developer won't take you away from writing articles and reviews :lol:
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Scott wrote:
Arosenivai wrote:"For an update, I'm working on the finishing touches of rendering so I can demo UMBRA's solid collision. Please note this may not seem like much of an accomplishment, but after a year's worth of research and development, the UMBRA division is proud to present a new method of collision that is RAM stable and surpasses the speed of commercial-grade engines..." -segment of official team announcement
How you done comparison to benchmarks? How was that last fact proven?
yes, nothing too major, just some speed tests( too be honest I'm not entirely sure how they worked it). A friend of one of my team members works at Sony, and he's the one who's been doing most of our tests for us. so I am happy to say it's true! not too much faster, but shaved a percent off the time, so that's definitely something ( note this was on a CISC processor ). The best news is that I haven't ported it to assembly yet. (If you'd like I'll try and decipher his email again, he uses a lot of Vocab with which I am not familiar) Compounding works!, and is a lot more efficient time wise than relaxation. Besides UMBRA going well, there something even more important, but that's a secret.
Scott wrote:
Arosenivai wrote:Just to let you guys know. That once I complete the demo, I will have a link to it's video in my signature and will be willing to answer all questions I can. (It should be done in about a week)
I am eagerly awaiting to see what you have created. Hopefully your new job as a developer won't take you away from writing articles and reviews :lol:
Hopefully making games won't make me too much of a soft critic either.
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Re: UMBRA and general questions.

Post by Scott »

Another thing that's on my mind is what does UMBRA stand for?
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Scott wrote:Another thing that's on my mind is what does UMBRA stand for?
It really doesn't stand for anything, when it comes to lighting and stuff we were planning to do umbra and penumbra which was given the name "the umbra effect." From there the name just came out of it, and we distinguish the umbra effect and UMBRA by capitalization. In short UMBRA is not actually an acronym, but rather a trademark? I think that's the best way to describe it.
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