direct to video

About

Who am I?
I’m a graphics programmer in the games industry in London by trade, and a graphics programmer in the demoscene by reputation.

Why have I got a blog?
All the cool kids had one – and there were some things I just had to share with the world.

11 Comments »

  1. Hello, I stumbled across your blog and I am really impressed with the realtime smoke rendering (particles).

    I am an artist working in the special effects industry, and I’m constantly keeping an eye out for software that would be beneficial to us.

    So my question is, would it be possible to port the GPU particle system to a plugin that can be simulated / rendered in Maya?

    Thanks again for your time.
    -Mike

    Comment by Michael Cook — November 30, 2009 @ 4:56 am

    • Porting this system into Maya would be doable, yes. It’s mainly a bunch of shaders and some nodes to control them, and those things would map neatly into Maya. (Fortunately I’m rather familiar with Maya’s internals.. 🙂 )
      The main question would be what to do with the results – would you want to render final renders using mental ray or similar, so the particle system would need to interoperate with that?

      Comment by directtovideo — December 2, 2009 @ 10:15 am

      • funny thing I was thinking about the exact same topic, I work with a visual effects / pre-vis company and realtime rendering advances in maya are exactly what we need, something like this particle system even if it is rendered through render buffer, would be fantastic to use .

        plus I’d love to play with it as a toy personally 🙂

        Comment by shahar eldar — January 21, 2010 @ 1:02 am

  2. hey smash. cremax here. long time no see =)
    just to say it’s nice to see you’re still kicking ass! hope to see you sometime in the future

    Comment by victor — January 15, 2010 @ 10:23 am

  3. Hello Smash,

    I just compile a programme for the 22nd Filmfest Dresden about the Demo Scene. I would be glad if I may add “Blunderbuss”. Could you please contact me? Thank you very much and best wishes …

    Stefan

    Comment by Stefan a.k.a. Felidae / Reflex (C64) — January 15, 2010 @ 11:47 pm

  4. hey smash!

    argus^theralite (the oldskool netlabel) here. found your blog there. good to see you’re still involved in the scene!

    Comment by argus — March 16, 2010 @ 1:15 pm

  5. Your demos are amazing. You are a genious. “Agenda circling forth” is a state of the art demo.

    Demo history:

    old days:
    TMC (The Mercenary Cracker), Stoat & Tim, Sodan (Søren Grønbech), 1001 crew, Scoopex/TRSI/Red Sector, IT, Fairlight, The Silents, TCC 1777 (Thunderbolt), etc.

    today;
    Matt Swoboda, Farbrausch.

    Comment by dd — July 4, 2010 @ 9:48 am

  6. Well, there’s many more names that have given great contributions to the demoscene…. (“Correcting” my previous post a bit)…

    But I still think Swoboda has top of the notch skills and is among the absolutely best of today.

    But the folks from RGBA&TBC also deserves credit for their amazing 4k demo.

    Thanks for your amazing demos, Matt.

    Best regards from a demo-interested (since mid 80’s) Norwegian.

    Comment by dd — July 6, 2010 @ 8:57 pm

  7. Hi, you’ve produced some great work! I’ve recently begun looking at 3D graphics programming. I was wondering what graphics API’s you use and would recommend using? I’m currently using OpenGL. Thanks! 🙂

    Comment by Jon — November 2, 2010 @ 6:55 pm

    • Hey,
      I personally use Direct3D for most projects, but I also have an OpenGL engine for when things have to be cross platform. I’m a big fan of Direct3D because of the quality of debug information, the coding style and fact it’s object oriented, and because there’s no extensions to worry about. Also I’ve found the drivers to be better than GL’s, and one big advantage is that the HLSL compiler is part of the DirectX DLLs, not the driver – so your shaders have a better chance of working across different vendors.. 🙂
      OpenGL is probably simpler though – although one could argue it makes it easier to shoot yourself in the foot – and of course the only choice for non-windows users.

      Comment by directtovideo — November 15, 2010 @ 9:39 am

  8. Hi,
    I Just read the Numb Res blog. Amazing stuff!

    It’s interesting to discover what’s coded and what’s modelled, and just how complicated the whole process can get…

    I also read that you don’t have a resident musician and tend to outsource? Feel free to add me to that list… ;O,

    Comment by Tim Wright — May 10, 2011 @ 11:54 am


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