Domain: tzo.com
Stories and comments across the archive that link to tzo.com.
Comments · 58
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Re:sounds like a winmodem to me!
héhé it's funny
:) and that's right, why use windows (or whatever x86 OS) and a morph-emulator CPU? i can use these OS on a true x86 CPU!
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BeRoute -
Re:Read on!
it's because Be Inc. changed the page today, the example you gave us was not there this morning IIRC
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BeRoute -
link to transmeta?
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Re:This is not news
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i agree [NT]
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BeRoute -
it runs in windows!
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Re:I'm glad I read this...I agree that id's main source of income is licensing the engines. I don't really agree with that as being a valid source of income. Really, when I buy a Quake-engine game I want to buy it for the game, not for the engine behind it. I bought Quake for the game, not the technology. I haven't bought Quake2 because I don't like the game. Quake3 I might buy because deathmatch is fun, but Unreal Tournament looks like it's going to handle it better. If id didn't have the code-licensing revenue stream, they'd have to actually make a compelling game again, like they did back in the Commander Keen and Wolf3D days.
I imagine you're referring to Crystal Space regarding the full-featured rendering engine. I have some issues with that particular engine, but it can't prove itself in a commercial setting until it's had a commercial setting to be proven in, and there's a few games which are being written using it but, of course, haven't hit the shelves yet. Notice how lots of people are already waiting to pay their $50 for Quake3 and it's not even done yet? It's further along than any CrystalSpace-based game is.
Writing a decent rendering engine really isn't that hard. Portal engines can be downright easy, especially when done in OpenGL by a competent programmer. (Hint: render the camera-containing room and the objects in it, use the feedback mode to render the portal surfaces, and then recursively render the visible portal surfaces. Not That Hard.) The only real purpose I can see for licensing someone else's engine is for a software renderer, and in that case, you can use something like, say, Project Spandex as your rendering backend and use the exact same engine that you use with OpenGL. Again, Not That Hard.
Having the code for a licensed engine available does enable the developer to be creative. Having the code for an opensource engine available also enables the developer to be creative, except then the developer doesn't have to shell out millions of bucks in licensing fees and so they can be creative with even more higher-quality artists which they can now afford to hire.
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"'Is not a quine' is not a quine" is a quine. -
I'll mirror it if someone sends it to me
I'll try to get it up and mirrored on our T3 if someone can send me this thing and I like it
:) e-mail to workingaway@blackstar.tzo.com