Domain: cavedog.com
Stories and comments across the archive that link to cavedog.com.
Comments · 9
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Re:Great quote
Huh... I've had exactly the opposite experience. I don't play games very often, but every once in a while, I like to play a game of Total Annihilation. It works fairly well off my older CVS version of WineX (before Gentoo took it out of portage). It doesn't work in regular wine (a null pointer deference relating to sound). However, it does take all 2.4 GHz on my main computer. And it's still a little jumpy at times. Keep in mind that this is a game that plays just fine on my 350MHz Windows 2000 machine (that is usually off).
It could be something that TA is doing that Wine(X) doesn't handle well, and I'm not running the official WineX (and probably never will after they forced Gentoo to pull the ebuild), but I've definitely not seen a performance increase of games with it.
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Re:Fight war, empower iraqi people (yeah, right)
Build more Metal Extractors to get more metal to build a Radar Tower if you can't see far enough on the map... but make you also have enough Solar Collectors or other sources of energy to power it!
(You were talking about Total Annihilation weren't you...) -
Re:Strengths of Javascript.
As the developer of database-driven intranet applications, I was frequently grateful for JavaScript. When three managers would finally agree on a implementation which was practically impossible to create, I would rely on JavaScript to make the impossible happen.
JavaScript is extremely versatile. It is also very powerful. However, it is also very easy to abuse. If you've ever visited a site where layers of transparent GIFs floated around following your cursor, you probably understand. I have had to troubleshoot a fair share of bad JavaScript that others wrote/copied (subducted layers of size-and-color-changing fonts making a colorful expanding flashing title was chewing 97% processor time, for instance) and have taken the Aramon stance on JavaScript.
Stone and steel are at Aramon's side, and good king Elsin forsakes magic for spear and hammer.
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Re:RTS games are soooo boring!
Starcraft is not a 3d game as it has no 3d engine. It is about as three dimensional as the first Duke Nukem. The developers used some tricks to provide some feel of a third dimension inside of the game engine, but it does not actually exist. If you want to see a RTS game that does use a 3d engine, check out total annihilation.
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Wargames? Well, sort of...
More likely some top brass just found a copy of Total Annihilation on Best Buy's $9.99 shelf...
Chelloveck -
Save your money, petition Cavedog!
I used to love C&C. Then along came Red Alert, with some major improvements, and some minor regressions. Warcraft and Starcraft were good too. Then I played Total Annihilation from Cavedog, and nothing will be the same again. I haven't really seen much of Cavedog's new game, Kingdoms, but if you want to petition anyone, petition the best!
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Re:Game Programming API's
OpenGL is not the best choice for 2d, it was designed for 3d and does not have much in the way of 2d features. But RTS games do not necessarily need to be 2d, Total Annihilation: Kingdoms is going to be a 3d-accelerated game, the units are all 3d objects in the origianl and the maps are 3d. (we might want to consider putting pressure on Cavedog for some Linux support, Total Annihilation is a great game and I always hate it that there not a Linux port) Another RTS game that I once saw a demo of was completely 3d (I forget the name of it, sorry). It used a diagonal view and all the units and buildings were full 3d objects (it was directx and I saw it running on a voodoo2, it looked very nice)
So, it certainly is possible to use OpenGL to it's full power in a RTS game, and, I think at least, preferrable. I find 3d games are generally nicer than 2d games (not to say that there are no great 2d games out there, I love the civ series, even though I have not tried CTP yet, I am sure I will love it) -
Re:Game Programming API's
OpenGL is not the best choice for 2d, it was designed for 3d and does not have much in the way of 2d features. But RTS games do not necessarily need to be 2d, Total Annihilation: Kingdoms is going to be a 3d-accelerated game, the units are all 3d objects in the origianl and the maps are 3d. (we might want to consider putting pressure on Cavedog for some Linux support, Total Annihilation is a great game and I always hate it that there not a Linux port) Another RTS game that I once saw a demo of was completely 3d (I forget the name of it, sorry). It used a diagonal view and all the units and buildings were full 3d objects (it was directx and I saw it running on a voodoo2, it looked very nice)
So, it certainly is possible to use OpenGL to it's full power in a RTS game, and, I think at least, preferrable. I find 3d games are generally nicer than 2d games (not to say that there are no great 2d games out there, I love the civ series, even though I have not tried CTP yet, I am sure I will love it) -
Re:Game Programming API's
OpenGL is not the best choice for 2d, it was designed for 3d and does not have much in the way of 2d features. But RTS games do not necessarily need to be 2d, Total Annihilation: Kingdoms is going to be a 3d-accelerated game, the units are all 3d objects in the origianl and the maps are 3d. (we might want to consider putting pressure on Cavedog for some Linux support, Total Annihilation is a great game and I always hate it that there not a Linux port) Another RTS game that I once saw a demo of was completely 3d (I forget the name of it, sorry). It used a diagonal view and all the units and buildings were full 3d objects (it was directx and I saw it running on a voodoo2, it looked very nice)
So, it certainly is possible to use OpenGL to it's full power in a RTS game, and, I think at least, preferrable. I find 3d games are generally nicer than 2d games (not to say that there are no great 2d games out there, I love the civ series, even though I have not tried CTP yet, I am sure I will love it)