Game-development on Compaq iPaq
kilaasi writes "Some hard-core game-developers from Finland is making super-optimized games for the iPaq and similar devices, tweaking and tuning every bit of piece there is. These are old Commodore and Amiga-programmers that know the virtues of small-is-beautifull."
I keep telling my sweetie that, but she doesnt believe me.
::)
It's often said that the old arcade games of the early 1980's were some of the best ever created because they had so little to work with -- and therefore they were forced to focus on gameplay over glitz.
:-)
If that same rule holds true for the iPaq, it might become one of the best gaming systems ever conceived.
It's great that they're doing this - it will certainly allow for some cool games in the future, but not quite yet... the iPaq has a hardware "feature" that prevents programs from detecting simultaneous usage of more than one button. Nothing sucks more than having to stop moving so you can shoot or jump. To counter this, developers have built "virtual buttons" that appear on the touch screen, but this takes up alot of the already limited screen realty. Plues, its hard to get used to not having the underappreciated tactile feedback of physical buttons.
"Small is beautiful"? These people are programming a machine with a 200MHz RISC chip with 32Mbytes of memory. That isn't small, that's high-end desk-top performance of a few years ago.
The PCs are bulky. Those 3D games make sense on PC.
But PDA are small and flat. The PDA games should be 2D.
What we need now is 1D-game. If you know what I mean.
I wonder if the engine could be rigged to run something else by that name.
I'm suprised that you didn't mention that John Romero and Co have moved to making games for the iPaq at MonkeyStone Games.
Not only are they making games for them, but also trying to base a business on them.
Wow, the good ol' days. I was late, I didn't start getting around to the demoscene until Second Reality came out at Assembly'94. Then I was hooked. There were many hoaxes of "Third Reality" coming out at the next big demoparty, as I recall.
A lot of the old FC crew created a company called "Remedy" which creates the 3dmark benchmarks and recently released the game Max Payne. Purple Motion even did the music for part of 3dmark2001.
A few people on an IRC channel I used to frequent just found a 64k intro from The Party 2000. They said "wow, when did people do this?" When I started telling them about the good ol days of MS-DOS and the demos and intros (and 4k intros!) of that time, they all turned their noses and said "EWWW DOS was NEVER good for ANYTHING! Yuck!"
Of course, back then, the amount of polygons you could fit on a torus was the big challenge. It was what originally got me into programming. I feel so old now.
Of course now, it's so easy to create jaw dropping images without optimized code, so it's nice to see that there is something to really test your skills on like the iPaq. I miss seeing elegant code.
It is about time that programmers realize that embedded systems are not desktops. Hard drives are not an option with these things.
More attention needs to be placed not only on making smaller programs perform better, but getting the program to perform closer to the hardware specs. This is what programming used to do with Assembler.
He co-designed the 3DO and Atari Lynx, plus was an OS guy for the Amiga (note that he did not design the Amiga hardware; that was Jay Miner). And now he's the lead tech guy at Fathammer.
Of course in this case it is debatable whether the best games for a system such as the iPaq should be hardcore 3D. If you take that route, then 98% of the processor time immediately goes out the window.
Although I'd like to rejoice at this news, I fear it won't help us much. With M$ pouring resources into XP and Xbox, I fear that CE (with its very reasonable liscencing terms) will become yet another orphaned child from Redmond.
"Prepare for the worst - hope for the best."
I'm curious to know why this is such a lost art. Could it be due to the fact that most engines are proprietary code?
If you want to find out how to write optimized software rasterizers, you can easily get the information from books and the web. This is old news. Everyone was into this back in 1995 and 1996, and in the end there was one generally accepted, close to optimal inner loop that was used in most texture mappers. It was published in Game Developer magazine and is available for free on the web.
From the article: These are old Commodore and Amiga-programmers that know the virtues of small-is-beautifull.
For their time, nothing comes close to Commodore computers, the C64 sold 22 million units between 1981 and 1987. I started out with a C128 (I rarely ran C128 programs, instead I almost always ran it in C64 mode) and migrated to the Amiga's in 1989. I started out with an Amiga 500 and moved up to the A1200. Those machines were way ahead of their time, they were multimedia machines before the phrase was coined.
They had 4 channel digital stereo sound, could display 4096 colors out of a palette of 16 million onscreen at 1 time (this was when 16 color EGA was the rage on PC Clones). They had a fully multitasking operating system, and it was completely GUI orientated. They were also plug and play too, but they called it auto-detecting the hardware. I own a PC now, but at the time I'm glad I was an Amiga user instead of a PC user, I never had to go through all the troubles PC users were plagued with at the time (remember setting jumpers for ALL your hardware, and praying there were no conflicts?).
Shh.
Future Crew is still kicking ass, yes! :)
I was the group organizer in Future Crew during 1989-1994. My nick was GORE. In addition to me, three of the original FC members are working for Fathammer. The others are either working at my previous company (Remedy Entertainment, maker of Max Payne), Bitboys (www.bitboys.fi) or at some other Finnish high-tech company (e.g. F-Secure or SSH).
Check out this review. Actual model in hand, retail purchased. Buttons fixed as well as screen dust bunnies addressed.
Here's a download of the demo:
http://www.infosync.no/show.php?id=985&page=3
It's pretty cool!
I was at Eidos headquarters about two months ago and they showed me Tomb Raider on iPaq. I was blown away. (And trust me, I've seen/played a lot of video games.) The quality (FPS, etc.) was better than the original PSX.
t ml
As someone already commented, the controls were... interesting... but nothing that you couldn't get used to after a little bit of practice.
Anyway, for anyone who cares, here is a link I saw about iPAQ TR:
http://www.pocketgamer.org/archives/00000314.sh
--- My dad's political betting