Det skjulte systemet bak oppstartsanimasjonen til Dreamcast avslørt
Denne uken rapporterte vi at noen hadde funnet ut hvordan oppstartssekvensen til den originale Xbox-en fungerte. Det viste seg at det ikke var en forhåndsrenderet video, men at den lavalampe-lignende, radioaktivt glødende energimassen ble generert i sanntid.
Dette har igjen fått flere til å undersøke andre konsoller, og en av dem er NekoEye, som har analysert det som kanskje er spillverdenens mest sjarmerende oppstartssekvens noensinne, nemlig den til Dreamcast. Det viser seg at også denne er rendert i sanntid, og i en video på X kan vi nå se nærmere på teknologien bak den. Han skriver:
«Teksten vises skjult inne i en hvit kube, og spiralen er ganske enkelt en tekstur dekket av en haug med hvite polygoner som gradvis forsvinner inne i kuben.»
Som svar på et senere spørsmål om hvorfor Sega valgte denne løsningen, skriver han:
«Det går raskere å skjule dem enn å slette dem fra minnet; det sparer deg også for å måtte skrive en funksjon for å stoppe tegningen av dem. BIOS har vel ikke så mye minne, antar jeg.»
Sjekk ut hva som faktisk skjer når du starter opp Dreamcasten din i innlegget nedenfor.
Ist McLaren jetzt eine echte Bedrohung für Mercedes und Ferrari?
Das Auf und Ab der Teams, die Woche für Woche bedeutende aerodynamische Updates bringen, verschiebt die Hackordnung ständig. Nach einer Reihe von Verbesserungen bei ...Weiterlesen
Mohamed Salah’s story of success and sacrifice: ‘Chasing a dream I had to reach’
In this exclusive book extract, Melissa Reddy documents the Egyptian King’s sacrifice and dedication to make his vision a reality
The entrance to Al Mokawloon Al Arab’s youth sector feels imposing. At first it is confusing to pinpoint the reason. Is it the facade; a mesh of thick concrete slabs, a marble-like trim that alters in colour depending on the light, and the no-nonsense black steel gate? Perhaps it is the stately signage of white block letters in Arabic juxtaposed against the dark background, with satellite pieces of information and announcements signifying importance. But to stop and pay attention to buildings around Nasr City in eastern Cairo is to notice that the blend of functional and decorative elements of the entrance, down to even the font and array of notices, is not unique. akupunkturabielsko.pl
The building’s aura can be explained by the main image above its gates, and the knowledge that to walk through them is to follow the footsteps a history-maker took from the age of 14. Mohamed Salah’s face has pride of place above the gates; it is a reminder of where he’s been, but more pertinently, of why it is important to marry talent with discipline and determination. The truth is he has achieved the impossible.
Continue reading...Assassin's Creed Valhalla director comes back to Ubisoft to be game director for the entire brand
The shakeup at the top of the Assassin's Creed food chain continued today with word that Eric Baptizat, the lead game designer on Assassin's Creed 4: Black Flag and director of Assassin's Creed Valhalla, has returned to the company after several years away to become game director of the Assassin's Creed brand.
"Eric needs no introduction in this universe," Assassin's Creed head of content Jean Guesdon wrote on LinkedIn (via Eurogamer). "16 years at Ubisoft, key contributions to Black Flag, Origins, and Valhalla as Game Director, his passion for gameplay craft and his deep connection to this franchise speak for themselves.
"Seeing someone with his expertise, his rigor, and his collaborative spirit step into this role fills me with confidence and honestly, a lot of excitement, for what's ahead for the brand."
Talking about "brands" rather than "games" always makes me a bit itchy, but Baptizat's credits are legit. After working as a designer on numerous lesser-known games, he served as lead game designer on James Cameron's Avatar: The Game. It wasn't great, but he followed that up with Black Flag, which was great, and from there worked on Unity and Origins before becoming game director on Valhalla. He left Ubisoft in 2021 to join EA Motive, where he first directed the Dead Space remake and then served as game design director on Battlefield 6.
That's a pretty good run, and it's good news for Ubisoft that it's getting the band back together, at least a little bit. Baptizat is just one guy, but he's a high-profile guy on some of the best-loved Assassin's Creed games, most notably Black Flag—which, you may have heard, is doing pretty well these days in its Resynced guise. He's not going to singlehandedly save Ubisoft, but bringing that guy you know from that game you like back into the fold is at least a start.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together
After promising less invasive microtransactions, RuneScape dev Jagex rolls out one-time-use microtransactions then immediately backpedals
Burning some of the goodwill it recently clawed back, RuneScape rolled out consumable microtransaction cosmetics before quickly pivoting to a "buy once, unlock forever" plan after predictable player backlash.
On August 3, RuneScape maker Jagex announced new player-owned house decoration bundles that fans could use to spruce up their homes.
"These bundles act a little differently to other bundles on the marketplace," Jagex rather ominously explained. "They contain a set number of furniture items, rather than cosmetics. As such, each bundle can be purchased multiple times."
In other words, these are disposable collections of one-time-use items designed to be bought over and over again. One of these bundles would charge $12 worth of RuneCoins for items like balloons. I'm reminded of the consumable shader controversy that plagued Destiny 2's early days, except this time the financial incentive was even clearer.
Players unsurprisingly weren't happy, especially since this decoration push followed a substantial price hike for RuneScape subscriptions, not to mention Jagex's recent pledge to clean up the game and make microtransactions less invasive. A new, egregious breed of microtransactions didn't exactly fit the message.

"Move over horse armor – A new microtransaction has hit Runescape 3... ONE TIME use player house decorations," complained one popular Reddit post.
Buried in feedback, Jagex returned on August 4 to say it's changed its mind. "We've been having a chat, and we agree that there's a better way to offer these items up," the studio insists.
It's a total reversal. These party bundles "will no longer be available for repeat purchase," anyone who bought them multiple times will be refunded for extra purchases, and the bundles will now come with permanent recipes for freely replicable items.
The changes are so obvious and have arrived so quickly that you've got to wonder how anyone thought the outcome here would be any different. The fact that the company tried this at all soured some players on Jagex's alleged turnaround.
"Player-Owned House marketplace items are still very much a new area that we're exploring, but it's important to note that none of these explorations are setting a direction in stone from the get-go," the company says. "Per-item sales for POH won't be part of that direction, and future POH offerings will be approached with a 'buy once, unlock forever' mentality."
