Well, it's now obvious that you know FUCK ALL about game development. The amount of full time effort that goes into the artwork easily matches the coding effort, if not exceeds it these days, as games get larger and larger. Final Fantasy 7 had something like 10:1 ratio of artists to coders.
Eventually the toolset for games will standardise, then someone might get round to writing open source versions, but they're going to come out of the games development community (hopefully Argonaut, probably iD;), not the open source community.
Sounds like it was written by a wannabee for wannabees. You want to learn DX6? Read the documentation. You want to write a RTS? The ai is the hard part, everything else is a piece of cake by comparison.
Incidentally, I only know one coder here that buys games programming books, and I doubt he actually reads them.
Actually, I'd quite like to take a look at their menu / widget drawing code. Especially the channel bar in IE4. The number of unnecessary redraws really pisses me off.
But then we'd all know just how low-quality MS's developement efforts really are.
1: There's only about 20 PS2 devkits around at the moment, first large release should be next month.
2: The PS emulation in exact, no improvements possible (they don't even fix the perspective correction)
3: The Emotion Engine is impressive, but the killer is the GPU. Why? Well, the pixels engines are on the same silicon as the VRAM. It has an effective VRAM bus width of 2560 bits. Think about it.
Nope, about $300-$350, anything larger can be atributed to an extra zero appearing in the Yen price during translation. At least that's what I've been told.
> This development system is of primary usage to the programmer. Since when does any games company require its programmers to use any of the above tools?
Hey, guess what, I code games, and I need acess to most of the above tools to check and moidify original data.
You seem to be under the misguided impression that professional games programmers work in total isolation from artists, musicians, and designers.
Two ways on PSX. 1: Internal dev kit; 2 big fat cards, with optional profiling waz, v expensive, 2-3k ukp +. 2: External action replay / SN style; SCSI card in yer PC plugs into back of small box attached to expansion port of PSX, cheap 150 ukp, discontinued, thank you Sony.
Either way, the libraries allow you read off of CD, or the PCs hard drive. Develop with one, test with the other. Figure the rest out yerselves.
I imagine PSX2 will follow a similar path, although you may not need a box, just a firewire card, at a guess.
Could that possibly be because the FPU is fast enough anyway? Personally I found the Quake source (not that I've seen it, honest;) pretty typical of game runtimes. Heavily optimised in places that matter, bit of a hack where it doesn't. It's all about efficiency, including that of development time.
Incidentally, the information you can glean from the tools is much more informative than the runtime.
...but you're also anonymous, so the only person you could possible impress, is yourself.
Just scanned in eh?
;), not the open source community.
Well, it's now obvious that you know FUCK ALL about game development. The amount of full time effort that goes into the artwork easily matches the coding effort, if not exceeds it these days, as games get larger and larger. Final Fantasy 7 had something like 10:1 ratio of artists to coders.
Eventually the toolset for games will standardise, then someone might get round to writing open source versions, but they're going to come out of the games development community (hopefully Argonaut, probably iD
> The same thing happen to movies also. There is a american and a french that inveted the cinema.
Wasn't there a brit with similar claims at the same time?
Reflexively there's quite a good film about it, typically I can't remember it's name...
It doesn't matter if WB hold the copyright anymore. WB rights mean nothing if they can't enforce them.
Large scale distribution of bootlegs is now so easy it's impossible to stop. That's the real point here.
It's also getting real hard to make money off of bootlegs as well. That's the other real point.
Sounds like it was written by a wannabee for wannabees. You want to learn DX6? Read the documentation. You want to write a RTS? The ai is the hard part, everything else is a piece of cake by comparison.
Incidentally, I only know one coder here that buys games programming books, and I doubt he actually reads them.
He's a total dick. Consider the number of games he's designed since Wolfenstein. Consider the non-technical differences between these games.
Overrated hype-bandit.
Actually, I'd quite like to take a look at their menu / widget drawing code. Especially the channel bar in IE4. The number of unnecessary redraws really pisses me off.
But then we'd all know just how low-quality MS's developement efforts really are.
#define SENSE_OF_HUMOR 0
> Although I must admit, the Jedi religion does have some appeal as well. ;-)
I'll be using the Jedi mind trick on my boss, come the uk release...
Do you understand the concepts of chain reaction and critical mass?
"cultural value" eh? And just which culture's values are we talking about here?
Actually it's Argonauts...
Read the packaging, and support developers, not publishers.
Thank you.
Few things.
1: There's only about 20 PS2 devkits around at the moment, first large release should be next month.
2: The PS emulation in exact, no improvements possible (they don't even fix the perspective correction)
3: The Emotion Engine is impressive, but the killer is the GPU. Why? Well, the pixels engines are on the same silicon as the VRAM. It has an effective VRAM bus width of 2560 bits. Think about it.
The devkits do.
Nah, he contributed to the EE design, not the PS2. Different products.
> Responding to the challenge that MP3 already has a strong culture around it, Cuban quipped, "Disco also used to have a strong culture."
;), and it's stronger than ever.
Disco still has a strong culture, only these days we call it House, (or Electronica, if you can't dance
Those who ignore history are doomed to repeat it.
> Yeah, but you wouldn't let 'em drive without a license would you? So why should they use a computer without a clue?
You don't need a license to use your feet, or a bicycle, so why should you need one to use a computer. They're tools, not weapons...;)
Nope, about $300-$350, anything larger can be atributed to an extra zero appearing in the Yen price during translation. At least that's what I've been told.
> This development system is of primary usage to the programmer. Since when does any games company require its programmers to use any of the above tools?
Hey, guess what, I code games, and I need acess to most of the above tools to check and moidify original data.
You seem to be under the misguided impression that professional games programmers work in total isolation from artists, musicians, and designers.
Two ways on PSX. 1: Internal dev kit; 2 big fat cards, with optional profiling waz, v expensive, 2-3k ukp +. 2: External action replay / SN style; SCSI card in yer PC plugs into back of small box attached to expansion port of PSX, cheap 150 ukp, discontinued, thank you Sony.
Either way, the libraries allow you read off of CD, or the PCs hard drive. Develop with one, test with the other. Figure the rest out yerselves.
I imagine PSX2 will follow a similar path, although you may not need a box, just a firewire card, at a guess.
> For what it is worth the dreamcast will be backwardly compadible with the Saturn.
No it isn't. But the PSX2 is backwardly compatible with the PSX. How? It has a R3000A embedded in the IO chip.
Hoho.
He he heh. HAH HA HA HAHA AHAHA.
Ohohoh.
Oh how such a short period of time can change everything. It's going to piss all over the Dreamcast.
Carmack has, let me see, how many games out there? And you have?
The 'Right Way To Do Things' is to ship, even if it's a hack. Remember, this is a game, not an operating system, or a CAD package, a game.
Could that possibly be because the FPU is fast enough anyway? Personally I found the Quake source (not that I've seen it, honest ;) pretty typical of game runtimes. Heavily optimised in places that matter, bit of a hack where it doesn't. It's all about efficiency, including that of development time.
Incidentally, the information you can glean from the tools is much more informative than the runtime.
>> you gotta love 'em!
> Yes, if I had an IQ of 3, I probably would.
You aspire to an IQ of 3?