majd_abdul saidIt is a mild motion blur with non varying angle, so it is possible. There are already some free tools available with very close results to adobe’s one. The purpose of such tools is not to add detail from no-where, that’s not possible!, it does the awesome job of just adjusting pixels enough.
How is this even possible? How can you produce info from an image lacking it? I think there’s a trick or prerequisite to this. You can’t just take a blurred JPG and extract non-existent sharp info out of it.
That’s what I thought, it would either have to pre-record info from the real source just like their multi-focus lens, or do a slight change only, which isn’t all that impressive…
How is this even possible? How can you produce info from an image lacking it?
I think there’s a trick or prerequisite to this. You can’t just take a blurred JPG and extract non-existent sharp info out of it.
If you want to get it right, start with this series:http://www.youtube.com/user/BurgZergArcade?feature=chclk#p/c/E5C2870574BF4B06
about 200 videos explaining how to develop an RPG in Unity using C#.
Also go to the forums, the community is very helpful:http://forum.unity3d.com/
So, since we got to a million, another 16000 members joined up?! In 3 days?!
Wow, that’s incredible! Though I wish we had some info about actual active users rather than just who signed up.
I’m blind! I’m blind! It’s just too bright, It’s really hard to focus on the forum texts (in AD) with this bright orange.
@Tsafi: Your last paragraph says it all. For now at least, there are better solutions for in-browser games. Also it would be great if someone made a tool to help non-programmers like me make more out of what the canvas offers. Seriously, even rotation is a chore!
@FlashTang: That’s incredible! Just shows that a capable developer can do great with any tools.
@bitfade: From a designer point of view performance is not everything. It’s important for me to have a tool that is easy to handle, that’s why I love using Unity and Flash (This one also for vector graphics ).
A couple of days ago I decided to try making a game in HTML5 . The plan was to make a small minigame just to see how things work, a top down shooter, player plane controlled by mouse, shoots when clicking, enemy planes approach from above, shoot at you, and can be destroyed.
I had to stop for now, due to a growing urge to throw my laptop out of the window.
- The main code part is JS which is great since I use it in Unity too
- JSBIN is an awesome editor, allowing to see the immediate result of your coding
- There were many great tutorials to follow, thanks to much more capable HTML game developers. Here are some of the tuts I followed: http://diveintohtml5.org/ , http://michalbe.blogspot.com/2010/09/simple-game-with-html5-canvas-part-1.html , http://www.smashingmagazine.com/2009/07/06/html-5-cheat-sheet-pdf/
- The code is very lacking and requires lots of workarounds and compromises in the design aspect, just to accommodate the way coding is handled in HTML5 .
- making games with HTML5 canvas (as of 2011) is like making websites with notepad. It’s blasphemy.
- It crashes ALOT (28 times so far).
All in all it was an okay experience. At first I planned to make a complete minigame and maybe put it in the empty Games category in the HTML5 section on CodeCanyon, but just thinking about having to deal with object rotation, sound or text makes me cringe…
I’ll go back to my trusted Flash and Unity now, thank you.