R5 - Dark Side
R5 - Dark Side
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Dark souls 3 Boss battle High lord wolnir (Turn on captions) - Duration: 4:31.
For more infomation >> Dark souls 3 Boss battle High lord wolnir (Turn on captions) - Duration: 4:31. -------------------------------------------
[FREE] 'Lost" Nav x Drake x The Weeknd type beat | @prod_xvii | dark rap instrumental 2018 - Duration: 3:16.
hey how are u
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Dark Souls 2 True Pacifist Run [10] - Prowling Magus & Congregation - Duration: 13:41.
My friends, fellow mad cultists, my name is Sol also known as SolTheCleric, the Dark Souls
Pacifist and welcome back to yet another episode of my True Pacifist Run of Dark Souls 2 Vanilla.
This time, with the help of Benhart of Jugo, we'll make a whole congregation of clerics
regret abandoning the way of the Gods as the ultimate goal of this episode is to reach
Cromwell the Pardoner in order to buy another copy of the Great Heal miracle and also explore
Brightstone Cove Tseldora as that area is literally full of upgrade materials.
But before reaching Tseldora let's explore the Doors of Pharros for a bit as there's
a few interesting items in here as well like a Twinkling Titanite, a few Amber Herbs and
also the most useless spell in the game: Twisted Barricade.
Completely useless... but let's get it anyway.
So, since we just got invaded by an NPC, using a bonfire, as well as using a Homeward Bone
or even the Dark Sign is not going to work.
Luckily enough though, contrary to Dark Souls 1, in Dark Souls 2 we can simply use the Homeward
miracle to escape NPC invaders.
And then just use the bonfire to teleport away.
Goodbye Gunthry!
Ok, let's get to Tseldora.
So, in the beginning of this episode, I bought a few Alluring Skulls because I really want
to attune the Force miracle for the next fight and to do so I need to unfortunately remove
Yearn.
In fact, contrary to Wrath of the Gods, the Force miracle doesn't deal any damage and
will be extremely useful to prevent a certain couple of healing clerics from repeatedly
replenishing their allies' HP during the bossfight.
Ok then, let's go summon Benhart and show the whole congregation who's the best cleric
around here.
Easy-peasy.
Now let's have a chat with Father Cromwell.
Ok, now let's get back to Majula to, yet again, upgrade our Estus Flask and to level up our
Attunement stat.
Leveling up Attunement to 16 grants us at least 3 Attunement Slots and we're definitely
gonna need them against a certain boss that I carefully avoided up until now: and, yes,
I'm talking about, finally, the Last Giant.
But for that we're gonna have to wait for episode 11.
This is SolTheCleric
and peace out.
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[FREE] 'Lost" Nav x Drake x The Weeknd type beat | @prod_ven | dark rap instrumental 2018 - Duration: 3:16.
hey how are u
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splix.io 大混戰37殺 dark god - Duration: 19:04.
For more infomation >> splix.io 大混戰37殺 dark god - Duration: 19:04. -------------------------------------------
Dark Souls 2: Velstadt, The Royal Aegis - Duration: 9:33.
To meet with King Vendriсk left to pass his latter,
most faithful defender - Sir Velstadt.
He served the king all his life and continued this matter even after death,
or rather, even after that,
how did they lose their souls and became hollow.
In short, this is another knight in heavy armor,
with a hammer and a little dark magic.
Accordingly, he has high protection
and greater resistance to hexes,
less to sorcery and fire,
and least of all to lightning.
To fight you can drag phantom Scarlet
from the hall with witches
and phantom of Agdayne traditionally near the entrance,
near one of the columns.
Well, I can not wait to go Vendrick, forward into the fog
deal with Velstadt.
Here even the clip will be shown.
A devoted dog sits near the door,
guards the passage to the owner
and rushes to all who will approach.
Naturally the knight Velstadt this is another can,
only from the sprat - such darkness.
He has a big hammer in his hand, and kokoshnik on his head.
Pretty boy!
Before the battle, he sits in a pool of light -
whether the blessing imposed, whether on the contrary - is unclear.
But we'll see what he can do.
Kicks with the feet to break our shield.
Waving a hammer in different directions, breaks columns,
makes lunges, vertical blows, bounces, runs up
and again breaks the columns.
At what, he hast not a simply hammer,
in fact - it's a bell, so when he does
vertical strike against the floor, then a characteristic ringing is heard.
Here from this set he makes series of attacks
in the first half of the battle.
But from all his strikes very much easy to dodge,
preferably immediately behind him,
and manage to inflict a few own attacks.
The bell-hammer is clearly very heavy and slow,
take into account the time on the swings
and bounce off without problems and animation glitches.
You can play from the shield - his attacks do not suffer much stamina,
and you can simply provoke to attack, retreat
and, for example, throw magic.
But the most simple and effective - this certainly dodge to the left,
under the arm where the mace,
we find ourselves behind his back in safety
and rob the boss of health.
For fans of humiliation boss with own skill
and the reaction rate - all his hammer blows can be parried.
Somewhere on 60 per cent of life,
Velstadt understands that something must be done,
because he clearly does not pull this fight.
He puts down his bell, performs a rite
and imposes a strengthening of darkness.
While he does it, we can remove another 20 percent of health.
Now the boss under the dark magic aura until the end of the battle -
his defense grew sharply
and resistance to all elemental attacks.
His blows also became stronger.
And he remembered that he could throw balls of dark magic.
He does it this way: bounces back, raises the bell,
calls them, then puts on the ground, and only then
shoots a wave of dark balls.
In this case, the damage from them is quite big, but if you raise the shield,
then quite tolerable, and you can even dodge.
So while he rings his bell
you can discharge your a quiver of arrows or a magic clip.
Here he again threw balls,
and here in this slot sometimes it is possible to slip without damage
or just tumbling forward.
Otherwise, the battle is not strong changed, we still turn
around him to the left and kick the ass.
In fact, with these balls are easier to even do differently.
Once he starts ring the bell and call
dark magic, we immediately run to him.
And when the boss sets the bell on the ground, it is already clear
where the balls will fly, we leave a little in the side and do a series of strokes -
an absolutely safe way of fighting.
It is necessary to deviate from him far away to provoke
to a distant attack.
Thus, Sir Velstadt in fact, is also very
simple boss.
Pretty easy to pass him completely without scratches.
Further we defeat him by any from convenient ways.
I like most jump around him -
it is such a universal style approaches almost all knights.
Well, he broke all the columns - no respect for architecture.
Has got me the same with the bell - Now it's ringing in my ears.
Well, there remains the last one hit or two.
Oh how many times I died in such a situation,
when it seems that the last blow was left.
And actually two more :-)
So we do it reliably, painful and tidy.
Well, for example, so ... I'm still a magician.
Piu.
Victory!
The soul of Velstadt, The Royal Aegis - we take,
in the game + will give another Royal Soldier's Ring +2,
which increases the maximum load of 20 percent
- this is for heavyweights.
And the soul of Sir Velstadt can be exchanged for two items.
Ornifex will give out a hammer of sacred bell -
the same as Velstadt,
and also throws a dark ball with a power attack.
Only requires as much as 40 strength.
A Straid exchanges a soul boss on the magic spell -
a Sacred Oath that increases physical attack
and protection for almost a minute.
And the set of Velstadt, as usual, it will be possible to buy from Maughlin in Majula.
Well, finally we'll see Vendrick,
he walks in his dark crypt.
But as we were told, Vendrick has become completely bad,
he was completely absorbed by the curse of the undead,
and we can not even talk to him.
Really, he does not attack.
We can attack him and even win,
but it is not necessary and now it will be very difficult to do,
because he is under ultra protection -
we will deal him later.
The next is Vendrick's clothes and among it
we find the King's ring.
Here you can also come back then,
to visit the Memory of The King, and there a little talk him,
but for this we need to find another artifact -
Ashen Mist Heart.
And now on the way out of this rooms you can talk
with the Emerald Herald, which should already explain something.
But no, she's just saying, that with this ring
I can go through the gates and go east ...
Well, that I can go through the gate is so clear,
but how do I know where is the east?
There is not even a compass, moss that-whether on trees ?!
In short, the Herald as always useless.
Therefore, we recall gate we can open
with the help of the King's ring.
By the way, after receiving this ringlet
on the map of Drangleic a new light illuminates.
And yet, after receiving the ring, you can talk with Agdayne -
Grave Warden and get his set with a skirt.
And katana a Darkdrift - it is very light and almost invisible.
And there is another bonus for king's ring -
if you go back to the Things Betwixt,
then this fire-keeper will give 6 Human effigy.
So very useful this find.
To all other, this Rings of Power adds damage for
fiery weapons and pyromancy.
I'm afraid to dress it - suddenly now I will disappear and
will have to carry it to some volcano.
But no, hobbits can to sleep calmly -
nevertheless the main purpose the royal ring is the key.
So, the first gate was in the Forest of Fallen Giants -
there are few more gifts on offer and a tree carrying in the Memory of Jeigh -
there we will need, but now we can not go yet.
The following gates were in Shaded Woods,
if you go straight at the fork.
We need these gates, to go to the east,
for artifact that allows travel to the past.
And the third gate are in the castle of Drangleic Castle.
They lead to the Throne Of Want,
at the end of which there will be a final battle.
But even now there is a boss here - Throne Watcher and Defender.
And since we ran to the entrance,
will not postpone battle with them for later,
let's look now.
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बगल की Skin को गोरा और साफ़ कैसे बनाएं - How To Lighten Dark Underarms Permanently | Anaysa - Duration: 3:47.
Hey Guys!! Welcome to Anaysa, I'm Neha ;-)
today I'll share with u that How I take care of my Underarms for stay fresh and clear
winter's on it's way out, and summer's are just around the corner
we all love to wear tank tops sleeveless clothes
but..... if our underarms gets too Dark so we avoid sleeveless clothes
so today I show u how u also gets light underarms like me, by giving your 30seconds in a day
start with the Daily Routine
if u follow this routine daily if get fresh healthy and brighten underarms with in a week
while u take shower don't use soap
instead of this use shower gel and loofah and start rubbing for 30 seconds
it helps to exfoliate our underarms
whenever we start ready for outdoor we applied lots of alcohol Deodorant which is not good for our underarms
use home made DIY Deodorant
for this u need 2 drops of Essential oil and 2-3 drops of coconut oil and rub it on your palms and apply on your underarms
essential help to reduce your underarms odour
and coconut oil helps to moisturise your underarms
apply with the help of fingertips or wipes
u can store DIY Deodorant
we go outside like college office school during this time periods and we get lot's of sweat on our underarms
by sweat their is salt start accumulate
when we back to home we remove our makeup and wash our face
what about our underarms ??
so make sure clean your underarms like you do for your face
if u want u can exfoliate ur underarms with the help of shower gel and loofah
or u can take few drops of Detol in a wipe and clean your underarms
now I use my night cream it has Retinol which helps to fade all the darkness from underarms
it's time to sleep now
1- reason of get dark underarms is using razor, hair removal cream and wax
2- if when u have dark underarms use a trimmer it will helps to remove hair and not darken ur underarms
if u remove your underarms hair and u are irritate with the itching and burning sensation
so take off a wipe and spray your DIY DEODORANT on it and clean all the sweat from underarms
so girls if u want brighten underarms faster so follow this special underarms skin care routine
if u like this video then don't forget to like and share with your friends
subscribe to Anaysa
I'm Neha will meet u in my next video till then take care and by by ;-)
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Crash concerns linger along dark road in Leesburg - Duration: 2:33.
For more infomation >> Crash concerns linger along dark road in Leesburg - Duration: 2:33. -------------------------------------------
How To Clear Up Dark Spots on Underarm Skin with 6 Natural Remedies - Canada 365 - Duration: 9:45.
How To Clear Up Dark Spots on Underarm Skin with 6 Natural Remedies
Lets be honest here: many of us arent happy with the dark coloring on our armpit skin.
We produce these dark spots on the underarm skin through excessive use of deodorants, continuous shaving, and direct exposure to sunlight.
Even though it isnt a serious health problem, it can be bothersome.
After all, it may prevent us from wearing some types of clothes comfortably.
The problem is that its not so easy to clear up these spots.
Today, there are many cosmetics that can help us conceal these spots.
Unfortunately, they are difficult to obtain.
Luckily for us, there are some naturally occurring ingredients that can help.
If we apply them regularly, they can help us achieve similar results without the need to spend too much.
These types of alternatives are becoming more and more popular with the passing of time.
They not only are available to everyone, but also give great results.
In the following passages, we want to share the 6 best ones so that you can try them at home!.
Potatoes.
The natural juice in potatoes contains acidic substances that act as skin whitening agents.
When you apply it, it makes it much easier to remove the dead skin cells.
Plus, it promotes cell regeneration.
How do I apply it?.
First, you must cut the potato into thin slices, and then rub them over the spots for two to three minutes.
Let the juice sit for 20 minutes, and then rinse it off with cold water.
Repeat this process at least three times each week.
Lemon.
Lemon juice is one of the most popular homemade remedies for the treatment of dark spots.
Its naturally lightening properties remove dark spots.
Also, in time, its antibacterial action prevents the appearance of bad odors.
How do I use it?.
Cut a lemon in half and rub it over the dark spot for at least two minutes.
Let it sit for another 15 minutes, and then wash it off.
Only use this method of treatment at night time at least three times a week.
Orange Peels.
Another citrus fruit that can help clear up the dark spots in this part of the body is oranges.
Specifically, the helpful part is the orange peel.
Its exfoliating properties remove the dead skin and leave the area softer and more protected.
How do I use it?.
Leave some orange peels to dry in the sun. Later, grind them to a finer bits.
Moisten the bits with a bit of water or milk, and rub it over the dark skin with soft circular motions.
Let it sit for 20 minutes and then wash it off with cold water.
Repeat this treatment during the nighttime three times a week.
Coconut Oil.
The antioxidants and vitamin E found in coconut oil can be very useful for improving the color of your underarms.
These nutrients, on top of its acidic fats, help to remove the dead cells and bring a natural clarity to the skin without changing its pH.
How do I use it?.
Take a small amount of organic coconut oil and then rub it over the dark spots.
Do so with smooth, circular motions.
Let it sit for 15 minutes and then wash with a neutral pH soap and lukewarm water.
Repeat this process everyday, twice a day.
Sandalwood.
Sandalwood dust is a wonderful exfoliating and whitening agent.
In little time, it helps us noticeably reduce the dark stains on our underarms.
The combination of a bit of rose water and sandalwood offers a softening and antibacterial product.
Its ideal for protecting the delicate skin of the underarm.
Ingredients.
2 tablespoons of sandalwood powder (20 grams) rose water (Very necessary).
How do I use it?.
Combine the two tablespoons of sandalwood powder with the rose water and make sure it becomes a thick paste.
Rub the product into the affected spot with smooth circular movements and let it sit for 15 minutes.
Wash it with a lot of water, and use this remedy 2 or 3 times a week.
Natural Yogurt.
The lactic acid that yogurt contains is a natural whitener that removes the impurities that affect the skin of the underarms.
Its regular use diminishes the potency of the spots.
Over time, it helps to control the growth of bacteria that contributes to the disagreeable odors of the underarms.
How do I use it?.
Rub a bit of the natural yogurt into your underarms and let it sit for 20 to 30 minutes.
If you would like to magnify the effects of the yogurt, combine it with a bit of sea salt and apply it with circular motions to exfoliate the skin.
Then, rinse it with warm water and repeat this treatment three times a week.
As you can see, you can treat the skin of your underarms with 100% natural ingredients.
This will help you avoid those nasty spots and bacteria that invade your underarms.
Remember that the effects are not immediate, but you can obtain the desired results by continuous repetition.
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Today's Talkers: The dark side goes pink - Duration: 1:21.
For more infomation >> Today's Talkers: The dark side goes pink - Duration: 1:21. -------------------------------------------
DTE: 65K customers remain in the dark - Duration: 0:48.
For more infomation >> DTE: 65K customers remain in the dark - Duration: 0:48. -------------------------------------------
Bearded Nerd: After Dark - Wolfenstein 3D *Mature Content* - Duration: 27:00.
Good evening, YouTubers.
Growing up during the 1980s and 90s, I had the opportunity to use several different computer
models, such as the Apple II, Apple Macintosh and the IBM PS/2.
Growing up, I was fortunate to have had a PC desktop at home, the kind that ran two
different sizes of floppy disks.
Yes, kids, two different sizes.
It also ran a brand new operating system called Windows 3.1.
Wow.
With its actual lock, it was state of the art.
While this home computer was mainly used for business, I was allowed to mess around with
it, learning this new Windows operating system and even MS-DOS.
We also installed a handful of PC games on it at the time, one of which appeared very
different from other games of the era.
This game had you play as if you were actually looking at what the character could see, and
in an almost 3D world.
Well, 3D for 1993.
This game was called Wolfenstein 3D.
And while its first person view is commonplace today, it was a new experience when I double
clicked on that icon for the first time.
What I didn't realize at the time was how its developers, id Software, were changing
the industry on a fundamental level.
What were they doing and how were they doing it?
For that answer we have to first go back to 1981 and the original Wolfenstein game.
Simply titled Castle Wolfenstein.
Castle Wolfenstein was released for the Apple II, Atari 8-bit, Commodore 64, and MS-DOS
in September of 1981 by Muse Software.
Silas Warner wrote the World War II-era action game.
The plot revolves around you starting out as a Private and eventually ending up with
the rank of Field Marshal.
Your objective is to escape Castle Wolfenstein, which is under heavy Nazi guard.
You do get a gun, however, ammunition is limited.
Grenades are also available.
Guards will actually freeze and put their hands up if you just point a gun at them.
You can use this opportunity to frisk them and possibly find useful items, such as more
ammunition, keys, and bulletproof vests.
You can actually find and wear a uniform that will hide your identity to most of the enemies.
To complete the game, the player has to go through sixty different rooms spread out across
five different floors of the castle.
By summer of 1982, Castle Wolfenstein sold more than 20,000 units.
At the time of its release, it received fair reviews.
The game was successful enough that Muse released a sequel in 1984 called Beyond Castle Wolfenstein.
That game's plot mirrors that of the real life July 20, 1944 conspiracy plot of either
pirate-looking Nazis or Nazi-looking pirates trying to assassinate Adolf Hitler by placing
a suitcase hiding a bomb near him during a meeting.
During the late 1980s and going into the 90s, these games were largely forgotten about.
That is until a group of young software developers decided to break out on their own.
Throughout the 1980s, computer graphics were notorious for being slow and lagging.
This made, obviously, for poor gameplay.
John Carmack was a developer working at Softdisk at the time and was determined to solve this
issue.
Softdisk was a monthly publishing company located out of Shreveport, Louisiana.
Carmack developed something eventually called adaptive tile refresh.
At this time, whenever computers displayed graphics on a screen, it used its hardware
to recreate the various images whenever the images moved on screen, essentially creating
fresh images every time.
This method took up a certain amount of memory and processor power.
Carmack came up with the ability for EGA hardware to track the graphical elements instead of
the computer redrawing them in every frame.
A quick note, IBM began using their first graphics cards in 1981.
The original graphics cards that supported color only supported, at best, four colors
from a sixteen color palette.
At minimum, the card would only support two colors on the screen at any given time.
The introduction in 1984 of the Enhanced Graphics Adapter, also known simply as EGA, made CGA
cards irrelevant.
Even though the release of both the Multi-Color Graphics Array and of the Video Graphics Array
in 1987 made EGA a dinosaur in the computer world, many people were still using EGA into
the early 90s.
Compared to CGA, EGA had the advantage of buffering the screen wider than the screen
itself, which allowed for smoother playback.
Also, the area being buffered was offset by one pixel increments.
Plus, the memory used by EGA cards left enough room for the same card to render tiles and
sprites.
Carmack took advantage of these features by creating an image that buffered 64 pixels
wider and taller than the screen.
This allowed for one extra row and column of tiles in the buffer just off the screen.
Using this technique allows the image on screen to scroll from one side to another much more
smoothly than before.
The smoothness is attributed to the double buffering Carmack added to the code that allows
for a sprite to be drawn with one buffer and shown with the other.
This is done through the EGA hardware in the card.
The game that Carmack tested this new technique on would be a PC conversion of Super Mario 3.
He also used fellow developers Tom Hall, Jay Wilbur, and Lane Roathe to assist on the project.
When Carmack converted Super Mario 3, there had been no PC versions of the game.
Today, Adobe Flash makes playing any vintage video game easy.
But in 1990, the hardware and software weren't really up for the job.
Or least that's what people thought until Carmack presented his PC adaptation of the
game.
And honestly, what you see right now is the actual game Carmack adapted.
Carmack deliberately replaced the Mario character with that of John Romero's Dangerous Dave
character.
Carmack actually called his game "Dangerous Dave in Copyright Infringement."
Romero had joined Softdisk in March of 1989, originally working in their special projects
division.
But, by the time Carmack had shown him the Super Mario adaptation on September 28, 1990,
Romero had just started a PC division at Softdisk two months prior called PCRcade.
PCRcade eventually got a name change and is now known as Gamer's Edge.
After playing the game and seeing just how smooth the game ran, Romero loved it.
They reportedly approached Nintendo with this technology, but Nintendo reportedly turned
them, citing that they had no interest in entering the PC market.
Around this same time, Romero began receiving numerous fan letters from what he soon determined
was the same person.
That person was Scott Miller, a programmer at Apogee Software who was actually trying
to contact Romero with the idea of teaming up to produce a game.
The series of fan letters was a ruse implemented because both companies were protective of
their programmers and didn't want other companies fishing for the talented ones.
But it wasn't just a game Miller wanted to do.
He wanted to develop episodes of a game series that people could purchase.
His business proposal was kind of like a carrot on a stick.
The first game you get is free.
The rest you pay for.
It was a unique idea for video games.
But could it work?
The business model for home gaming consoles consists of selling the proprietary hardware
"at cost" and making a profit off the numerous games they sold.
But PC gaming was different.
These games were playable on numerous computer systems, most of which were not built just
for gaming.
Software companies didn't control the hardware, either.
They were at the mercy of companies like IBM, Compaq, and Apple.
Certain it could work, Romero, Carmack, Wilbur, and Adrian Carmack, no relation, spent the
next three months developing the first game for their own company, using Softdisk's
computers to complete it.
Since the team wasn't doing this as Softdisk employees, they needed a name for themselves.
They settled on Ideas from the Deep.
This first game would be about Commander Keen, a child genius attempting to retrieve the
stolen parts of his spaceship from the cities of Mars.
On December 14, 1990, Apogee released Commander Keen in Invasion of the Vorticons as a trilogy,
with the first game offered up free to the public.
Before the game's release, Apogee was only raking in about $7,000 dollars a month.
Within the first two weeks of its release, Apogee grossed $30,000 dollars in sales from
the additional two Commander Keen games alone.
By June of 1991, Apogee had sold $400,000 dollars worth of Commander Keen games.
The success gave the development team more than enough confidence to quit Softdisk and
create games on their own.
When Softdisk owner Al Vekovius discussed the fact the team had used Softdisk's computers
to develop their own games, the Carmack team didn't deny the allegations.
After some negotiations, they agreed to create a series a games for Softdisk's subscription
service, Gamer's Edge.
The deal was for one game every two months.
After breaking out on their own, they decided to make a minor change to their company name.
ID Software went on to rave reviews throughout the year.
They immediately began developing more games, starting with four more Commander Keen games.
But the id team wasn't done renovating gaming.
In fact, little did anyone know they were just getting started.
And what they were about to do in the coming year would revolutionize gaming, in a way
where its effects are still felt today.
Soon after leaving Softdisk and making id Software a full time gig, John Carmack began
experimenting with the idea of a fast 3D game engine that would also be smooth during gameplay.
Throughout the years of making video games, many developers were forced to resort to creating
the hardware necessary for developing their own games.
Atari used to custom build the circuit boards used in each of their titles.
It wasn't until the advent of microprocessors in the 1970s that attributed to the boom of
video games in the 1980s.
By the early 1990s, 3D game design was at the point in development where arcades had
been two decades earlier.
3D game design required custom built engines catered to the developers themselves.
Many people realized that 3D was the direction game design was heading, but it wasn't cheap,
or easy.
Throughout 1991, Carmack began experimenting with various 3D game engines.
He knew all too well that PC's at that time were limited in power, so developing an engine
that could produce a smooth looking game with the limited power provided was a challenge.
Carmack determined using a ray casting method would be his best approach.
Wait a minute.
Are we going to be discussing rudimentary geometric functions here?
Oh man. You know how I feel about this kind of math.
(COPELAND LAUGHS)
Ray casting simply uses the geometric algorithm
of ray tracing.
Ray tracing involves the rendering technique that produces an image by tracing the path
of light as pixels in an image plane.
The results simulate the effects it encounters with various virtual objects.
Ray tracing is capable of realistically simulating various optical effects that include reflection
and refraction.
Ray casting is different because compared to ray tracing, it never recursively traces
secondary rays, only primary ones.
What makes the images appear 3D is because the computer is using an algorithm that measures
the color of the light of the object without recursively tracing any additional rays that
sample the radiance incident on the point the ray hit.
Because it's not measuring any secondary rays of the object, there's no way it can accurately
render any reflections or refractions of that object.
But the game engine can fake these elements anyway, it just does it separately.
Just six weeks after starting development of this new game engine, Carmack was ready
to put it to use.
In April of 1991, id released Hovertank 3D.
This vehicular combat game takes place during a nuclear war, where the player controls Brick
Sledge, a mercenary hired to rescue various people from cities under threat of nuclear
attack.
The enemies you encounter are either mutated people, armed guards, fellow hovertanks, or
other strange creatures.
By the Fall of 1991, most of the id team had relocated to Madison, Wisconsin to set up
their new offices there.
Upon Carmack improving the game engine over another six week period, the id team released
Catacomb 3D in November of that year.
While this particular game was the second sequel to the series of Catacomb games, this
edition was the first that utilized the new game engine.
Upon its release, Scott Miller began really insisting the id team use this new engine
for a shareware game; combining the technology of fast 3D gameplay with the business model
of offering one free game in a series of other games.
By November, the id team had almost completed the second trilogy of Commander Keen games,
not to mention their contract with Softdisk was wrapping up.
At this time, they decided to coordinate what id's next big project would be.
The obvious thought was to continue Commander Keen with a third trilogy, which made sense.
I mean, why mess with a good thing?
John Romero suggested using the new game engine for a remake of the classic game, Castle Wolfenstein.
The idea intrigued them, as they all had fond memories of the game.
Plus, the idea of going through a maze with this new engine seemed like a perfect fit.
There was, however, one obvious problem.
Copyright.
Their first thought was they wouldn't be able to use the actual Wolfenstein brand because
of trademark issues with Muse Software.
But what the team soon discovered was Muse was no longer in business and the trademark
for the game had actually lapsed.
At this moment, it must of felt like fate was knocking at their door.
id had evolved into a successful game developer with an innovative business model of shareware
software, a new, custom built game engine that rendered 3D objects.
Plus, the trademark for releasing a sequel to one of their favorite classic games was
theirs for the taking.
Plus, their distributor, Apogee, gave them an advance of $100,000 after hearing about
the new Wolfenstein idea.
And the cherry on top was that id's probationary president, Mark Rein, had been successful
at securing distribution rights to FormGen, which distributed titles to retail stores.
It seemed like it was now or never to begin Wolfenstein 3D.
John Romero and Tom Hall designed the initial gameplay.
Hall designed levels where the player would have to search for hidden rooms filled with
ammo, health, and gold.
Romero basically wanted the premise to be the player shooting Nazis, adding blood unlike
any other game at the time had seen.
Carmack modified the new game engine to be able to add doors, as well as decor.
While much of the original Muse release of Castle Wolfenstein was used, one element not
added was the ability to loot the Nazi soldiers for items the player could use.
Romero reportedly said the reason for this was that it slowed the gameplay down.
Some of the level layout and design appears to have been inspired by Pac-Man; to a degree
that a hidden Pac-Man level was added to the game.
Bobby Prince, the composer and sound designer for the team's Commander Keen games, created
the music and sound effects to the game.
After development began, the id team actually moved their offices across country, again.
This time to Mesquite, Texas; just a stone's throw to Apogee.
id also increased their staff for the project, adding former Softdisk coworker Kevin Cloud
as an assistant artist.
Apogee was so pleased with how the Wolfenstein project was going, that Scott Miller increased
id's royalty rate to 50%.
Plus, he arranged for Apogee to fulfill id's contractual obligations with Softdisk by having
his company produce and deliver id's next expected title to them.
Miller reportedly did this so the id team could focus completely on the Wolfenstein
project.
This actually gave the id team the time and resources to create a level of the game every
day.
The initial plan was to release a trilogy of games, each with ten levels; with the first
one being free, of course.
But because of their progress, it was ultimately decided to create six episodes.
Around this same time, id's probationary president, Mark Rein,
was let go and Jay Wilbur was brought back to replace him.
While it appeared things were going great for id, FormGen, the retail distributor for
the game, expressed concern over the violence in the game.
Remember, at this point, there was still no official rating system in place for video
games.
In an act of defiance against FormGen, the id team not only didn't tone down the violence,
but they added numerous aspects of "shock content."
Corpses, hanging skeletons, blood and gore on the walls, were all added.
Not to mention adding the song "Horst-Wessel-Lied," which was the actual anthem the Nazis used
during their reign in Germany.
POLICE OFFICER: Bums won their court case, so they're marching today.
JAKE BLUES: What bums?
POLICE OFFICER: The fucking Nazi party.
ELWOOD BLUES: Illinois Nazis.
JAKE BLUES: I hate Illinois Nazis.
Other additions included a Death Cam that would show a replay of each episode's final
boss.
And because "why not?" was surely asked, screams and cries spoken in German were also
added.
On May 5, 1992, the first episode of Wolfenstein 3D was released.
In the six month process it took to complete the game, the final cost to produce it was
only $25,000, just a quarter of what Apogee advanced, plus the monthly salaries of $750.
The second trilogy that was released not long after was the add-on pack, The Nocturnal Missions.
With a little over $25,000 invested in the total project, the id team had realistic expectations
for the game's success.
In their minds, a royalty check from Apogee for twice the $25,000 investment would be
hailed a success for them.
id's first royalty check didn't end up being twice the investment, but instead quadruple it.
By the end of 1992, Wolfenstein 3D had become the biggest shareware product of the year.
1993 added more success for all parties involved.
Wolfenstein 3D ended up receiving positive reviews and winning various awards from the
gaming industry.
Throughout 1993 and 94, various mission packs and add-on's were released by Apogee and
FormGen.
On September 18, 1992, FormGen released through retails, Spear of Destiny.
This retail version was twice as large as the Apogee versions released through shareware.
In 1993, Apogee published an add-on pack that included 815 fan-made levels, along with a
map editor, allowing new players to create their own levels for the game.
Something to note is this idea of allowing players to create their own levels at home
was a new concept to people.
This gave regular people, many of whom were either still in school or had no formal programming
training, the opportunity to use the creative tools necessary to design video games like
this themselves.
This novel idea would plant the seed for who and what the next generation of game developers
would be and what they would do.
While it was technologically innovative with its use of 3D graphics, the elephant in the
room for critics was the excessive use of violence and gore.
A Super NES port toned down the blood and gore quite a bit.
VINCENT: Good game, good game.
MOSELLE: What you got in there?
VINCENT: In here?
VINCENT: Doom.
BEARDED NERD: id Software would go on to create two other first-person shooters, Doom and Quake.
Both were arguably even more successful than their flagship, Wolfenstein.
While wrapping up development of Wolfenstein's
prequel, Spear of Destiny, John Carmack began work on id's next big release.
Taking influence from films such as Aliens and Evil Dead, Carmack wanted a game that
took what made Wolfenstein 3D so great and bring it to the next level.
Tom Hall began creating a detailed storyline and multiple characters with deep personalities
and traits.
Despite his hard work with this new project, the rest of the team, led mainly by Carmack,
chose to keep everything simple.
HUDSON: Well, that's great.
That's just fucking great, man.
Now what the fuck are we supposed to do?
We're in some real pretty shit now, man!
HICKS: Are you finished?
HUDSON: That's it, man.
Game over, man.
Game over!
What the fuck are we gonna do now?!
What are we gonna do?!
In August of 1993, Hall left id to join Apogee.
While there, Hall worked on the Duke Nukem series, starting with the second game of the
series.
Hall left Apogee in 1996 and teamed up with former id founder John Romero to form Ion
Storm.
One thing to take into account is during the mid and late 90s, there was a huge "dot-com
bubble" that was growing.
During the peak of this time, software companies would routinely spend extravagant amounts
on their offices.
But when it burst, like all bubbles do, Ion Storm was just one of many companies that
probably regretted leasing out expensive penthouses and the lavish spending on their employees.
WOMAN: "Hi, welcome to Ion Storm."
BEARDED NERD: It's great when companies want to reward their workers with gifts and luxuries, but when
those luxuries come at the expense of closing the company down, like Ion Storm did in 2005,
then all their effort is for not.
Before both Hall and Romero left in 2001, no doubt one of Romero's biggest regrets
was using this ad to promote their latest game, Daikatana.
Without any context or background, it's just John Romero telling you he's
going to make you his bitch and that you can suck it.
Personally not offensive to me, but I can definitely see why that kind of advertising is not everyone's
cup of tea.
In context, it was referring to Romano's trash talking during game play.
In a 2010 interview with Gamesauce magazine, Romero apologized for the decade-old ad.
After leaving Ion Storm, Romero and Hall shifted their focus to mobile games with a new company,
Monkeystone Games.
However, both Hall and Romero ended up taking jobs at Midway Games just two years later
and Monkeystone officially closed its doors in early 2005.
Kevin Cloud continued working at id Software until Zenimax Media purchased the company
in June of 2009.
During his time there, he worked as an artist for other game franchises, such as Quake and
Doom.
Adrian Carmack continued working at id until 2005.
There's conflicting reports about the nature of his departure, but ultimately id Software
ended up in a lawsuit with Carmack, who claimed he was fired as an attempt to force him to
sell his share of the company for considerably less than its actual worth.
Over a decade later, he and John Romero would team up again to develop a new video game
titled, Blackroom.
That game is still in development, as of the time of this video's release.
Starting in 2001, newer Wolfenstein games have been developed.
Gray Matter Interactive and Activision developed and released Return to Castle Wolfenstein
in 2001, followed by 2003's Wolfenstein: Enemy Territory.
Fountainhead Entertainment and EA Mobile were behind 2008's Wolfenstein RPG, but unlike
with the previous two, id's John Carmack returned as this edition's sole programmer.
id Software teamed up with Raven Software and Endrant Studios to produce 2009's Wolfenstein.
This edition was released by Activision Blizzard.
Five years later, Wolfenstein: The New Order would expand the Wolfenstein world with an
alternative history involving the Germans winning World War II.
This game is set is 1960 under this new alternate history.
MachineGames developed this version, with Bethesda Softworks publishing it.
In 2015, Wolfenstein: The Old Blood was developed and published by MachineGames and Bethesda again.
And in October of 2017, Bethesda released the latest edition, titled Wolfenstein II: The New Colossus.
What impact did Wolfenstein 3D and id Software have on the gaming market?
At the time of its release in 1992, Wolfenstein was just added to a laundry list of violent
video games that would eventually cause the current rating system.
But the biggest legacy id Software left was its move to license their 3D engine, which
they dubbed id Tech.
This move was not only unprecedented, but it also opened the floodgates for creativity
and opportunity for other game developers.
Currently, developers still have to purchase a license for either the 5th or 6th generation
of the engine, but the previous three generations of game engines, as well as source code for
Wolfenstein, is available free to the public to use.
This open source philosophy that id embraced has proven to be a winning formula for them.
On that same note, they've also been supportive of Linux-based games.
In a prior video, I might have poked fun at Linux a little.
BEARDED NERD: Before Microsoft and Apple became the two dominant operating systems used by
the world today, sorry Linux, you're awesome, but kids don't beg their parents to buy a
computer that runs Linux.
So software was only compatible with whichever system it was written for.
Which is technically still the case, but at least now there's only Apple and Microsoft;
sorry Linux, you can go back to your Chromebook now.
I actually have nothing against Linux.
The average computer user has probably never even heard of Linux.
Linux is basically an open source operating system.
The reason the average consumer has probably never heard of it is because it's mainly used
in servers and larger supercomputers.
Only about 2% of desktop users operate Linux.
But it is also widely used in other devices, such as Chrome laptops and digital recording
devices.
So, Linux is used in quite a few devices we all use regularly, but when it comes to our
personal computers, it's mostly catered to those running servers and other users who
just prefer its efficiency.
Because it's not used but in 2% of desktop computers, most software companies don't even
develop programs for it.
But id was different.
They made the conscious decision to provide programs for this open source operating system.
Another thing to take into account is they literally created the first-person shooter
genre that is prevalent in today's gaming industry.
Not to mention their decision to license out their game engine to other developers not
only made them more money by itself, but it also gave rise to creativity for both professional
game makers and amateur ones, many still of school age.
The story of id Software is one where all the right people got together at the right time.
Now, decades later, those same people aren't necessarily still working together, but for
a short while, it was the right mixture of talent all in one place.
That, on top of the risky business model of giving away a free game, proves that you don't
need a lot of people to create a great game.
You just needed the right people.
That is it for this episode of the Bearded Nerd: After Dark.
Click the thumbs up if you liked the video and be sure to subscribe to keep up with future videos.
See you next time.
ELWOOD BLUES: Illinois Nazis.
JAKE BLUES: I hate Illinois Nazis.
HEAD NAZI: Heil Hitler!
GROUP OF NAZIS: Heil Hitler!
(ENGINE REVS)
HEAD NAZI: Stand hut!
(ENGINE REVS LOUDER)
(GROUP SCREAMS)
(APPLAUSES)
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Homemade Remedies for Dark Circles | Health Today - Duration: 13:23.
Homemade Remedies for Dark Circles
Dark circles that form around their eyes affect the appearance of a large number of men and women around the world.
Also known as bags, they are a condition in which melanin is produced in excessive quantities.
Also, the capillaries under the surface of the skin dilate.
The majority of cases are due to hereditary conditions, but it can also be produced by a lack of sleep, smoking cigarettes, or pollution, among other things.
Generally, bags under the eyes are accompanied by an inflammation in the eyelids.
However, not all cases take the same form.
The good news is that there are many cosmetic products that can minimize their appearance.
This gives you a face that appears more fresh and young.
Among the options we find are home remedies.
Thanks to the properties of some ingredients, home remedies diminish the size of bags or dark circles under the eyes.
And they do this without exposing our skin to harsh chemicals.
Are you interested in trying them?
Green tea bags
Green tea has a high content of antioxidant substances and tannins.
This makes it a good solution to reduce the size of bags under your eyes.
It diminishes the inflammation.
Green tea also increases your circulation to get rid of imperfections.
Ingredients
2 bags of green tea
1 cup (250 ml) of hot water
Application
Put the bags of tea in the hot water and let them steep for 10 minutes.
Put them in the refrigerator. When they are cool, put them over your eyes for 15 minutes.
Repeat the treatment every day to get rid of the bags under your eyes.
Rose water
Rose water is a natural tonic that deeply hydrates your skin. It does all this while getting rid of those annoying dark circles that give you a tired look.
It contains antioxidants, vitamins, and minerals. These compounds strengthen your cells to decrease inflammation and regenerate your tissues.
Ingredients
6 rose petals
½ a cup (125 ml) of water
Application
Cut the rose petals and put them to steep in the half cup of water for 40 minutes.
Keep the water on low heat and add more water if necessary.
After 40 minutes, remove the water from the heat and let it rest.
Apply with a cotton ball.
Repeat the treatment every morning and night.
Tomato
The flesh of tomatoes contains an antioxidant called lycopene.
Its action reduces bags under your eyes.
It also promotes the reduction of inflammation.
@Ingredients.
1 tomato
½ a teaspoon (2 ml) of fresh lemon juice
a pinch of turmeric
Application
Grind a mature tomato and mix with the lemon juice and turmeric until you get a paste.
Spread the product over the area around your eyes and let it rest for 15 minutes.
Rinse and finish with using a hydrating cream.
Only use it at night to reduce sensitivity to the sun.
Mint leaves
Crushed mint leaves have the power to calm tired eyes.
They can also diminish the blackened look around your eyes.
Ingredients
1 handful of fresh mint
¼ lemon, juiced
Application
Crush the handful of fresh mint and mix it with the lemon juice.
Rub the product on the affected areas and let it rest for 15 minutes.
Rinse with cold water and dry with a soft cloth.
Repeat the process every day until you get good results.
Milk
Lactic acid contained in milk is a substance that softens and hydrates skin.
This gives you a refreshed appearance.
Its application on bags under your eyes calms the inflammation.
It also diminishes the black coloration that gives your face an aged appearance.
Added to this, lactic acid brings special proteins, enzymes, and antioxidants that accelerate cellular healing.
Ingredients
¼ cup (62 ml) of milk
4 ice cubes
Application
Dump the ice cubes in the milk. Wait for it to freeze. Take a cotton cloth and put the frozen milk over the bags under your eyes.
Press until it warms up. Repeat two times a day.
Pineapple juice and turmeric
The bromelain in pineapple acts as a natural anti-inflammatory. This means that it minimizes the size of bags under your eyes.
For its part, turmeric contains an active ingredient called curcumin. This compound increases its effect as an anti-inflammatory and a protector.
Ingredients
1 teaspoon (5 g) turmeric
2 tablespoons (20 ml) pineapple juice
Application
Prepare a thick paste with the turmeric and the pineapple juice.
Rub the mask all around your eyes and let it work for 15 minutes.
Rinse and repeat the application every night.
Choose any of these remedies to reduce the bags under your eyes. You'll be able to see that you don't have to spend a fortune on conventional cosmetics.
Also, remember that these products don't have immediate effects. They require various applications to reduce dark circles.
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