To me, at equal bitrates WMA 8 sounds considerably better than MP3 and for most of the music I tend to have around (rock & classics) a bit better than OGG.
I have a rather low-end setup: cheapo 2+1 speakers on a cheapo Yamaha 724 soundcard.
C'mon people, stop chanting what you've heard once before. What was true of DirectX 5 and DirectX 6 isn't necessarily true for DX 8. In fact, I find it VERY streamlined and it's much easier to tap into the power of modern hardware (Geforce & Radeon - class) with it. OpenGL has sadly fallen behind the times, with a vendor-proprietary extension scheme which means that though the GF and Radeon can do the same thing X, you must code it up twice, once using extension NV_GL_NVIDIA_GREAT_FEATURE_X, and once using ATI_GL_ATI_GREAT_FEATURE_Y (because the damned vendors have their own marketospeak names for the same feature).
Besides, DirectX is by no means single-platform: it is the clean way of moving your game to the Xbox.
There are tons more sources of non-portability in a game than the graphics API alone.
They never got around to supporting multithreaded TNT applications (that is, you can't have multiple threads in an application that uses the TNT, even if only one of those threads makes graphics calls).
Simply not true. Quake3 runs in SMP mode (obviously, with multiple threads) and this was developed on a Geforce.
ATI has introduced some good technology recently (the Radeon), but Matrox are pretty much irrelevant. Out of the game, together with S3, Trident, Number Nine, you name them...
Re:Who here is using KDevelop at work for producti
on
KDevelop 1.2 is out
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· Score: 1
Actually, _all_ developers tend to be very stubborn about what tools they use. I come from VC++, and I am very stubborn about NOT learning emacs and make. Writing the code provides enough challenges by itself, I don't need the What Was The Keystroke game on top of that...
To me, at equal bitrates WMA 8 sounds considerably better than MP3 and for most of the music I tend to have around (rock & classics) a bit better than OGG.
I have a rather low-end setup: cheapo 2+1 speakers on a cheapo Yamaha 724 soundcard.
C'mon people, stop chanting what you've heard once before. What was true of DirectX 5 and DirectX 6 isn't necessarily true for DX 8. In fact, I find it VERY streamlined and it's much easier to tap into the power of modern hardware (Geforce & Radeon - class) with it. OpenGL has sadly fallen behind the times, with a vendor-proprietary extension scheme which means that though the GF and Radeon can do the same thing X, you must code it up twice, once using extension NV_GL_NVIDIA_GREAT_FEATURE_X, and once using ATI_GL_ATI_GREAT_FEATURE_Y (because the damned vendors have their own marketospeak names for the same feature).
Besides, DirectX is by no means single-platform: it is the clean way of moving your game to the Xbox.
There are tons more sources of non-portability in a game than the graphics API alone.
They never got around to supporting multithreaded TNT applications (that is, you can't have multiple threads in an application that uses the TNT, even if only one of those threads makes graphics calls).
Simply not true. Quake3 runs in SMP mode (obviously, with multiple threads) and this was developed on a Geforce.
ATI has introduced some good technology recently (the Radeon), but Matrox are pretty much irrelevant. Out of the game, together with S3, Trident, Number Nine, you name them...
Actually, _all_ developers tend to be very stubborn about what tools they use. I come from VC++, and I am very stubborn about NOT learning emacs and make. Writing the code provides enough challenges by itself, I don't need the What Was The Keystroke game on top of that...
Now only if they could hide make a bit deeper...
I believe this has to be seriously reworked in the light of the first demoes of what NVIDIA's new GeForce can do.
And what about SGI transferring its OpenGL experience to NVIDIA (in the form of engineers)? Is this the sign of a healthy company?