• Join us virtually on December 13th for a special Trading Notes, sponsored by Vestre, titled "Designing Public Space: Social Foru...
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    Join us virtually on December 13th for a special Trading Notes, sponsored by Vestre, titled "Designing Public Space: Social Forums and Sustainable Materials for Public Landscape." Come listen to speakers Kristoffer Vestre (Vestre) and Isabel Castilla (Field Operations) and Christine Ten Eyck (Ten Eyck Landscape Architects) discuss how to design successful outdoor spaces that create energizing places for gathering, recreation, and play. The online event is free to attend; just save your seat! Register now at https://tradingnotes.archpaper.com
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  • Mass timber is here to stay, but when is it right and why will it matter for residential design?
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    Mass timber is here to stay, but when is it right and why will it matter for residential design? Join The Architect's Newspapers Daniel Roche in conversation with William Richards, author of Against the Grain: Mass Timber in the Home, and architect Aaron Schiller of Schiller Projects on December 5th at 55 Hudson Yards in New York for a night of drinks and conversation. Space is limited! RSVP now https://t.ly/x1Jmk. This event is hosted by Schiller Projects and media partner The Architects Newspaper and kindly sponsored by Richard H. Jenrette Foundation.
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  • CGI Animated Short Film: "Powerless" by Powerless Team | CGMeetup
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    Powerlesshttps://www.youtube.com/watch?v=fS42YC1ipN0&list=PLc6NCp8iAPDaszNF0AF3F5FA35QK-6bgh&index=25 #3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #YouTube #cgmeetupCGI 3D Animated Short Film: Powerless Animated Short Film by Daryl Seah, Ge Jian Han Benny, Jasmin Tan, Keith Tsang, Shaun Phoa at DigiPen. Featured on CGMee...
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  • Photos from CGMeetUp's post
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    Notre-Dame de Paris Cathedral: An icon digitally revisited by MPC Parishttps://www.cgmeetup.com/news/notre-dame-de-paris-cathedral-an-icon-digitally-revisited-by-mpc-paris-823. #3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #MPC #cgmeetup
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  • Monster Hunter Wilds Lance and Switch Axe Receiving Substantial Changes After Beta Feedback
    gamingbolt.com
    Capcoms Monster Hunter Wilds has received some new details courtesy of new hands-on previews, including information on monsters like Uth Duna and Quematrice. While weapons now benefit from Equipment Skills (learn more here), it also seems that certain types will receive changes following beta feedback.GamesRadar was advised not to use the Lance and Switch Axe in their time with the build since theyre due for substantial changes. These will apparently be big upgrades, but thats not all. Sword and Shield and the Insect Glaive will also receive some changes to address issues with Focus Mode and controls.It wouldnt be surprising if all weapons received some changes and balance adjustments following feedback, so stay tuned for more details in the coming months. Monster Hunter Wilds launches on February 28th, 2025, for Xbox Series X/S, PS5, and PC. It will feature brand-new mechanics like carrying an extra weapon to switch to during a hunt, the previously-mentioned Focus Mode for more precise aiming and special attacks, and much more.
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  • S.T.A.L.K.E.R. 2: Heart of Chornobyls A-Life 2.0 Isnt Working Heres Why
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    Weve discussed GSC Game Worlds S.T.A.L.K.E.R. 2: Heart of Chornobyl a lot, both before and after launch. As the sequel to the beloved sandbox shooter franchise, which was first announced back in 2010 before being cancelled and re-announced in 2018, its been a long time coming with reasonable amounts of hype.Returning to the Chornobyl Exclusion Zone and immersing in the Anomaly-filled region, interacting with other Stalkers, fending off mutants, and uncovering mysteries felt like a long time coming. That it looked so good and offered substantial improvements over the older games was also exciting.However, the technical aspects have left something to be desired, though. Even after the launch with patches, there are still several bugs and performance issues. When the experience works, its an engaging affair, thats as oppressive as it is immersive. Seeing the Zone come to life like this, whether its the weather rolling in during a firefight or invisible mutants silently hunting before striking, is an incredible experience for fans, story be damned.However, when it doesnt work and makes fans question whether a feature is even working properly (or not), then there are some big problems, and nowhere is this more apparent than with A-Life 2.0.A-Life, for those who havent played any of the previous S.T.A.L.K.E.R. games, is a system that affects the AI in the Zone. Non-playable characters arent just presenting detailed actions in front of the player they also have schedules and effectively exist even if you cant see them. As lead programmer and creator Dmitriy Iassenev explained in 2008 to AiGameDev, its like they have their own lives.You can essentially divide the system into two layers online and offline. The former dictates everything thats happening in front of or around the player, while the latter is whats simulated in the background when the player isnt nearby. NPCs and enemies will then switch between these layers within proximity of the player.Its a staple of the older titles and what effectively made them so dynamic. Even if you played through before, theres no guarantee that the same events will transpire, thus adding to the replay value. With S.T.A.L.K.E.R. 2, GSC Game World promised a reimagining of sorts. The reimagined version of this system, which we call A-Life 2.0, will control the state of the world and the behavior of characters and mutants, making the Zone ever-changing and truly alive. Countless events and encounters will happen every moment even if you are not around to witness them with your own eyes, it said.The FAQ also called it a simulation system for life in the Zone. Factions and mutants are fighting for living space, migrating, capturing new places, or retreating to safer areas. A-Life is what makes Zone truly alive and unpredictable. On the surface, it sounds like the evolution of a beloved system integral to the identity of the series as a whole.The good news? Its not missing by any means. The bad news? It doesnt currently work. At least, not like its supposed to.Post-launch, some players reported the AI scripting as being underwhelming. Theres even a clip of NPCs spawning out of thin air (and even behind the player) as theyre killed in rapid succession. Reports of GSC Game World removing mentions of A-Life 2.0 on the games Steam page also didnt help, though its still very much included in the FAQ on the games official site.However, the development team seemingly noted spawning issues with A-Life in the day one patch. The teams community manager would subsequently confirm that the system isnt working as intended. It will have updates coming up to make it really feel like A-Life 2.0, but unfortunately, it will take longer than expected. The recent patch notes confirmed the issues plaguing the system will take a bit longer to resolve.How long exactly? The same community manager didnt have a timeline, only commenting on Discord that it would be addressed in future updates.While GSC Game World hasnt gone into the nitty gritty outlining everything wrong with the current system, a modder named ConnerRia, who created the Roadside Panic mod to restore A-Life to the Zone, did offer some explanation. They noted that the AI director is adversely affected due to severe bugs compounding each other. The AlifeGridVisionRadius is allegedly quite low (about 80 meters), which means characters effectively dont exist outside of it.But what about the offline layer? Apparently, its not even working. As the modder notes, The offline A-Life of the past games no longer exists. The Director in this game has its own system to manage offline events outside the bubble range. Except this kind of flat out does not work. While Roadside Panic attempts to restore it, its very performance-heavy and can result in NPCs with quests outright disappearing or towns becoming empty, necessitating a reload. The modder notes, This is a stopgap measure until GSC fixes the underlying bugs with the AI Director, or A-Life 2.0. Try at your own risk and all that jazz.In a recent interview with IGN, GSC CEO Ievgen Grygorovych and creative director Maria Grygorovych offered more details on issues with A-Life 2.0 and why it ended up the way it did. The former confirmed that the distance around which the system should function had to be limited to optimize performance.To work properly, this system requires a much larger area for spawn NPCs and much more memory resources. We were fighting with optimization. To optimize, you have a lot of things that need your resources, and you try to cut things from different directions to properly optimize the game.But to make it work, we had to optimize some things, and they make A-Life work in many situations in ways that it shouldnt. Also, we created some bugs not long ago before release, with NPCs spawning in the air and dropping back to the bottom. They should actually spawn in the terrain. Why it happened, I dont know! Also, we had some bugs with AI behavior.So, all these things connected make it look like its very broken and not working. But we are now working on the optimization part to bring more resources for the A-Life system and to increase the range where A-Life is actually visualized.There are NPCs outside of the range of the player and they are in offline mode. When the player reaches some distance, they go to online mode and pop back up. The distance is dictated by our optimization range, where we stream the real world and the non-real world with all the collisions. It was tough work, and because of these optimization problems and bugs, its become broken.However, the development team is committed to fixing A-Life 2.0 with optimization, squashing bugs, and giving more resources. Its also working to make it more advanced, though, once again, theres no ETA for all of this.Shipping a product with such a major feature in shambles would rightfully result in a fair amount of ire. Look no further than Microsoft Flight Simulator 2024, which is suffering its own fair share of issues, not the least of which includes heavier reliance on cloud-based streaming of content. You could even point out how two out of three big console exclusives for Microsoft this season are buggy affairs and use that to criticize the publishers state of affairs.However, S.T.A.L.K.E.R. 2s situation is different, not just because the studio is independent but purely due to the hardship its endured after Russia invaded Ukraine (with some development team members even joining the fight). Then theres the fact that its faced cyberattacks, resulting in its test builds leaking and causing further strife. Its a brutal affair all around, and developing a video game in those circumstances, let alone one of this magnitude, seems straight-up impossible. GSC Game World pulled it off though, and deserves all the credit.Nevertheless, there is a school of thought which, though understanding the developers predicament, still points out that this is a full-priced game. Bugs and polish issues are one thing, but when an essential feature hyped for so long doesnt work, its not a good look. Then again, even if it took an extra week to fix the bugs and launch a more stable product, A-Life 2.0 would still be in shambles.Also, without the feedback that a wider player base can offer, GSC Game World may not have even caught on to how extensive the problems really were. And you would best believe that no one wants the system to work as intended as much as the team that created it.Its effectively a no-win situation for everyone involved. The only thing to be done is for players to effectively point out the issues and wait for the development team to fix them. Nothing more and nothing less.
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    #GamesMix | #Bloodborne
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  • Photos from Games Mix's post
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    #GamesMix | #IndianaJonesandtheGreatCircle
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  • Bibliothque de Mont-Laurier
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    WINNER OF A 2024 CANADIAN ARCHITECT AWARD OF MERITThe jury appreciated the architects structural, spatial, and compositional commitment to an organizing grid. This design approach can be relentless or unremarkable when handled without variation. This projects strategy yields a range of nuanced spaces with different light conditions, offering an alternative to overglazed public spaces. DArcy Jones, jurorThe reciprocal frame creates a waffle-slab-like grid of wood ceilings, visible throughout the interior.LOCATION Mont Laurier, QuebecNestled in the heart of the Hautes-Laurentides region, at the gate to northwestern Quebec, Mont Laurier is a municipality of 15,000 surrounded by forests and mountains. The regions growth was historically driven by the provinces developing forestry industryan industry celebrated in Mont Laurier Librarys innovative use of wood.ScreenshotThe design features local engineered wood in an exposed reciprocal waffle frame, the first of its kind for a cultural building in Canada. The reciprocal framing system is a repetitive assembly of short glulam beams of identical eight-foot (2440 mm) lengths. These members, which are tied together by simple connections, cross and support each other in a balancing act that is then delicately placed on round, pin-like columns.ScreenshotThe bi-directional structural pattern of wood is organized in a rigorous four-foot (1220 mm) grid. This measurement is the width of the standard sheets of plywood used as the architectural decking of the system. Overall, the system is designed to minimize waste and maximize the use of the primary resource of local engineered product. The criss-cross woven wood beams are fully visible on the library ceiling, appearing like a pixelated quilt.The buildings cladding includes steel fins that emphasize the interior structural frameworks four-foot grid.The gridded framing system architecturally integrates services including lighting, fire protection, acoustics, and IT. It is mirrored by the use of a raised floor system, which includes a displacement ventilation and air-conditioning system, optimizing thermal comfort for occupants. Through the design process, meticulous attention was paid to the efficiency of the programmatic layout, and its alignments with the grids of the both the structure and floor.The wood ceiling grid integrates acoustics, lighting, fire protection, and other services. A courtyard brings natural light and vegetation deep into the floorplate of the library.This reciprocal framing concept is conceived as a full-scale prototype for a fully reproducible, factory-prefabricated system. The proposed structural system allows for the complete deconstruction of the framework and reuse of the glulam modular framing elements. The research and design of these mass timber components is being followed by Quebecs Ministry of Forests, Fauna and Parks. The concept is part of a vision to reduce the production of GHGs in the construction industry through designing for disassembly, stimulating reflection on the lifecycle of building components and on the potential for the decarbonization of our industry.CLIENTVille de Mont-Laurier | ARCHITECT TEAM Stephan Chevalier (MIRAC), Sergio Morales (MIRAC), ve Beaumont-Cousineau, Alexandre Mass, Julien Daly, Harvey Samuel, Olivier Brasseur-Trottier | STRUCTURAL Latral | MECHANICAL/ELECTRICAL Pageau Morel | AREA 1,325 m2 | BUDGET $10.9 M | STATUS Under construction | ANTICIPATED COMPLETION 2025GREENHOUSE GAS EMISSIONS INTENSITY (GHGI) 218 kg CO2e/m2ScreenshotAs appeared in the December 2024 issue of Canadian Architect magazineSee all the 2024 Awards of Excellence winnersYou can read ourjurys full comments here.The post Bibliothque de Mont-Laurier appeared first on Canadian Architect.
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  • Annex House
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    WINNER OF A 2024 CANADIAN ARCHITECT AWARD OF MERITIn an era of increased need for housing, particularly the missing middle, the Annex House project prioritizes hidden density in an established neighbourhood. The project is designed with a unique character that minimizes visual impact from the street while prioritizing access to natural light for all the units, including the lower level. While the proposal to split the project into five units may be challenging, the increase from a single-family home to three unique suites begins to address the need for this housing typology in an ever-growing city. Matthew Hickey, jurorThe Annex House offers a model for the gentle densification of existing Toronto neighbourhoods.LOCATION Toronto, OntarioSome of the major challenges with gentle density are related to access. Multiplexes on narrow lots often forfeit a significant portion of the main elevation to establish a shared entrance. The default alternative is to impose a hierarchical, tradesmans entrance condition on the occupants of the rear dwelling, who must enter their home from the backdoor. Narrow lots are the norm in Torontos central, well-established Annex neighbourhood, and recent changes to the citys bylaws have simplified permitting for laneway houses, garden suites and multiplexes. Annex House resolves the equal-access issue by placing the entrances for each unit along a shared pathway set within its side-yard setback, granting a pleasant entry experience for all residents, whether they arrive on foot from the main street or by car from the laneway garage.WAO implemented four strategies to allow three distinct units to co-exist on the narrow Annex lotall with privacy and surprisingly generous access to natural light. One: all primary living spaces in the main houses two interlocking units and in the laneway unit face onto the shared courtyard. The more private orientation makes it possible for extra-large glazing units which maximize daylight and views. Two: a masonry perimeter wall wraps around the pathway that provides access to all three residences; this reinforces the semi-private character of the exterior common spaces and brings the two buildings together to form a unified architectural experience. Three: taking cues from the mansard roofs and dormer windows of the historic Annex homes, the entire upper volume of the main house reads as one vertically-stretched, dormer-set mansard on the street elevation. The mansard overhang provides shading for the large floor-to-ceiling windows and a canopy condition above all three entrance points. On the courtyard-facing elevations, balconies are carved into the sloping roofs of the main house and laneway suite; providing private exterior spaces for each unit. Four: working within building code restrictions that limit openings on the side facades, Annex House augments access to natural light by introducing an 8-metre-long skylight above a triple-height space, with openings on the adjacent rooms to maximize light penetration. Similarly, lightwells at both ends of the lower unit draw daylight into the basement-level spaces.A laneway suite occupies the rear portion of the lot.The cladding combines conventional brick on the lower levels with cover brick on the sloped upper storeys. Although the cover brick and the regular brick were produced from the same clay, the unit shape of the upper-storey cladding creates a similar effect to timber siding, making it appear lightermore roof-likethan the masonry base below.The design is crafted to bring daylight to all of the units, including the basement dwelling.Annex House is now in construction and scheduled for summer 2025 completion. The submission notes that with minor modifications to the main houses floor plan, the projects current three-unit configuration could be converted into four or five units.The ground floor of the laneway unit includes an office with views to the shared courtyard.CLIENT Withheld | ARCHITECT TEAM Harry MX Wei | CONSTRUCTION MANAGER Contact & Continuity Inc. | STRUCTURAL Kieffer Structural Engineering | MECHANICAL Zaab Consulting | PLANNING Galbraith & Associates | AREA 300 m2 | BUDGET Withheld | STATUS Under construction | ANTICIPATED COMPLETION Spring 2025As appeared in the December 2024 issue of Canadian Architect magazineSee all the 2024 Awards of Excellence winnersYou can read ourjurys full comments here.The post Annex House appeared first on Canadian Architect.
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