Rod Humble Speech Released

In 2011 Rid Humble gave a keynote speech titled: Apocryphal Game Design Problems at the UC Santa Cruz meeting Inventing  the Future of Games. For whatever reason, the speech was just released on the Design 3 blog and popped in my news scanner. At least this is the first time I have come across the video.

Rod Humble at UC Santa Cruz 2011
Rod Humble at UC Santa Cruz 2011

I found this speech to be an interesting insight into Rod Humble. He has some interesting ideas on game design. Now that we are having a national debate in the US about mass killings and how to stop them, the viewpoints expressed in this speech should be well understood.

Transcribing audio is not a task I enjoy. Nor in this case would it do the topic justice to turn it into written document. The video provides the sense of timing and body language for the humor to come across and aids in placing comments in perspective. Still I’ll provide a summary to give you an idea of content and an index to the video because I suspect at some point I will want to refer back to parts of this speech.

The video runs 51 minutes. I found it worth the time to hear. 

Read more

New 3D Modeling Tool – 123D Catch Review

I came across an article on a new way of building 3D virtual worlds. (Thanks Hamlet NWN) Well, may be not so new, it came out in 2011 I think. But, the process, new to me, is being used to create the independent adventure game: Rustclad. The development team has a video out showing the process they are using and early scenes from their game.

[youtube pj-Gpe2oh_4]

You can see they are using a more organic style than we typically see in Second Life™. Sculpties were introduced to Second Life to enable the creation of this more organic style. I am not sure we have ever taken advantage of sculpties as intended by the creator of them: Karl Stiefvater (Qarl Fizz, formerly Qarl Linden). May be I’ll ask him some day.

Read more

New Second Life Controller Experiment

A new post popped up on the Linden Blog today: Reaching into Second Life with Leap Motion.

[youtube -8WkyBBwYTI]

I’m not sure this is something I would be interested in. But, it does show the Lab is experimenting with things, which leaves me wondering if it is just pure research or part of some project. I get the idea it is a promotional thing. But, who knows?

They say:

If you have a Leap Motion controller and would like to experiment with the Second Life Viewer, you can find the source code for these experiments at http://bitbucket.org/simon_linden/viewer-rabbit. The indra/newview/llleapmotioncontroller.cpp file contains most new functionality. The Viewer is built to work in several different modes. These modes can be used to control the avatar while flying, send data into Second Life for scripts to intercept, detect hand motions that trigger avatar gestures, or control the camera and avatar movement. To switch between these modes use the “LeapMotionTestMode” value in the Debug Settings, accessible from the Advanced menu.

Second Life and OpenGL

A question by Loki got me looking at the state of DirectX/Direct3D and OpenGL. We hear Windows runs games faster on Direct3D than on OpenGL. That is supposedly why Second Life™ viewers run slower, fewer Frames Per Second (FPS), than other games using Direct3D. But, some people say otherwise. One of those people is Steam or more accurately the online gaming company Valve.

Valve makes the Source Engine that runs Half Life 2Left 4 Dead, and Dota 2. Valve is not a Microsoft fan, which I don’t find surprising as Microsoft is known for trying to make Windows a closed shop that keeps other gaming systems at a disadvantage. In testing in August 2012 Valve reported that OpenGL on Ubuntu ran faster than DirectX/Direct3D did on Windows. You can read more about that in: OpenGL is Faster.

This tells us it is not just OpenGL and Direct3D that solely control performance. The OS has quite a bit to do with it also.

Read more

Is 3D Safe for Kids

I was answering a question in the SL Forum about 3D and Second Life. The involved people seemed short on  info about how 3D works for single screens. So, I was looking for a good explanation of the state of the tech. I came across an article at Tech Crunch.

Title: A Guide to 3D Display Technology: Its Principles, Methods, and Dangers

The word ‘dangers’ caught my attention. How can 3D be dangerous? This is a 2010 article. But, it points out the nature of the human visual system and brain and what fooling it with 3D displays does. Something I had never heard of or thought about.

It seems people coming out of long 3D movies are having problems with depth perception. Oh fun! More incompetent drivers on the road.

The real problem pointed out is for young children. We really have no studies or solid data on the effect. But, the points made in the article seems intuitive, which doesn’t make them right. But, it is a serious consideration for those raising young children and exposing them to 3D TV and games.

Apparently this is enough of a problem that Samsung posted this warning on their site:

READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD USE THE 3D FUNCTION.

Update: See VR Matrix Disassociation from Real Life.

 

Improving Second Life Player Retention

Penny Patton writes thoughtful articles on various aspects of Second Life™. Penny is the one that got me motivated to make a better and more proportional and to scale avatar and she has inspired me to write a few articles. She is currently writing about some of the challenges in Second Life retaining users.

Penny Patton's Latest
Penny Patton’s Latest

The first article is: A Critical Look at Second Life – Part 1 “Presentation”, which I’ll summarize. Read her article to get the full sense of her thoughts.

Player Retention

Penny questions something I seldom think about, why do people leave Second Life? I tend to look for what keeps people in SL. The difference is in whether one looks for things to do more of or things to do less of to keep people interested. Looking at both is a good thing. Whatever, Penny decided to take a ‘comprehensive’ look at the reasons people leave.

Read more