A couple of people have mentioned this already, but I'll bring it up again -- developing a game is not just writing your engine. Tools are an incredibly important part of game development, and.NET makes it a hell of a lot easier to write good tools (the kind that artists and designers enjoy using, and use to their fullest extent). A colleague of mine said something to the effect of, "Yeah, working with.NET actually made writing my sound tool fun. And the tool has a decent interface for once, too!" You can also develop things more quickly -- my estimate, based on past experience, is at least a 4x speedup over using C++/MFC.
Sure, you may not write your runtime using the framework (although you certainly could!), but saying that.NET is not useful in game development is silly. It's already proven its worth.
Microsoft had nothing to do with it with the exception of taking the large pool of talent that was known as Bungie and leaving a half finished game to be finished by a third party.
OK, let's try this again. Oni was produced by Bungie West, the branch of the company located in California. Halo was produced by the team in the Chicago office (and subsequently moved to WA when bought by MS, if I recall correctly). They were COMPLETELY DIFFERENT TEAMS. There is no way MS had any influence on Oni, or "gutted" their team -- they were completely separate development teams and offices from the get-go.
Except that the CISC instructiosn take ten times as many clock cycles to execute.
Some of the more esoteric ones, sure. But many common instructions are single-clock ones, just like RISCs. The average CPI is NOT 10 times higher than RISC chips, sorry. Besides, modern CISC chips are as heavily pipelined as RISC chips, and they're pretty much RISC cores anyway (microinstructions)...the PowerPCs in Macs are really not competitive with newish Intel/AMD stuff.
You don't, either. A RISC CPU, like the PowerPC, usually needs to execute as many or more instructions to perform the same task as a CISC CPU. Given that the Mac in question has an 800 MHz processor, and the PC has a 2 GHz processor, it is extremely unlikely that the Mac would be faster. (at CPU-bound tasks, and almost certainly everything else as well)
Go down to your local Electronics Boutique, or CompUSA, or whatever game shop you choose. Compare the size of the "PC New Releases" section to the ENTIRE Mac section. How can people continue to say that the Mac has a decent game selection when it's just not true?
Oh please, this argument is so old and so bogus. Seriously, how many PC-only games have you really played that were worth playing and didn't end up on either the Mac or some console?
Umm, lots. And that's beside the point -- I'd like to play these games when they're new, not a year to 18 months after the fact.
Case in point: the Mac is getting a port of an excellent game (Fallout 2) pretty soon here (August was the date, I think)...except that's almost FOUR YEARS after the PC version shipped.
I disagree on this point. There are a number of companies that sell graphics engines that are centered around scene graph engines, among them NDL and Criterion, and they seem to be doing pretty well both in number of clients as well as quality of the resulting products that use their technology. What they're selling IS useful, although perhaps not in all circumstances.
Yeah, but the voice support in Xbox Live is just about the next best thing. If you haven't tried it, it's really quite good.
A couple of people have mentioned this already, but I'll bring it up again -- developing a game is not just writing your engine. Tools are an incredibly important part of game development, and .NET makes it a hell of a lot easier to write good tools (the kind that artists and designers enjoy using, and use to their fullest extent). A colleague of mine said something to the effect of, "Yeah, working with .NET actually made writing my sound tool fun. And the tool has a decent interface for once, too!" You can also develop things more quickly -- my estimate, based on past experience, is at least a 4x speedup over using C++/MFC.
.NET is not useful in game development is silly. It's already proven its worth.
Sure, you may not write your runtime using the framework (although you certainly could!), but saying that
Well, then, the people who aren't hardcore gamers are casual console gamers...who still have high expectations as far as production values go.
Great post. I'm in 100% agreement.
Modern rock? Uhh...I guess you don't listen to much contemporary music hehehehehehehe.
(modern rock being the label for the alternative genre, before it was alternative)
According to their website, they have sold 285 of them. They're not exactly taking the nation by storm.
Heh. I actually got that.
Yes, you do get paid even if your stuff is not used. After all, you did do the work...
Microsoft had nothing to do with it with the exception of taking the large pool of talent that was known as Bungie and leaving a half finished game to be finished by a third party.
OK, let's try this again. Oni was produced by Bungie West, the branch of the company located in California. Halo was produced by the team in the Chicago office (and subsequently moved to WA when bought by MS, if I recall correctly). They were COMPLETELY DIFFERENT TEAMS. There is no way MS had any influence on Oni, or "gutted" their team -- they were completely separate development teams and offices from the get-go.
they put twists on the FPS that were later imitated by the big boys at id (such as enemies getting mad at each other).
Hmm, unless they did this in Pathways Into Darkness, DOOM beat them to the punch. Enemies would get mad at each other and attack their friends.
As soon as Bungie got acquired by MS, they rushed the terrible Oni out the door (obviously half-finished)
Oni was produced by the half of the company that was purchased by Take Two. Microsoft had absolutely nothing to do with it.
I might have to buy one of those hideous green beasts (used, of course) just to play that excellent game called Halo.
The Xbox is black.
Except that the CISC instructiosn take ten times as many clock cycles to execute.
Some of the more esoteric ones, sure. But many common instructions are single-clock ones, just like RISCs. The average CPI is NOT 10 times higher than RISC chips, sorry. Besides, modern CISC chips are as heavily pipelined as RISC chips, and they're pretty much RISC cores anyway (microinstructions)...the PowerPCs in Macs are really not competitive with newish Intel/AMD stuff.
You obviously A) do not know your RISC vs CISC
You don't, either. A RISC CPU, like the PowerPC, usually needs to execute as many or more instructions to perform the same task as a CISC CPU. Given that the Mac in question has an 800 MHz processor, and the PC has a 2 GHz processor, it is extremely unlikely that the Mac would be faster. (at CPU-bound tasks, and almost certainly everything else as well)
Professor Kyne: "Go and pick your asteroid." -- Brataccas
Wow, haven't heard that game mentioned in a long time! Fun.
Almost all recent games are out for MacOS.
Go down to your local Electronics Boutique, or CompUSA, or whatever game shop you choose. Compare the size of the "PC New Releases" section to the ENTIRE Mac section. How can people continue to say that the Mac has a decent game selection when it's just not true?
Oh please, this argument is so old and so bogus. Seriously, how many PC-only games have you really played that were worth playing and didn't end up on either the Mac or some console?
Umm, lots. And that's beside the point -- I'd like to play these games when they're new, not a year to 18 months after the fact.
Case in point: the Mac is getting a port of an excellent game (Fallout 2) pretty soon here (August was the date, I think)...except that's almost FOUR YEARS after the PC version shipped.
Metal Gear Solid: Sons of Liberty
u SURE about that one?... Hideo Kojima made that one... IN JAPAN...
Right, but it was actually released in the US first.
John Cage is the composer. Johnny Cage is a character from Mortal Kombat.
Was it another 'real-life' chain, or a made up one?
I've been programming in Pascal for 21 years
No wonder you're bitter.
you don't have to be connected to the internet to play multiplayer Starcraft
Playing on a LAN works fine. I don't know what you're talking about.
I disagree on this point. There are a number of companies that sell graphics engines that are centered around scene graph engines, among them NDL and Criterion, and they seem to be doing pretty well both in number of clients as well as quality of the resulting products that use their technology. What they're selling IS useful, although perhaps not in all circumstances.
I don't know about you, but I play tennis and I think this is pretty damn cool. I bet there are a lot of other people on here who feel the same way.
San Francisco's population is roughly 800,000 if I remember correctly.
Oakland, San Jose, and other surrounding areas would be spared.
What about all those space tourists that have been going up lately? Those are private citizens...
(the article uses the term "homograph")
Is there some kind of problem with this term? Or are the quotes there just because the term may be unfamiliar to some?