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Some cool new renders
A few months ago I brushed up an old C ray-marcher I had written and add some improvements, like surface-crawling (basically spatial hinting), ambient occlusion (for lighting), multi-core support, and so on. I've been messing around with it a lot, rendering different procedural geometries. Please
have a look!

We (Xbox) finally announced Project Natal to the world today, and it looks like the response has been extremely positive! Check out these articles:

Hands-On Coverage:
  - CNet News:
You can believe in Microsoft's Project Natal
  - E3 2009: I've Played Natal and it Works
  - Gizmodo: Testing Project Natal: We Touched the Intangible
  - From Stick Figure To Mind-Blowing Controls
  - Engadget: Project Natal video hands-on, impressions, and further details
  - T3: Microsoft Xbox 360 Natal first play at E3
  - Telegraph.co.uk: E3 2009: Project Natal hands-on preview
  - GameSpy: E3 2009: Project Natal Hands/Feet/Groin-on Preview
  - Gizmodo: Project Natal Won E3, and Maybe the Motion Control Wars

Day 1 Coverage:
  - Time Magazine: Microsoft Whacks the Wii: A First Look
  - CNet: Microsoft's Project Natal: What does it mean for games industry?
  - PC World: E3 2009: Microsoft's No-Controller "Natal" Steals the Show

(or click here to browse thousands of Natal news articles.)

To see the original press conference, with two live demos, click here. You might want to skip ahead, as it's two hours long, and only the last 25 minutes are Natal. Skip to 87:00 for Natal; 98:00 for the first live demo (breakout); and 101:00 for the second live demo (paint).

In brief, Natal is a depth sensor for the Xbox that can track the movement of your entire body: shoulders, hips, elbows, wrists, knees, ankles, head, etc. - your entire body, with truly fantastic precision - and you don't have to wear anything. It's also got a microphone array so you can use voice commands, and a color camera to do things like object digitization and face recognition.

Pretty exciting stuff!!

To hear more about my role in the project, please see my 'about Natal' page.

TEASER: keep a close eye on Microsoft's keynote at E3 early next week. I'll say a bit more after the event...!

UPDATE: watch it live, online, Monday, June 1, 10:30am Pacific / 1:30pm Eastern:
Microsoft's E3 keynote live

The original Geiss plug-in / screensaver now works at any screen resolution!

Happy 10th birthday to Winamp itself - if you go to winamp.com and download the new Winamp 5.5, you'll find a nice surprise inside - MilkDrop 2!

MilkDrop now runs on DX9 and fully supports pixel shaders, adding huge amounts of complexity and potential to the presets. I did my best to get a bunch of cool presets written by the launch date, and some of them are truly spectacular, but honestly, this is nothing - it is capable of so much more, I just need to experiment some more. (Just since the final build last night, I came up with a dozen of the best ones yet, BY FAR. We'll update it in a week!)

If you have a crappy old graphics card, it's basically going to look just like MilkDrop 1. But if you have a newer one (GeForce 5700+ or Radeon 9600+), pixel shaders will turn on and make some wonders. If you check it out, take a look at these presets:
      Aderrasi - Air Handler (Kali Mix) - Painterly
      Geiss - All-Spark
      Geiss - Drop Shadow 1
      Geiss - Electric Storm Half-Digital 2
      Geiss - Rose 5 Crossfire Beats
      Geiss - Reaction Diffusion 3
      Geiss - Thumb Drum
            (the above two use reaction diffusion to create thumbprint-like patterns!)

Other cool new features
      BACKSPACE now takes you back to previously-viewed presets
      Edit pixel shaders on-screen, see instant results
      Noise textures (2D and 3D), read textures from disk, gaussian blurring of prev. frame, etc.
      Preset "mash-up" feature lets you mix and match presets to quickly make awesome new stuff.
            (on the preset editing menu - hit 'M' and look @ the bottom)
            (also try the 'A' key for quick mini-mash-up)

So, keep in mind, it's a work in progress, I will be updating it with more presets over the coming weeks, so when you see a new version of Winamp come out, chances are good MilkDrop 2 will have some nice new surprises for you!

Nvidia has finally posted the 2-minute hi-res video we made for Cascades, complete with technical narration. This is really the only way to be able to see what the demo is actually about, short of running it on a $600 GPU, so I highly recommend checking it out! You can watch the video here. (Warning: video is 85 MB!)

Also, if you want to know how the effects were done, check out the powerpoint slides from our talk at GDC ('NVIDIA Demo Team Secrets - Cascades').

Well, a bit of news to report: I am officially unemployed! I left my job at Nvidia about a week ago. It was a great gig, but something in me is really thirsty to shake things up and go do other stuff for a bit. My plan is to take a healthy dose of time off and embark on a lot of the traveling adventures that are virtually impossible when you're employed. I'll be mostly on the road through the end of summer, but when I get back, I'm planning on working on some serious music visualizer goodness (...applying almost 4 years of Nvidia demo team know-how to this poor, forgotten field - I can't wait!). I'm also hoping to find part-time work of some sort around that time, enough to pay most of the bills, but still leave me with enough time to spend time with friends, get regular exercise, cook food at home, and all that good stuff! We'll see... =)

For those interested in my travel plans: Alan and Lisa and I are headed to Death Valley in a few days, and then Jarrodd & I are taking a short trip to Oregon. After that comes a big trip (6 weeks!) through Central America. Toward the end of june I'm heading out again for some backpacking in Utah and Arizona, finally winding up in Ohio near the end of July, to stick around for a month and spend time with much-missed friends & family. Who knows, all of that might change, but that's the current plan!

I gave a talk at GDC (the Game Developers Conference) last week on the demo I worked on from june to november of last year, Cascades. About 170 people showed up, not bad! Anyway, you can download the slides here if interested. Here's the talk description:

NVIDIA Demo Team Secrets – Cascades
Discover how NVIDIA’s demo team built the “Cascades” demo, where complex rock structures are generated on the GPU for glistening cascades of waterfalls to crash down upon. Our engineers will also cover the realistic shading and displacement mapping techniques used in the demo and also how the GPU water particle system works. Particles are able to spawn other particles, as well as collide with a complex 3D terrain.

Cascades is finally available for download from nzone! Note that it requires Vista, a GeForce 8000 series, and a version 100.64 or later display driver (released just a week or so ago).

We (Nvidia) launched the GeForce 8800 today. This is a really, really, really awesome day for people who love realtime graphics. It is screamin' fast and can do so many new things (a la DirectX 10) it's not funny: stream out, geometry shaders, uncompromised instancing, REALLY fast branching, constant buffers, dynamic indexing, full native 32-bit float support, etc. - the list goes on and on. And to boot, it's over twice as fast as our fastest 7000 series GPU!

I wanted to take advantage of a bunch of this stuff, and came up with the idea of making an endless vertical rock tower whose polygons were generated (from noise and other functions) all on the GPU, as well as pouring water over it to make pretty waterfalls. The final result - dubbed Cascades - turned out pretty well.


Cascades runs on Vista using DirectX 10. The cool thing about this demo is that the CPU is virtually idle. Everything happens on the GPU. The polygons for the rock are actually *created* (and streamed out to a vertex buffer) all on the GPU, using marching cubes. In the particle system for the water, particles are emitted, propagated, and destroyed on the GPU using a geometry shader. Collision with the rock (and sliding along it) all happens on the GPU, and particles can even spawn other particles (mist) when they hit the rock.

When you zoom in close to the rock, you see some really cool Displacement Mapping. It's something you have to see realtime (screenshots don't communicate it) but when we showed it to the launch audience today, I had the pleasure of hearing about a thousand people gasp in unison. :)

There are some cool bug critters flying around; their flocking behavior is driven fully by the GPU, so they can avoid hitting the rock. They're also drawn using instancing, so (virtually) one single draw call draws them all.

We also used to have vines growing and branching all over the rock, but no matter how technically impressive they were, they still looked kind of cheesy (especially when you zoomed in close and the rock's displacement mapping shader kicked in, but the vines were still growing on the "outer hull" of rock polygons). So we nixed 'em.

Teaser time! I wrote a new screensaver at NVidia and we're shipping it (posting it to the web) this week. We already used it to launch the 7800 at CeBit a few weeks ago, in Germany, but you'll finally be able to download it. Look for it to pop up at www.nvidia.com. Warning, though, it requires *at least* a GeForce 6000 series, and a 7000 series is highly recommended. You'll also want to play some music while it runs, because the blobs scoot around to the music. A screenshot: [notice the HDR motion blur, cool procedural noise, and transparency on un-depth-sortable objects!..]


We are hiring! The Nvidia Demo Team is a small group of 3.5 programmers and 3 artists. We need to grow! We're looking for an ["ascending master"-level] programmer and an animator. Details on each:

* programmer: a good candidate would have in-depth knowledge of computer graphics algorithms, as well as be a master implementor (..have an uncanny ability to code things up and make them happen) and a good ability to innovate (..you'll have to come up with amazing new techniques when we drop insane new hardware in your lap!). Extreme fluency with C/C++ is required; extreme fluency with most (but not all) of the following also required: MS Dev Studio, OpenGL and/or DirectX, Cg, and Max or Maya (including mental ray).

* animator: we're looking for a good Maya animator with a great deal of experience in character animation. You'll also do a bit of TD work guiding other animators, so a thorough knowledge of rigging (and Maya's ins & outs) is also greatly valued. You've probably worked on a few feature or short films and have an impressive reel to show off.

If you or a peer are interested, please send your resume to me at:
and I'll get back to you! Thank you & good luck!!

More great news - MILKDROP IS NOW OPEN SOURCE! Happy day! If you go to the main MilkDrop page there's a link right there to the source code. (5/14/05 update: you can now also visit the SourceForge project at https://sourceforge.net/projects/milkdrop/ )

Great news - I have begun the process of open-sourcing Drempels, so others can help develop it! It should appear on SourceForge.net in the next few days, and I'll be sure to post a link to the project here when it's up and running.

My decision was motivated when I noticed that I hadn't touched the damn thing in years. Yet, I still get a lot of requests for updates, and I just don't have time to do it. The guilt overcame me and, well, here you go.

Some head-start info for anyone considering working on it: the two biggest outstanding issues are that the screensaver seems to not always kick in on XP systems (and I've heard that maybe it just doesn't work on some XP systems). Also, a feature to automatically turn off 'active desktop' would be cool. Porting to non-Windows platforms would be SUPER cool. And making it multiple-monitors friendly would rock (I get that request A LOT). For a good reference on how to make it multiple-monitor friendly, check out my VMS sample Winamp plug-in, which is 100% multimon-happy: http://www.nullsoft.com/free/vms/ ).

It's that season... the season of giving. I've been trying to figure out ways to help encourage people to give lately. A few bucks here and there makes a big difference in the long run. So I've set up a "charity gift list" at whatgoesaround.org.

Over the years, I've never taken money from individual users for any of my visualization software (although early versions of Geiss did feature a voluntary "send me the lowest bill of your home currency" appeal, as more of a novelty than anything else). What I should have been doing all that time, though, was redirecting people to the handful of charities that I think do very important work. So, I've finally set it up:

Click here to see my charity list and, if you like, donate a few bucks
to one or more of these organizations.

WhatGoesAround.org is very cool - the money goes 100% directly to the charities (except for the standard % that goes to the credit card company, if you pay via credit card). If you are making a large give to a single organization on the list, consider writing a check straight to them. Giving through WhatGoesAround.org is also cool because you don't get on any mailing lists (i.e. the charities you give to won't be able to spam you with paper mail!).

Thank you very much for your support, and happy holidays!

Today I am officially hired at nVidia! (i.e. no more contracting.) Now I'll (finally) get business cards & be allowed into the quarterly meetings. My life is complete... ;) just kidding of course.

Our demo launch went pretty well. I did a lot of the code for the BugLooker demo (also known as "Timbury"), which you can check out at nvidia.com. The other demos were the Mermaid demo ("Nalu"), and the Pirate Ship demo ("Clear Sailing"). These three demos were, in a nutshell, in-house technology demos that we wrote to show off the power & features of the new NV40 chip that we launched in April (aka GeForce 6800, which should probably be on shelves in the next week or so. And it screams.)

We had a hell of a 2-month crunch-time at the end there. After it was over, I took a few weeks off and decompressed, visited with friends, and took a little vacation. Now I'm back at work, and we're brainstorming away for the next round of demos... ;)

That little contract is still going. =) And someday in the not too distant future (that could mean anything, mind you - I'm not giving anything away here) our new demos will come out. I'll be sure to post a link here. More soon! =)

I start a contract at nVidia today. =)

MilkDrop 1.04 has arrived! It has a lot of very nice new content over version 1.03, thanks to a small group of very hard-working preset authors who worked off of version 1.03's feature set for the past year year. But, just wait until they start tapping the power of the new features in 1.04... it's gonna be *nice*; it's gonna knock your sock off, seriously.

AOL has told me that thursday is my deadline to find a new position within the company, or get laid off. I'm still exploring what's available, but in either case, it means that my work with Winamp plug-ins will be either severly impacted, or will cease. It is a sad day for visualizations. But it's been a great two years working on them. =) I will post here when I figure out what the heck I'm doing.

Also in the works... a kick-ass version of MilkDrop (1.04) should be coming soon (hopefully by thursday, just in case!). And it's gonna rock your sock off, man...

Geiss 2, version 1.0, is finally here. Click here to check it out.

Here's a beta version of the Geiss 2 visualizer. To install it into Winamp 2.x, simply drop this file in your C:\Program Files\Winamp\Plugins directory. Then open Winamp, press CTRL+P to go to prefs, and select 'visualization' under 'plug-ins' on the left. Then, on the right, select 'Geiss 2'. Press 'configure' to set it up, then 'start' to run it. Enjoy!

Wow, it's been a long time. I've been working heavily on a non-visualizer project for almost four months now. But it should begin to wind down soon, and I have some wonderful stuff to unleash... =)

I wanted to say that, and post two wonderful gems I've just found. These programs will capture video from DirectX applications (like Winamp plugins), and they seem to do a pretty excellent job of it. The first is FRAPS, and the second is Hypercam. These should prove extremely useful to anyone trying to use the output of Winamp plugins for content creation!

Monkey 1.02 is here, now featuring 3D mode (of course) and the ability to save/load state.

I got a request in the guestbook about a week ago for Monkey in 3D. Why did I not think of this earlier? I'm not sure, but it was a great suggestion. It's done now, and it looks *amazing.* The functionality will be built into the next release of Monkey, but if you want to check out a beta, here it is: just overwrite your monkey dll with this version. Just press F6 to enter red-blue stereo mode. If you can put it up on a projector it's breathtaking. Especially be sure to check out wireframe mode, with textures off, and flat shading. You also might want to adjust the stereo separation (using the s/S keys) to compensate for how far away you are from the screen; on a normal monitor, the default should work, but for a projector, crank it up to 1.6 or so (hit F4 for a readout and use s/S to adjust the value).

Of course, you will need a pair of those cheesy fifty-cent red-blue stereo 3D glasses to see it. If you can't find any locally, you can just send a dollar and a stamped envelope to these guys and they'll send you a pair. (Don't forget to write somewhere in there that you want the 3D glasses, since they sell a few kinds of glasses.)

UPDATE: It now also works with chromatek glasses; press F6 a second time to put it in chromatek 3D mode!

The Classic Visualizations component (for Winamp 3), version 1.2 beta 1, is here for testing. Please let me know how it works. This component had major problems with Windows 98 before (crashing when you would exit Winamp 3), and I'm hoping that now it's okay, but I'm not so sure there isn't a problem lurking still.

Changes are as follows. The plugins list is now split into two columns, with the plugin descriptions on the left, and the filenames on the right. Also, it now lists *both* your Winamp 2 and 3 vis plugins in the same list; the concept of a 'current directory' has gone away. If any plugins are installed to both, then to prevent confusion, it marks the Winamp 2 plugins in a third column. Finally, some cacheing has been added, so it doesn't have to query all the DLL's (plugins) for their descriptions each time the list is shown; instead, the descriptions are cached in an .ini file along with last-modified timestamps, and the descriptions are only re-loaded when the file on disk's timestamp no longer matches the timestamp in the .ini file. Oh, and the installer has been updated so the component can now be uninstalled, and it is also aware of the [imminent] new name for the Winamp 3 executable (winamp3.exe instead of studio.exe).

As usual, if you have the time to test this one out, please let me know (e-mail: ) how it went. Thanks in advance!

VMS 1.04 is almost ready to be released, but I'd like to invite anyone who's interested to beat on it first. The primary new feature is Desktop Mode, where you can run the plugin as your wallpaper, and still have access to your icons. It also has a new option to save some CPU usage by not *strictly* enforcing the maximum framerate; use the '?' on the config panel to learn more about this one. There have also been improvements to multimon behavior; now, plugins based on VMS should be able to handle any conceivable multimon configuration, with any number of monitors, with the taskbar in any position, and even if some of those 'monitors' are DualHead cards serving two physical monitors that act (from Windows' perspective) as one, giant, double-width or double-height monitor.

Basically, it should be pretty solid now. However, there are still some missing features from desktop mode, like copy/cut/paste/rename, keyboard commands, and drag-and-drop; the 'send to' menu doesn't always work; and right-clicking an icon will pause the plugin, while the context menu is showing (there doesn't seem to be a way around this one).

If you'd like to bang on it, please place these three files in your C:\Program Files\Winamp\Plugins directory (or equivalent):

  1. vis_ExPlugin.dll
  2. vms_desktop.dll
  3. ex_tex.jpg
Then run Winamp and select 'Example Plugin / VisMegaSDK' as your plugin, and run it. You can toggle desktop mode by pressing ALT+D, and ALT+ENTER still toggles fullscreen mode. If you end up having the time to test this, please e-mail me at and let me know if you found any bugs. And again, superthanks in advance.

Here's an early preview of a little plug-in called "Geiss 2".

Also, the Classic Visualizations component is now posted to winamp.com, which lets you run your old winamp 2 visualization plug-ins ('classic' visualization plug-ins) under Winamp 3. Note that, for now, most Winamp 2 plugins require that Winamp 2 be installed before they will install; I'll release a new NSIS plugin installer script soon so we can start updating all those plug-ins out there.

It's official - Monkey 1.0 is here, and even has its own (albeit minimal) homepage.

Excellent news for Winamp 3 users: the Visualization Plug-In Manager component - which lets you run your Winamp 2 visualization plugins from Winamp 3 - is now available for testing. It's mostly complete; the only major complaint I expect is that the accelerator keys (CTRL+SHIFT+K and ALT+K) don't work yet, but this will be fixed in parallel with the next release of Winamp 3.

To install, just unzip this file to C:\ with the 'use folder names' option checked. (If you installed Winamp3 to some directory other than the default, you'll have to manually place the files, for now.) Then read vismgr.txt for instructions on how to use it.

It's almost here... soon you'll be able to run Winamp 2 visualization plug-ins in Winamp 3. The problem is that Winamp3 doesn't have a main window, unlike Winamp 2.x... so you have to create a fake window that emulates the Winamp API, and mediates all the windows messages between the fake window and the Winamp3 core. Justin [Frankel] tackled it a while back (when Winamp3 was in early beta stages) and had it running, but it was abandoned due to the Wasabi core changing so much at that point. I nabbed the code from him and got it up to date. Presently, it works, but it lacks a lot of features; I'm going to try and get it doing full emulation (right now it just supports the bare minimum) and post it by friday evening.

Smoke 1.06 is here.

Version 1.03 of the Winamp Visualization Mega SDK (VMS) has arrived. New features include a vastly-improved FFT, a config panel that is split into multiple pages (so there's plenty of space now), the option to minimize Winamp when going fullscreen, user-configurable fonts, an onscreen PLAYLIST, sample code for displaying the song name/time/length, an improved high-precision timer, ultra-precise framerate limiting options, smart behavior on non-DX8 systems, and much more. Now go write a plugin! =)

I have also posted this page at nullsoft.com, which simply posts the current VMS code so that it will pop up in search engines.

Version 1.02 of the Visualization MEGA SDK (VMS; formerly referred to as just the 'dx8 plugin framework' that I was working on) is here. It is, in short, a codebase for rapidly creating robust and feature-rich DX8-based visualization plug-ins of your own. Anyone who hasn't written a plugin can use this and actually have a shot at it; it'll eliminate months of annoying development and bug hunting. And anyone who HAS written a plugin should really appreciate this, knowing what a pain it is (to jam all this stuff in there) and how much time it takes. Until now!

This version is mostly like the old one, but with a few small fixes and tightened screws. Most importantly, though, I finally figured out the fullscreen multimon bug (thanks to some help from a sleep-deprived Phil Taylor). A forum has been created at Winamp.com for discussing the code, exposing bugs, proposing fixes, and so on. Also, if all goes as planned, it will be officially posted on this page at Winamp.com by friday morning.

Monkey 1.0 beta 9 is here.

Monkey 1.0 beta 6 (657kb) has arrived, and is finally transformed into a Winamp plug-in. Please do check it out. I think you will like it. If you have Winamp installed to the default directory (c:\program files\winamp), then just unzip this file to C:\ (with winzip's 'use folder names' option selected) to install it. Hit CTRL+P from within Winamp to select & run it.

Press 'R' to randomize; +/- to adjust speed; 'F' to toggle fullscreen; 'G' to toggle fog.

If, for some reason, you get a blank screen when you try to run it, go into the config panel (ALT+K) and try disabling fog.

Also, be sure you watch it at least long enough for it to make the wireframe shift... =)

monkey 1.0 beta 4b is here. Some keys:

    'R' = toggle Realistic (!) fly mode (rotates inward on turns; simulates bumpiness) (default ON)
    'F' = select random Fog color
    'T' = toggle Transparent mode
    'M' = toggle Motion blur mode (a bit messed up at the moment)
    +/- = accelerate / decelerate
    left/right arrows = roll left/right

Teaser's over... here's the prototype: Monkey 1.0. Requires DirectX 8; and for now, a 1 GHz CPU and decent (Geforce2+ quality) graphics card are recommended. Here's a screenshot:


This is going to be really really cool... can you guess what it is?

Just got back from GDC (the Game Developer's Conference) - fun fun fun! Lots of cool stuff going on... many ideas brewing... look for a new plugin in 2 months or so, if I can manage to squeeze in the time to work on it.

Vince hung around for the weekend and we went caving, got ultra muddy, and saw this giant pacific salamander, about 5 inches long.

Ah, I can finally breathe after getting back from the PS2 Developer's Conference last week. It was very, very cool. I must say, I like this platform, and I'm stoked about its future. And I'm stoked about putting this little beast to work... =) and proud to say that it's already smokin' (wink, wink)...

And of course, happy Pi day! Remember, the first few digits of Pi are:

      3.1415926535 8979323846 2643383279 5028841971 6939937510 
        5820974944 5923078164 0628620899 8628034825 3421170679 
        8214808651 3282306647 0938446095 5058223172 5359408128 
        4811174502 8410270193 8521105559 6446229489 5493038196 
        4428810975 6659334461 2847564823 3786783165 2712019091 
        4564856692 3460348610 4543266482 1339360726 0249141273 
        7245870066 0631558817 4881520920 9628292540 9171536436 
        7892590360 0113305305 4882046652 1384146951 9415116094

My good friend Michael (who stars in a really cool film coming out sometime in the chunk plunk) turned me on to this revelatory quote today:

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
                         --Kristian Wilson, Nintendo, Inc, 1989.

Smoke finally has its own webpage: http://www.nullsoft.com/free/smoke/

Smoke 1.02 (Winamp viz plug-in) is here, and super much improved.

For all you folks who ventured as far as to see what's new with me, I have a pleasant surprise for thee. It's a Winamp plug-in that I've been working on for about two weeks. It is called SMOKE (click to download; install by unzipping to your winamp\PLUGINS directory, selecting it as the active viz plugin in Winamp, and hitting CTRL+SHIFT+K to run it). This is just a rushed, early version; many features are still missing, the audio sync isn't too refined, and there are probably a few bugs; but the true eye candy adventurer should be bold enough to give it a shot. Enjoy! And of course, Smoke goes best with a little... er, wait a sec... well, you can figure it out! I'd also definitely advise mellow & gentle music... think Miles Davis... crank up the buoyancy and the trail length and opacity... there ya go...

Here's a song (800kb .Wav file) my friend Davion wrote about MilkDrop.

Weeee, I wrote a little PHP guestbook for my site last friday. Mr. Pepper was right: if you know C/C++, you know PHP. Not knowing a lick of PHP, this took me 6 hours to create. So rockin'. Check the awesome online PHP documentation, too.

Geisswerks has moved - half-price hosting has kicked me out for using too much bandwidth - 78 gigs/month - when the limit was 10. oops! =) I looked at the stats and found that Drempels is responsible for 90% of that traffic. Ouch! I had no idea it was such a beast. So, over the weekend, xeran technologies took over hosting the site and things should be back to normal now (if there was a disruption at all - I'm not sure, but I don't think there was).

In other news - Ween is playing here in santa cruz tonight. Life is good...

Break out the champagne, I'm finally listed on the Nullsoft Team Page, with a studly photo and QUITE a flattering bio... I just don't deserve that, really...

I did something cool today for my friend Skroz: I modified Winamp's 'shuffle' (random play) feature so that it will never repeat a song until 50% of the other songs in the list have played through. (Before, once the randomized list was played through, it would be re-randomized, and you could potentially hear the same song(s) at the end of the first list and the beginning of the second list; i.e., close together.) This will go into Winamp 2.76.

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