Hello Jonathan !
NC>> going to be programming the next (Fifth) generation dev
JF> This is, of course, assuming that people follow Microsoft's
JF> guidelines by the book, which isn't necessarily the case. You don't
JF> have to write to Direct3D if you don't want to - you can write chip-
JF> specific versions of a game, and so on.
But how many actually do?
JF> Also, DirectX 5 is actually quite fast. Not as fast as OpenGL, mind
JF> you, but more compatible for sure. There is plenty of room for super-
JF> fast game engines, and they do exist. DirectX 6 should be available
JF> soon, too! By the way, just what rendering features does the PSX
JF> library have? It doesn't have perpsective correction (a commonly-
JF> used PC game feature), nor does it have bilinear filtering. Those
JF> aren't in there BECAUSE THE PSX ISN'T POWERFUL ENOUGH. Even a
Surely.
JF> relatively pokey game like Carmageddon has bilinear filtering on a
JF> 3Dfx board. Oh, and DirectX 6 has support for bump mapping... how
JF> about the PSX? Too bad.
:)
NC>> if it was engineered to web browse it could, but it isn't, so it
JF> Even though the Web browsing could help your gaming experience? And
JF> what about multiplayer gaming? Wouldn't Tekken 2 be much more fun if
JF> you could find a person to play at almost any time of the day?
JF> Wouldn't it be fun to dogfight someone in Colony Wars?
But the PSX is a very specifically engineered piece of hardware, if the web
was an intented intergration in the PSX original plans then it wouldn't be a
problem for it to link in and use the technology.
Sure multi-player over the Internet would be fun, playing against other
people is much more fun than playing against code-controlled CPU drones. :)
NC>> only one leg. It sucked Big Time.
JF> Of course, one wonders just how much involvment Braben actually had
JF> in the development of that game. Since it was a sequel with a big
JF> development team, Braben might have only consulted on it.
JF> But right now, Braben's with a different (and probably smaller) team,
JF> and he's working both on consoles AND PCs.
:-o
NC>> people and all bloated as heck.
JF> Now that is an awfully broad (and inaccurate) generalization! What
JF> about id? They did a LOT to Quake II, including optimizations.
JF> Longbow 2 has TREMENDOUS amounts of detail, from the terrain to the
JF> pilots sitting in the cockpit. Even Sega, who seems to be terrified
JF> of 3D boards, seems to be getting better results out of the PC. I
JF> just got the Last Bronx demo; with more detail, it still runs faster
JF> than the VF2 port did. And that "masses of people" is certainly an
JF> exaggeration. id is about 16 people - only 2-4 of those people
JF> actually program the game. Origin may have 30-50 people on a project,
JF> but most of those aren't actually coding! Oh, and since companies who
JF> manufacture for consoles are supposed to be even bigger than your
JF> average PC game maker, couldn't you bring the same argument to bear
JF> against them?
:) Probably!
NC>> Same mindset behind the technology though? :)
JF> Well, yes, but you could argue that about most any 3D chipset maker.
JF> No one's making a consumer-level chipset just for a VRML Web browser,
JF> after all!
Indeed. That VRML is SGIs concept ain't it? With the power of an SGI machine
its feasible, dunno about all the data transfer though with the current
(already straining at times) networks.
NC>> I ain't seen it though. :-/
JF> You'd like it, I think. SF Rush has much better (if not terribly
JF> forgiving) physics compared to something like Daytona USA. For
JF> instance, there's an interesting chicane around some small mounds on
JF> a field. Now normally, you're supposed to just follow the road; but
JF> the more adventurous racers will say "damn the torpedoes" and just
JF> leap the mounds! There are plenty of "alternative" routes in the
JF> game, and that's one of its highlights.
:) I used to love Stunt Car Racer on my Atari, great fun, do you know if
theres anything like it out on the current crop of consoles? It was racing
around elavated tracks, usually with huge sections of track missing which you
had to jump over using the ramps of the course. Great fun, especially the
cracks appearing in your car as you did the more demanding jumps and landings
over the race. :)
NC>> Stutter? And you look forward to a time when a game is
NC>> too complex/bloated/advanced that the hardware can't
NC>> even cope?!!
JF> You're assuming that this is going to be bloated - not more advanced.
JF> Right now, Trinity character models are expected to be around 5,000
JF> polygons, complete with bump mapping and real-time shadowing. The
JF> requirements will still be relatively high - I've heard it may be a
JF> Pentium II, 32 MB of RAM, and something equivalent to a 3Dfx Voodoo
JF> (not Voodoo 2, thank goodness) board in terms of performance.
JF> Considering just what's being done, that IS impressive!
:) I look forward to the day when the hardware prices come down to something
near affordable for the Average Joe in the street.
NC>> Woopy do. Its just another tool to try and make the
NC>> glorified Babbage Difference Engine play games. ;)
JF> But that's what you have in your PSX! :-) It has a CPU which
JF> crunches numbers just like mine - well, mine's a lot faster, but
JF> still...
:) But the PSX is engineered to compute specific 3D rountines, fast. Which it
does.
CheeryBye
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