Mind athletes?? The last time I checked, an Athlete is someone who required good physical attributes in order to be sucessful. The term "Mind Athlete" makes no sense whatsoever.
You might want to consider your own references before calling a definition incorrect:
3. One fitted for, or skilled in, intellectual contests; as, athletes of debate.
Actually you're only sort of correct. There are three components to lag:
1) Network speed (ie, literally how long does it take the packet to go from player A to player B--or in the case of client/server, from player A to server and server to player B) 2) Network processing time (ie, how long does the networkling layer of code play with the packet, wait for other packets with complete information and convert the packet into useful game material) 3) Rendering time (the packet is now entirely in-game informtion, how long does it take to actually display the information to the user in some meaningful way
A very good client/server game will eliminate 2 and 3 as factors almost entirely. This is impossible in RTSes, which use peer-to-peer, and have to worry about silly tasks such as maintaining client synchronization.
Its funny actually, because everyone assumes that because Quake worked so well over network connections that all FPSs should. What this assumption fails to note is that Quake and Quake 2 --and to some extent Quake 3--were incredibly well written at the networking layer. They also had things like client interpolation of data and straight up guessing (which accounting for some funny things when the client guessed wrong).
At any rate, my point was that your graphics card and chip *do* affect the lag you experience in game, just as your CPU and network connection do.
Most games nowadays have finalized editors before they even start.
Maybe for Quake derivatives. But for games that aren't FPSs (and there are substantially more of those), this is totally not true. I'm working on my third title now, and not one of them has had a completed editor for the designers before they started.
No offense, but your recommendations don't seem to be coming from someone on the inside of the industry.
The truth is, you should be making levels for the kinds of games you think you might be working on. So for instance, if you believe you'll be working on a FPS, you should be making FPS levels.
That being said, the overwhelming majority (approx 94% in 2003) of sales did NOT come from FPSs. It is not very likely you will work on one, there are not that many in development.
I would suggest you take a look at various projects in development at companies you think might be interesting, and make levels in related games. I would also point out that a simple survey of well known studios points out that the RTS is a very popular genre right now.
I mean, seriously. You can scoff at it all you like, but this is *the most* likely way that SCO will win.
I think it is very important for each and everyone to take 10 minutes to write your congressman/woman about why Open Source is important and why you feel strongly that they do *not* vote for any bills limiting open licensing.
Frankly, money talks, especially in Congress. And although SCO isn't wealthy by any stretch, they do have more money than you.
I think the characters look really ugly, especially "Ray"
I'm impressed with your ability to see through the paper and determine what the face of Ray looks like, given that the concept of her is entirely from behind.
If you decide to manufacture X-ray specs that allow you to see through the paper and directly into the artists brain as to what the backside of the image is supposed to look like, let me know. I'll totally buy a pair.
It was a great tech school, it prepared me well in the fundamentals of CS (my EE friends also agree that their fundamentals were good).
Most importantly, UTD has excellent scholarships and is reasonably priced. During my time there, my fees were typically around $1500 per semester, although I obtained a scholarship the first year and because of my GPA (I was a 4-pointer), I had it upgraded to full tuition plus a living stipend by the end of my freshman year.
That guy wasn't just some programmer, he's the same guy who rigged the Keno game out in Atlantic city and got caught.
Keno, as a refresher (and correct me if I'm wrong) is similar to the lottery, except that you have to choose eleven numbers, and in order to be a big winner, your numbers must match the ordering of the pulled numbers.
In fact, it is so unlikely that anyone would match all 11 numbers in order that no one has done it in the history of the game. (Except this guy, who rigged the game).
*ANY* other person who has the same amount of greed and exploits his position to gain his means deserves the same punishment.
I'm just thinking of how cool it would be to have the TV signal run in a picture-in-picture window with art works displaying during commercials. Its no commerical skip, but at least I could ignore them with pretty pictures.
...is right here: "There is the first online getaway that combines the power of chat with the fun and excitement of online games."
Now, I haven't played many MMOs, but I have played a few. And for the most part, modern MMOs are just glorified screen savers with IRC built in. I'm not sure how this could be considred "the first."
You don't use a 2-D check to determine the ray intersection with the polygon, that would be useless. By the time the rendering is complete (and assuming you lock the back-buffer, which *very* few games do other than for screen-shot purposes), you don't know where a given pixel on-screen came from.
Sure, a line-box intersection is slower than a line-polygon intersection, but you're assuming that they already know which polygon to test. In order to do that, you have to iterate over the polygons through some method (usually not brute force, usually bounding boxes or spheres).
The way this sort of thing usually works (and its really not anything new, just new for iD), is to have the model broken into pieces, the model, head, arms, legs, torso, etc. You test the model through the hierarchy.
First you see if the ray intersects with the model at all (usually ray-box or ray-sphere). If it does, you test the next piece in the hierarchy (usually left/right or along the biped object). Once you've narrowed down your search to a single piece in the hierarchy, usually you just brute force walk through the polys in that section.
*Cough* Demo is here.
;)
But I don't work there or anything.
You might want to consider your own references before calling a definition incorrect:
3. One fitted for, or skilled in, intellectual contests; as, athletes of debate.
If...you...are...willing...to...yell...yell...YELL ...at ...the...game...at...about...this...speed......You ...might...be...able...to...have...an...in-game... conversation...conversation...con-ver-sation...wit h...it.
:-)
Natural language processors kinda suck.
Actually you're only sort of correct. There are three components to lag:
1) Network speed (ie, literally how long does it take the packet to go from player A to player B--or in the case of client/server, from player A to server and server to player B)
2) Network processing time (ie, how long does the networkling layer of code play with the packet, wait for other packets with complete information and convert the packet into useful game material)
3) Rendering time (the packet is now entirely in-game informtion, how long does it take to actually display the information to the user in some meaningful way
A very good client/server game will eliminate 2 and 3 as factors almost entirely. This is impossible in RTSes, which use peer-to-peer, and have to worry about silly tasks such as maintaining client synchronization.
Its funny actually, because everyone assumes that because Quake worked so well over network connections that all FPSs should. What this assumption fails to note is that Quake and Quake 2 --and to some extent Quake 3--were incredibly well written at the networking layer. They also had things like client interpolation of data and straight up guessing (which accounting for some funny things when the client guessed wrong).
At any rate, my point was that your graphics card and chip *do* affect the lag you experience in game, just as your CPU and network connection do.
Sorry, here's the article I'm referring to. $7.2B in software sales including both PC and console. First time ever for us.
Maybe for Quake derivatives. But for games that aren't FPSs (and there are substantially more of those), this is totally not true. I'm working on my third title now, and not one of them has had a completed editor for the designers before they started.
No offense, but your recommendations don't seem to be coming from someone on the inside of the industry.
The truth is, you should be making levels for the kinds of games you think you might be working on. So for instance, if you believe you'll be working on a FPS, you should be making FPS levels.
That being said, the overwhelming majority (approx 94% in 2003) of sales did NOT come from FPSs. It is not very likely you will work on one, there are not that many in development.
I would suggest you take a look at various projects in development at companies you think might be interesting, and make levels in related games. I would also point out that a simple survey of well known studios points out that the RTS is a very popular genre right now.
Actually, from someone inside the industry, that number is totally false.
Our revenues were around $7 billion last year.
Well, I don't switch because I don't consider Photoshop a game. No matter how much you mac-heads believe it. ;)
I mean, seriously. You can scoff at it all you like, but this is *the most* likely way that SCO will win.
I think it is very important for each and everyone to take 10 minutes to write your congressman/woman about why Open Source is important and why you feel strongly that they do *not* vote for any bills limiting open licensing.
Frankly, money talks, especially in Congress. And although SCO isn't wealthy by any stretch, they do have more money than you.
I'm impressed with your ability to see through the paper and determine what the face of Ray looks like, given that the concept of her is entirely from behind.
If you decide to manufacture X-ray specs that allow you to see through the paper and directly into the artists brain as to what the backside of the image is supposed to look like, let me know. I'll totally buy a pair.
No, not everything can be cracked.
MMOs are still pretty much crack-free.
HAHAHAHAHAHAHA!
It was trivial to beat. All I did was set the quake 3 master server address to be 127.0.0.1.
Because Q3 was nice, it assumed if it couldn't connect to the server that it was a valid CD-key (mine was anyways), and let me play.
It changed after they realized that having the client verify was probably a bad idea, and had the servers do it instead.
I think I'll just use the Caldera version of linux instead.
What? What, do I have programmer funk? Why are you backing away?
No offense, but this is utterly false.
In some states, school is free. In California, school is (minimum) $25K per year. In Texas, you're looking at more like $3K per year.
Might I suggest my alma mater, UTD?
It was a great tech school, it prepared me well in the fundamentals of CS (my EE friends also agree that their fundamentals were good).
Most importantly, UTD has excellent scholarships and is reasonably priced. During my time there, my fees were typically around $1500 per semester, although I obtained a scholarship the first year and because of my GPA (I was a 4-pointer), I had it upgraded to full tuition plus a living stipend by the end of my freshman year.
Virtual valerie, perhaps?
Well, sorta anyways.
That guy wasn't just some programmer, he's the same guy who rigged the Keno game out in Atlantic city and got caught.
Keno, as a refresher (and correct me if I'm wrong) is similar to the lottery, except that you have to choose eleven numbers, and in order to be a big winner, your numbers must match the ordering of the pulled numbers.
In fact, it is so unlikely that anyone would match all 11 numbers in order that no one has done it in the history of the game. (Except this guy, who rigged the game).
*ANY* other person who has the same amount of greed and exploits his position to gain his means deserves the same punishment.
News Correspondant Takanawa: Hold on, due to an anonymous tip, we are going to the house of the real arsonist.
Fire breathing beatle: Goood. Gooood.
Or even if you don't care about the coverart, booklet and printed media, but you want a whole album?
At least with my experience with the ITunes stuff so far, its very song-oriented, not very album- oriented.
As another "What?" point, where do you think most people *hear* the music they download off of the internet?
I'm just thinking of how cool it would be to have the TV signal run in a picture-in-picture window with art works displaying during commercials. Its no commerical skip, but at least I could ignore them with pretty pictures.
...is right here: "There is the first online getaway that combines the power of chat with the fun and excitement of online games."
Now, I haven't played many MMOs, but I have played a few. And for the most part, modern MMOs are just glorified screen savers with IRC built in. I'm not sure how this could be considred "the first."
Many quake derivatives have solved it. (BF1942, for instance?)
That's actually utterly false.
You don't use a 2-D check to determine the ray intersection with the polygon, that would be useless. By the time the rendering is complete (and assuming you lock the back-buffer, which *very* few games do other than for screen-shot purposes), you don't know where a given pixel on-screen came from.
Sure, a line-box intersection is slower than a line-polygon intersection, but you're assuming that they already know which polygon to test. In order to do that, you have to iterate over the polygons through some method (usually not brute force, usually bounding boxes or spheres).
The way this sort of thing usually works (and its really not anything new, just new for iD), is to have the model broken into pieces, the model, head, arms, legs, torso, etc. You test the model through the hierarchy.
First you see if the ray intersects with the model at all (usually ray-box or ray-sphere). If it does, you test the next piece in the hierarchy (usually left/right or along the biped object). Once you've narrowed down your search to a single piece in the hierarchy, usually you just brute force walk through the polys in that section.