Who else thinks that 3d games based on comics always look like crap? Those Bone screenshots are terrible and I have worst memories of the last Monkey Island game. Let's hope the best for Sam&Max though...
Well, how so? It seems only the dev team is working on its own now. I doubt they get the rights to publish the Sam & Max game, as much as I wished they would.
Technically there have been other games with "true" 3D before of course (Flight Sims and the likes). I guess Descent came a tiny bit before Quake, but I'm not too sure.
While Descent was really cool, it had not quite the effect as Quake on how game engines were to be written for many years following. IIRC it used a special portal render algorithm. Quake introduced lightmaps and rather detailed geometry.
Descent was a fantastic game of course, only the fondest memories...
Personally, I always felt Quake was much more influental. This was the game that brought us true 3d, play-over-internet, a good mouse-look, later on hardware-accelerated smooth graphics,...
> Pixars intellectual property was used to create
> parts of BMRT, and Pixar later sued and won the
> case.
No, Pixar claimed that the renderer evolved out of BMRT, Entropy, violated one of their patents.
Since the case never arrived on court this is highly questionable. Exluna (the company that marketed BMRT and Entropy) just couldn't afford to go to court and were then bought by nVidia who already had made an investment in them.
> but it was in no way superior to PRMAN
While no replacement for PRMan (too slow), BMRT had features that PRMan at that time had not: namely ray tracing. In A Bug's Life there are even frames that were rendered using BMRT as a ray tracing server.
> Compilers for C++ may be slower because of > templates, but that's because the C++ templates > are nothing more than macros with a little added > type-checking (so the compilers usually have to > compile lots and lots of extra code)
NRC is (a) not free... you'll have to pay a hell lot of money if you use the code directly and (b) shoddy code - at least the C code. I think it's just automatically converted Fortran code...
Who else thinks that 3d games based on comics always look like crap? Those Bone screenshots are terrible and I have worst memories of the last Monkey Island game. Let's hope the best for Sam&Max though...
You know, in the german translation of Terminator 2 Arnold talks about how his brain is made of "Neutrale Netze" or "neutral nets" re-translated.
It's pretty funny considering he is talking in his grave and totally serious robo-voice...
Informative?? Funny maybe ... if you're into Diablo 2...
> Most other animals only have prominent breasts
> when they are lactating.
Huh? And women don't produce milk?
Well, how so? It seems only the dev team is working on its own now. I doubt they get the rights to publish the Sam & Max game, as much as I wished they would.
Being german I bought the DVD set here in Germany and it's uncut. Only in GB the Indy2 DVD has been replaced with the cut version.
Insightful, heh? =)
slashdot...
Technically there have been other games with "true" 3D before of course (Flight Sims and the likes). I guess Descent came a tiny bit before Quake, but I'm not too sure. While Descent was really cool, it had not quite the effect as Quake on how game engines were to be written for many years following. IIRC it used a special portal render algorithm. Quake introduced lightmaps and rather detailed geometry. Descent was a fantastic game of course, only the fondest memories...
Personally, I always felt Quake was much more influental. This was the game that brought us true 3d, play-over-internet, a good mouse-look, later on hardware-accelerated smooth graphics, ...
Wasn't that "Someone who SPEAKS German can't be all bad?" ??
I think they eat their own dogfood. That's a pretty good reason for them to upgrade.
> Pixars intellectual property was used to create
> parts of BMRT, and Pixar later sued and won the
> case.
No, Pixar claimed that the renderer evolved out of BMRT, Entropy, violated one of their patents.
Since the case never arrived on court this is highly questionable. Exluna (the company that marketed BMRT and Entropy) just couldn't afford to go to court and were then bought by nVidia who already had made an investment in them.
> but it was in no way superior to PRMAN
While no replacement for PRMan (too slow), BMRT had features that PRMan at that time had not: namely ray tracing. In A Bug's Life there are even frames that were rendered using BMRT as a ray tracing server.
Not quite. REYES is like a distant relative, but not quite a scanline algorithm.
Well, consider this.
Look here...
Most people I know (including me) use SGI's page.
> Compilers for C++ may be slower because of
> templates, but that's because the C++ templates
> are nothing more than macros with a little added
> type-checking (so the compilers usually have to
> compile lots and lots of extra code)
Bull.
NRC is (a) not free ... you'll have to pay a hell lot of money if you use the code directly and (b) shoddy code - at least the C code. I think it's just automatically converted Fortran code...