I totally agree here. A game must be FUN, no matter how realistic but fun! Sometime realisms adds to the fun, sometimes not. The hard part is finding the perfect balance!
Of course it's humans who ultimately created TypoGenerator, but the resulting "art" is made of images "lent" from around the net. I think the drawing line can be traced here: is the are your software is producing original or not? If it is, sure it can be called art. Otheriwse, let's just call it a "composition":)
Faster memory probably yes, but the issue with SLI-ing 2 physical cards is that you get only half the memory! (the two cards have to render the same frame and therefore need the same textures on each)
Now I just hope Sir Peter won't grow his hair and start making games about Love & Peace..:)
Graphics card's driver must support the game?!?
on
Does Linux Have Game?
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· Score: 5, Insightful
Wait a minute... did I miss anything (probably), but what's this thing that "Regardless of whether a game is based on an OpenGL or Direct3D API, the graphics card vendor's driver must support the game."?!?
The graphics card vendor's API implementation should be complete regardless of the games that use that API. Of course a card could have certain hardware limitations not allowing it to actually support the whole set, but this doesn't look to be the case with Doom3 and ATI.
True, today developers usually choose just one reference vendor for the development process (maybe sometimes because of the money they get rather than the actual lack of time to test on both, cmon there are just two!), therefore there could be some (possibly minor) incompatibilities with the other, but if both vendors' drivers were as complete as possible, that would definitely be a step in the right direction...!... or not?
...and get a ticket for parking in the wrong way in a line parking space (I've seen several around here...)! In fact if the parking space is declared for line parking, you can't park parallel! (of course it may vary from country to country)
Anyone feels the lack of an analog stick on the DS? Ok, we've got the touch-screen, but I don't know if I really feel much like playing all kind of games with a stylo!
Digital pad is ok with the GBA, where most games are still 2D, but today I feel an analog stick is due with 3D systems/games (PSP has it...)
I hope the buttons will be at least semi-analog like these on the Dual Shock 2, but I kind of doubt it..
Actually, this is a quite old and well-known method of obtaining color images with a non-color camera. The first video digitiser that I got way back for my Amiga came with 3 filters (R, G and B of course). The main problem was holding the camera and subject perfectly still while capturing the 3 separate shots, otherwise you'd get an effect similar to that of a disaligned RGB beamer.
The biggest logical step made by that individual was the application of the IR filter.
What could actually be interesting would be writing a native GameBoy software to both combine the 3 images and correctly align them if the camera slightly moved during the process, which is something really likely with a GB camera. Keep in mind that you'll have to hold the GB *really* still, put filter 1 in front of it, take picture, repeat 3 times...
I don't know if tile-based rendering actually delivers so much more performance, but for sure it is not new. NEC uses it for its PCX/PowerVR chipsets, which end up into Dreamcast consoles too.
One thing tile-based rendering probalby delivers over other algorithms is antialiasing at low cost.
Anyway, looks like STM is behind those chips as well, just check the links on their homepage (see article).
For as much as we may laugh at such ideas (or feel a bit shocked), I'm just happy there's people who still dare to push new ideas and don't just rely on fighting and racing games to make a buck.
I used to laugh at the first 'musical/dancing games' that took Japan by storm, but once I tried one I got hooked... (agreed, me jumping on one of those things is maybe not such a great idea for a game!)
But yet, I can't but praise such people...!
I totally agree here. A game must be FUN, no matter how realistic but fun!
Sometime realisms adds to the fun, sometimes not. The hard part is finding the perfect balance!
If I'm not wrong, one of the two is completely free of charge ;)
Someone help me.. I'm positive I'll be whistling the song for the rest of the day...!
I've tried for some time the seemingly only toothing software available for P1 devices and it's terribly buggy and crash-prone. Actually unusable..
Looks like it may be all backtracked to bad programming again...!
Hope this helps making Sony realize people is interested in using the PSP to go online and make them release an official browser...!
Looks like this screen has all the bells and whistles.. but is still not /. proof! :)
Of course it's humans who ultimately created TypoGenerator, but the resulting "art" is made of images "lent" from around the net. I think the drawing line can be traced here: is the are your software is producing original or not? :)
If it is, sure it can be called art. Otheriwse, let's just call it a "composition"
But can you prove that black is white and white is black without getting killed at the next zebra crossing?
Faster memory probably yes, but the issue with SLI-ing 2 physical cards is that you get only half the memory! (the two cards have to render the same frame and therefore need the same textures on each)
Looks like we've got the first candidate for 2005's Vaporware Games Awards...!
In a rash of magnanimity, I'll also spare you all the possible "wish" puns...
Now I just hope Sir Peter won't grow his hair and start making games about Love & Peace.. :)
Wait a minute... did I miss anything (probably), but what's this thing that "Regardless of whether a game is based on an OpenGL or Direct3D API, the graphics card vendor's driver must support the game."?!?
... or not?
The graphics card vendor's API implementation should be complete regardless of the games that use that API. Of course a card could have certain hardware limitations not allowing it to actually support the whole set, but this doesn't look to be the case with Doom3 and ATI.
True, today developers usually choose just one reference vendor for the development process (maybe sometimes because of the money they get rather than the actual lack of time to test on both, cmon there are just two!), therefore there could be some (possibly minor) incompatibilities with the other, but if both vendors' drivers were as complete as possible, that would definitely be a step in the right direction...!
Looks like the site is still defaced.. maybe they should teach HTML to some lawyers and fix things up :)
...and get a ticket for parking in the wrong way in a line parking space (I've seen several around here...)!
In fact if the parking space is declared for line parking, you can't park parallel! (of course it may vary from country to country)
Anyone feels the lack of an analog stick on the DS? Ok, we've got the touch-screen, but I don't know if I really feel much like playing all kind of games with a stylo!
Digital pad is ok with the GBA, where most games are still 2D, but today I feel an analog stick is due with 3D systems/games (PSP has it...)
I hope the buttons will be at least semi-analog like these on the Dual Shock 2, but I kind of doubt it..
Actually, this is a quite old and well-known method of obtaining color images with a non-color camera. The first video digitiser that I got way back for my Amiga came with 3 filters (R, G and B of course). The main problem was holding the camera and subject perfectly still while capturing the 3 separate shots, otherwise you'd get an effect similar to that of a disaligned RGB beamer.
The biggest logical step made by that individual was the application of the IR filter.
What could actually be interesting would be writing a native GameBoy software to both combine the 3 images and correctly align them if the camera slightly moved during the process, which is something really likely with a GB camera. Keep in mind that you'll have to hold the GB *really* still, put filter 1 in front of it, take picture, repeat 3 times...
I don't know if tile-based rendering actually delivers so much more performance, but for sure it is not new. NEC uses it for its PCX/PowerVR chipsets, which end up into Dreamcast consoles too. One thing tile-based rendering probalby delivers over other algorithms is antialiasing at low cost. Anyway, looks like STM is behind those chips as well, just check the links on their homepage (see article).
I'll then start coding "Java Ts"... better change my taste in fruits..
I think the hardest part was installing Apache in the monkey's brain... can it do PHP?
It wasn't a bad idea if you plan to just make money out of it. It was a bad idea if you want to gain new developers.
For as much as we may laugh at such ideas (or feel a bit shocked), I'm just happy there's people who still dare to push new ideas and don't just rely on fighting and racing games to make a buck. I used to laugh at the first 'musical/dancing games' that took Japan by storm, but once I tried one I got hooked... (agreed, me jumping on one of those things is maybe not such a great idea for a game!) But yet, I can't but praise such people...!