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| FlowLine | ||||||||||||||||||||||
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www.flowlines.info www.scanlinevfx.com offcial oscar press release |
Architecutre and development of the Academy Award-winning simulation system "FlowLine"
FlowLine is a system developed for the VisualFX industry to realistically simulate water/fire/particle and physics effects. It was used in the following productions among others :
Am February 9th, 2008 the Technical Achievement Award (2007) of the Academy of Motion Picture Arts and Sciences was bestowed to FlowLine. Contrary to other simulation programs, FlowLine's module-based approach not only makes it possible to control the parameters of a simulation, but also the simulation itself. This flexibility permits the 3D artists to build and adjust the simulation to each scene accordingly. These abilities to optmise simulations more easily ensure faster results and a new quality of visual effects. The artist is able to link the simulation elements ( e.g. water, fire, particles or physics) as desired.
Some features of FlowLine's simulation framework :
FlowLine was developed entirely in C++ and has a common code base for all platforms wich makes multiple development unnecessary. |
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| DeepSpaceRace | ||||||||||||||||||||||
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www.deepspacenight.net the game page |
DeepSpaceRace is a high velocity space race game for the release of the new Bablyon CD Take the spaceship of DJ L.X.R. on a fast-paced 3D hunt through an asteroid field. Fly through gates, destroy asteroids and collect the symbols they contain. Use the afterburner for the ultimate SpeedKick but beware of flying too fast ... System requirements are .NET 2.0 (C#) and the current DirectX 9.0C version. Supports gamepad and key controls. Additional thanks to Bernhard Stumpf at BlackSail Pictures for additional modelling and texturing, as well as Thomas Burkhard at unim.de for additional sound effects. The game can be downloaded here. |
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| Versionize | ||||||||||||||||||||||
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Database oriented, platform independent version management Versionize is no common system for version management like SVN, CVS or similar systems although basic similarities do exist between them. It was designed specifically for the troubles and needs in the area of VisualFX. It, for example, only manages the data but does not save it itself, because it would be too ineffective for larger picture sequences.
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| Perl Scripts | ||||||||||||||||||||||
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Data evaluation and automation through Perl scripts
Nowadays data exists in abundance but remains relatively useless as long as it cannot be recorded and evaluated automatically. Over the last years many scripts have been developed for various customers to analyse websites, link together databases or clean them, or to automate repeating tasks. |
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| Graphics scripts and tools | ||||||||||||||||||||||
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Graphics scripts and tools
Every movie production needs hundreds of additional tools for administration and also for the 3d artist. They can range from simple Filecheck scripts to partly automated modelling tools, complex rigs, motion control robot controls, or even entire workflow systems. Our tools were used in productions such as Lissi und der wilde Kaiser, (T)raumschiff Suprise, Megalodon, 300, Held der Gladiatoren, Bibi Blocksberg 2 and many others. Should you be interested in our expertise or the development of customized scipts, please contact us via tg@novaimages.de |
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| Starship Highlander - BridgeSim | ||||||||||||||||||||||
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The BridgeBlog (german only) www.raumschiff-highlander.de |
Starship Highlander - BridgeSim Project
Which boy (or many a girl) did not dream of standing on the bridge of a starship ? And how many have build their own cockpit out of cardboard boxes ? For more than 16 years now Starship Highlander has been around, among the increasingly popular standing of Live Action Role Playing (LARP) groups. But instead of running through woods, wielding swords and hunting orcs, they prefer to play on the bridge of a starship, phaser firmly in hand. To make the LARP more interesting and more atmospheric even, it was decided at the end of 2007 to turn the bridge into one huge simulation. In effect this means that the operations of a spaceship will be simulated as "realistic" as possible without losing sight of the fun LARPs provide. Currently, BridgeSim incorporates the following features :
Even though the project might sound like utter lunacy, the technical challenges it provides cannot be ignored. Apart from "problems" of designing a spaceship functioning in the realm of common logic, the command stations that control the virtual ship have to be designed. The bottom line is that the attempt is made to design computer systems of a modern battleship or aircraft carrier with many of it's intricacies. Even though the fact it's just a game is an alleviating factor, it also contributes to the difficulties because in the end the game has to have priority over the simulation. This means not only a virtual control of a spaceship is required but also a very real control of the simulation which can be controlled entirely by remote and extended WITHOUT too much of an effort. BridgeSim is a platform independent invention based on C++, QT4 and OpenGL You can find much more details (but only in german) in the BridgeBlog |
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