I told Windows to download and not install updates, this one didn't install itself. On another machine I had notify only, and it didn't install this one as well, even didn't reboot without my approval. It was a typical update.
Half-Life 2 was terrible. That extra year and they still had really bad bugs in their code. A fair amount of people could not progress because of them, myself included. The performance of HL2 was also quite terrible. A game that looks marginally better than UT2004 but runs terribly worse. Valve has shown me they only delay products because they don't actually finish them.
To be fair... it has been debunked as being a video captured and played back. The console couldn't run it at the proper framerate so they ran it slower and played the video back at the right framerate. This happened before final hardware, but the makers of Killzone have done this kind of stuff before.
It's $913 million per year. I agree with much of what you said, but I believe the EU is more interested in the money than anything. MS supplied what they had and the EU dismissed it.
the PSP will get about 7 hours battery life if all you do is homebrew. Most of the power drain for it is the disc reading, so if all you're reading is memory cards it lasts much longer. You can also get extra batteries to swap, but those are expensive.
Take a moment to rethink what you just said. Let me rephrase it for you to point out the problem more readily. "Since when does not knowing how to use something cause it to not work correctly?" There, it should be pretty obvious now. Another point someone made earlier is pretty relevant too. "Once something is down, it takes longer to bring it back up due to bad documentation."
WarCraft 3 has not only user created units, but it runs in many different resolutions. StarCraft had specific AI's for specific maps as well, as does WarCraft 3.
Without good shaders and the like, your comment is pretty much false. A good deal of the power of the 360 is used to push... effects, which would be missing from the Wii version. Take Call Of Duty for example. They use one of the cores for particles. Without all the smoke and debris, CoD becomes DOOM. A game you've played ago, as opposed to the newer version with elements like fog and smoke or just plain things that blow up on demand.
Full screen anti-aliasing is an almost set in stone requirement for every 360 game. I've heard of one case of someone getting MS to agree to let the game be released without it, and that game is not yet out. I don't think the Wii is going to be able to do this with it's limited hardware, but perhaps they can work something out. The Nintendo DS has it, even though it doesn't have bilinear filtering or anything else like that.
The bigger issue for me with last gen was non-progressive signals. I have a progressive scan HDTV, and let me tell you Smash Bros. does some nasty stuff that shows up when not being run in HD mode. Flickering polygons and the like show up every other line. It was just icky. Nasty aliasing on some PS2 games really put me off as well.
If you look at the code required to load a texture in OpenGL vs DirectX, it will push the leverage far more than just simple triangles in either one. People rarely use untextured triangles, let alone un-shadered triangles anymore. I believe this is a much better assessment of the two API's.
What if you want to duck while jumping and moving forward while looking in a completely opposite direction and shooting. Yeah, didn't work in Metroid Prime either, because Nintendo didn't know they were making a FPS. Sometimes that sort of thing pops up in platformer games too. So hopefully the regular controller add-on wont be all klutzy.
I have an arcade stick that works for XB/PS2/GCN. It has an analog mode that you can turn on/off on the fly. Sounds about like what you want. However, dual analog games are still out of its reach. The X-Arcade and Pelican RealArcade sticks are both like this.
On the invention of the automobile, I could go to work for them since they would close out the need for buggies. On the release of all game source code, there would be no real need for the most of a team, just one person dedicated to putting the extra pieces in place. Since art is going to take you some time anyways, one person added the extras allows for a very relaxing schedule. So no, you're fallax allegory does not apply to everything.
They release their old engine after the new one is the one people want and nobody is trying to license the old one. DOOM3 came out and it still took a while for Quake 3 to be made public.
If a fledgling dev doesn't know how to do something, he obviously isn't asking anyone or paying attention to what other companies are saying about their engines. There is also the Game Developers Conference with classes and papers on all the new ideas/technologies, Game Developer magazine, and ATI/NV release info on effects. There's basically no reason not to know how to do something, you just need the time to impliment it.
Who pays the first company to build their engine so the rest can take it? Seems like a really bad situation for the first company to do it. This is also why iD releases their old engine, and not their current one. As much as their games sell, I'm sure it's not enough to cover the costs of an engine + game.
No, you have the wrong idea. I'm not ok with that because it makes all my work worthless. I have a trade, and if you make all that I do free, then essentially my trade is worthless.
What you free software Nazis seem to forget is that many companys develop technology and license it to other people. This is a much friendlier idea as it allows programmers to continue programming, and people get to use what they've made.
If more of the source code was open, less developers would be needed. As time goes on, less and less developers are needed, until finally none are needed and we end up with programmers out of jobs and large variety of the same game.
Like that one time when someone put in an exploit and all those peers couldn't find it? Great security model.....
I told Windows to download and not install updates, this one didn't install itself. On another machine I had notify only, and it didn't install this one as well, even didn't reboot without my approval. It was a typical update.
Half-Life 2 was terrible. That extra year and they still had really bad bugs in their code. A fair amount of people could not progress because of them, myself included. The performance of HL2 was also quite terrible. A game that looks marginally better than UT2004 but runs terribly worse. Valve has shown me they only delay products because they don't actually finish them.
To be fair... it has been debunked as being a video captured and played back. The console couldn't run it at the proper framerate so they ran it slower and played the video back at the right framerate. This happened before final hardware, but the makers of Killzone have done this kind of stuff before.
+1 creative writing.
It's $913 million per year. I agree with much of what you said, but I believe the EU is more interested in the money than anything. MS supplied what they had and the EU dismissed it.
Or you get deported back to Canada because the governement didn't want to deal with your evangelism and lack of reading the requirements.
It was unusually cold last summer here. Now it's average! Global warming must be true!
After looking through it, it does seem they slacked off and only provide the command line tools... :\
Did anybody else notice the bug in the screenshot? The times for the meeting don't have the hours. Kinda silly.
Foxit is alright, and I just downloaded Xpdf for Windows.
the PSP will get about 7 hours battery life if all you do is homebrew. Most of the power drain for it is the disc reading, so if all you're reading is memory cards it lasts much longer. You can also get extra batteries to swap, but those are expensive.
I did not play WarCraft 2, but thanks for the info.
Take a moment to rethink what you just said. Let me rephrase it for you to point out the problem more readily. "Since when does not knowing how to use something cause it to not work correctly?" There, it should be pretty obvious now. Another point someone made earlier is pretty relevant too. "Once something is down, it takes longer to bring it back up due to bad documentation."
WarCraft 3 has not only user created units, but it runs in many different resolutions. StarCraft had specific AI's for specific maps as well, as does WarCraft 3.
Without good shaders and the like, your comment is pretty much false. A good deal of the power of the 360 is used to push... effects, which would be missing from the Wii version. Take Call Of Duty for example. They use one of the cores for particles. Without all the smoke and debris, CoD becomes DOOM. A game you've played ago, as opposed to the newer version with elements like fog and smoke or just plain things that blow up on demand.
Full screen anti-aliasing is an almost set in stone requirement for every 360 game. I've heard of one case of someone getting MS to agree to let the game be released without it, and that game is not yet out. I don't think the Wii is going to be able to do this with it's limited hardware, but perhaps they can work something out. The Nintendo DS has it, even though it doesn't have bilinear filtering or anything else like that.
The bigger issue for me with last gen was non-progressive signals. I have a progressive scan HDTV, and let me tell you Smash Bros. does some nasty stuff that shows up when not being run in HD mode. Flickering polygons and the like show up every other line. It was just icky. Nasty aliasing on some PS2 games really put me off as well.
If you look at the code required to load a texture in OpenGL vs DirectX, it will push the leverage far more than just simple triangles in either one. People rarely use untextured triangles, let alone un-shadered triangles anymore. I believe this is a much better assessment of the two API's.
What if you want to duck while jumping and moving forward while looking in a completely opposite direction and shooting. Yeah, didn't work in Metroid Prime either, because Nintendo didn't know they were making a FPS. Sometimes that sort of thing pops up in platformer games too. So hopefully the regular controller add-on wont be all klutzy.
I have an arcade stick that works for XB/PS2/GCN. It has an analog mode that you can turn on/off on the fly. Sounds about like what you want. However, dual analog games are still out of its reach. The X-Arcade and Pelican RealArcade sticks are both like this.
On the invention of the automobile, I could go to work for them since they would close out the need for buggies. On the release of all game source code, there would be no real need for the most of a team, just one person dedicated to putting the extra pieces in place. Since art is going to take you some time anyways, one person added the extras allows for a very relaxing schedule. So no, you're fallax allegory does not apply to everything.
They release their old engine after the new one is the one people want and nobody is trying to license the old one. DOOM3 came out and it still took a while for Quake 3 to be made public.
If a fledgling dev doesn't know how to do something, he obviously isn't asking anyone or paying attention to what other companies are saying about their engines. There is also the Game Developers Conference with classes and papers on all the new ideas/technologies, Game Developer magazine, and ATI/NV release info on effects. There's basically no reason not to know how to do something, you just need the time to impliment it.
Who pays the first company to build their engine so the rest can take it? Seems like a really bad situation for the first company to do it. This is also why iD releases their old engine, and not their current one. As much as their games sell, I'm sure it's not enough to cover the costs of an engine + game.
No, you have the wrong idea. I'm not ok with that because it makes all my work worthless. I have a trade, and if you make all that I do free, then essentially my trade is worthless.
What you free software Nazis seem to forget is that many companys develop technology and license it to other people. This is a much friendlier idea as it allows programmers to continue programming, and people get to use what they've made.
If more of the source code was open, less developers would be needed. As time goes on, less and less developers are needed, until finally none are needed and we end up with programmers out of jobs and large variety of the same game.