PostgreSQL Ported to GameCube, Linux Progressing
TheFuzzy writes "Hey folks, thought you'd like to know that the guys at Cybertec.at have succeeded in porting PostgreSQL 7.4.1 to the Nintendo GameCube. Now you, too, can turn your former video console into the world's most underpowered database server. And before anyone asks... the Windows port is coming real soon now, so be patient - it says something that the GameCube was easier to convert to than Windows, don't it?" Elsewhere in GameCube homebrew development, it looks like the GameCube Linux project is moving along quite swiftly, with "a 22 MB Debian base system image" now available, and an "ARAM block device driver" also created, now allowing 40mb of space for Linux to run in.
DX:IW wasn't a terrible game, but it was not nearly as good as it could of been. There were times that were edge of the seat tension, but most if it was pretty laid back.
The frame rate sucked. But it didn't kill the game
The Levels were tiny, very clausterphobic inducing, but it didn't kill the game
Interface was very awkward, but it didn't kill the game
What did kill the game was that it took a total of 10 hours to complete and was very easy (in terms of puzzle solving...were there any?)
I'm hoping that with Thief III, they can optimize the engine, make larger maps and make better use of the engine in general.
And Liberty Island at the end of DXIW was a joke, 4 seperate maps for what a 5 year old engine did with one map
"Some things have to be believed to be seen." - Ralph Hodgson
it played fine on my xbox. not to troll, but it isn't the console market's fault if the developer shows preference. rail at the game, that's fine - but when people try to take the argument to the philosophical side (consoles suck, they shouldn't have released for the consoles, etc, etc) they just end up sounding like loons..
the complaint that translates from console to PC equally is the tiny tiny 'maps'. If there were too many interactive objects in each map - then for chrissakes just make some boxes or pews static, drop some polygons, lower particle count - something.
aside from the maps i thought it was pretty standard Spector-type stuff. *Although if they plan on railroading all the possible story 'branches' back to the same core events, maybe they should just remove them? If there's no functional difference between choices, they are false choices.
You'd think a company who defined the terminology for exactly such a behavior would recognize it.
// "Can't clowns and pirates just -try- to get along?"
I suppose that this is interesting, in a geeky/hacker way, but I really don't think it belongs in the games section. Just because they used game console hardware for an OSS/Linux port story doesn't make it gaming news....
it works already. you boot gc-linux over nfs.
;)
i just found a reason, finally, to by myself a gamecube.
; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
Granted there isn't much use, but there is some.
The PostgreSQL port to the PS2 (quite a while back) made a performance issue on certain platforms very obvious. I believe as a result the Itanium port recieved a bit of a speed boost (common issue).
Simply put, looking at something from a new angle doesn't hurt any of the currently existing platforms, and often it will help.
It's the same reason many developers like to use more than one compiler. One will sometimes warn about things the other doesn't catch.
Rod Taylor