Sponsored Links

Sponsored Links

 

Killzone HD Re-Developer PS3 Interview - Part 1 Arrives

400°
95w ago - Killzone Community Editor Victor Zuylen has shared Part 1 of a Killzone HD Re-Developer PS3 interview with fans below today.

To quote: When Killzone HD drops on October 24th, the original Killzone will be one week short of eight years old.

In this (re-)developer interview we talk with [Register or Login to view links] Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released.

In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.

Victor Zuylen: What prompted the HD remaster of Killzone?

Michiel van der Leeuw, Technical Director, Guerrilla: It was an idea whose time had come. Internally we had talked about bringing Killzone to PlayStation 3 before - Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.

VZ: How many of the original team were involved?

ML: A number of developers who worked on the original Killzone for PlayStation 2 helped get this project off the ground, including Guerrilla's main producer, Angie Smets, who first started producing on Killzone; producer...
 

How the ECDSA Algorithm Works by PS3 Developer KaKaRoToKS

1350°
129w ago - Following up on his status update for the PS3 4.0 Homebrew Enabler (HEN), today Sony PlayStation 3 hacker KaKaRoToKS has explained how the ECDSA algorithm works.

To quote: To popular demand, I have decided to try and explain how the ECDSA algorithm works. I've been struggling a bit to understand it properly and while I found a lot of documentation about it, I haven't really found any "ECDSA for newbies" anywhere.

So I thought it would be good to explain in simple terms how it works so others can learn from my research. I have found some websites that explain the basic principles but nowhere near enough to actually understand it, others that explains things without any basics, making it incomprehensible, and others that go way too deep into the the mathematics behind it.

ECDSA stands for "Elliptic Curve Digital Signature Algorithm", it's used to create a digital signature of data (a file for example) in order to allow you to verify its authenticity without compromising its security. Think of it like a real signature, you can recognize someone's signature, but you can't forge it without others knowing.

The ECDSA algorithm is basically all about mathematics.....
 

Video: PlayStation Home Adds Developer Tools in Version 1.5

350°
177w ago - PlayStation Home Community Manager Locust_Star has announced today that PlayStation Home is adding a suite of new Developer Tools and Tech to the version 1.5 update.

To quote: Today, at the [Register or Login to view links] in San Francisco, we lifted the veil on PlayStation Home's version 1.5, which will be coming to your PS3s in early spring.

The update will introduce a suite of new technology with tools that will enhance your experience with real-time multiplayer, improved physics, as well as more realistic graphics and animations. PlayStation Home v1.5 was developed with one singular goal in mind: high-quality games.

Developers will utilize the improved network mechanics to bolster the multiplayer experience with the fastest action available. With the revamped physics engine, developers will carry more control over physics elements, graphics, rendering and animations, which will translate to more realistic and more intricate game experiences.

This update is significantly different from what you, the PlayStation Home community, have come to expect from past core client updates.

While versions 1.3 and 1.4 brought user-facing features like Voice Chat, Cross Game Invites, Navigation Improvements, In-Store Previews, New Item Types...
 

FluffyLogic Developer Diary Profiles Eat Them PSN - Week Four

50°
188w ago - FluffyLogic Designer James Parker has shared week four from their developer diary profiling Eat Them for PSN today.

To quote: I want to talk to you about Power Bars. I know, interesting stuff! It's all rock and roll here at top flight game developers [Register or Login to view links].

One of the aims of the game is to maintain the pace throughout. We want the game to be pick-up-and-play - so session times will be short but the nature of the game will encourage repeat play.

We are aiming for an old-school arcade feel and we want people to sneak in one more game before school, or when coming back from the pub, or between courses at a swanky dinner party!

A game that is played in five minute chunks needs to be pacey and efficient - there's no time for standing around when you should be beating the daylights out of a skyscraper or chomping through a bus load of tourists.

The other thing that's important is eating people; if monsters aren't eating, the game doesn't live up to its name and whoever came up with the title it is going to go away disappointed.

So this brings us to power bars. In the [Register or Login to view links] there are separate...
 

PS3 Developer JaicraB on Special Execution Mode WIP

800°
190w ago - Today Spanish PS3 developer JaicraB has posted an update on his blog (linked above) of what appears to be a PS3 special execution mode WIP.

With it, he may be able to get the PS3 into service mode (possibly for downgrading and other delightful things) so let us hail him and hope there is more to come for us all.

For those who missed it, a few months back RichDevX also noted some progress in this area using a PSGroove Payload for PS3 Service Mode.

Some pictures are posted below, and to quote roughly translated:

"Look at this...., It seems not only egocentrics know how to do things and then sell their products.

A gift for DemonHades, Happy birthday to you !"





 
Sponsored Links

Sponsored Links
Sponsored Links

Sponsored Links






Affiliates - Contact Us - PS3 Downloads - Privacy Statement - Site Rules - Top - © 2014 PlayStation 3 News