User comment history
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| News Comments > New ATI CATALYST Drivers |
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| 13. |
Re: ... |
Nov 5, 2003, 18:14 |
JediLuke |
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Driver performance boosts come from one of two methods: # Fixing slow code - this isn't a performance boost, this is performance being robbed from you before the drivers come out Huh? That doesn't make sense. If a driver fixes slow code, then that's a performance boost. That is a good thing.
~Steve
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| News Comments > Return of the King Postmortem |
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| 5. |
Re: No subject |
Nov 3, 2003, 03:04 |
JediLuke |
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# We wanted to have a lot of what we call "scripted events" in which linear content would play in the context of a level but the cameras would still follow the player. That turned out to be much more complicated than we thought and we ended up not doing that much of it. We do have some really cool in-game cinematics which is what we call "linear content" where the camera stops following the player and focuses on the animation. Hahah, I like that, it reminds me of when Dr. Evil explains a new device that he likes to call a "laser." Because clearly this idea of a "scripted event" was created by these guys for this game.
~Steve
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| News Comments > DOOM 3 Interview |
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| 28. |
Re: Distrustful of Vehicles in FPS? |
Oct 31, 2003, 17:35 |
JediLuke |
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My Advice to John Carmack John, If you are reading this, please understand that while people are game enthusiast, they do not have to be techy heads, and some times your approach to speaking is only suited for a small portion of your audience! Be complex and detailed, then repeat your thesis statement, simplified and in plain ole’ English! Are you trying to say that his wording in the quoted segment was to complicated and as such we don't understand it? Give me a break. Your interpretation was a much softer version of what he said.
And I think the push for people to innovate in gameplay - I'm not sure that I particularly agree with it. ... I know Splash Damage is playing with and making buggies and stuff fly around, but I'm most mistrustful of adding that sort of thing.
Whether he meant to or not, he certainly seems to be saying that there's no need to try to add new gameplay ideas to the FPS genre.
~Steve
This comment was edited on Oct 31, 17:36. |
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| News Comments > DOOM 3 Interview |
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| 6. |
Re: Distrustful of Vehicles in FPS? |
Oct 31, 2003, 14:43 |
JediLuke |
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The basketball to gaming analogy doesn't hold up. People play basketball for the competitive element and for the physical element. It's for the mind and the body. Gaming doesn't give you a workout. You can't jog and lift weights and get better at gaming. I think chess would be a more suitable analogy.
Aside from that, doing something like adding buggies to basketball would create a whole new sport. So, what's wrong with that? Why is Carmack reluctant to make new kinds of games? Why does "first-person-shooter" have to adhere to such a simple and narrow definition? How does viewing the world from a first person perspective and shooting things preclude a game from having more complex gameplay elements?
~Steve
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| News Comments > Steam Re-release |
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| 11. |
Re: Very confused |
Oct 29, 2003, 15:57 |
JediLuke |
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You're entering a world of pain. A world of pain.
~Steve
EDIT: Oh man, they should've used that to promote Max Payne 2. This comment was edited on Oct 29, 15:57. |
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| News Comments > Steam Re-release |
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| 5. |
Re: Very confused |
Oct 29, 2003, 13:14 |
JediLuke |
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Steam killed my dog, slashed my tires, and pissed all over my carpet. I refuse to buy HL2 until Valve answers to my demands!
::preorders HL2::
~Steve This comment was edited on Oct 29, 13:15. |
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| News Comments > Max Payne 2 Bonus Chapters |
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| 17. |
Re: ... |
Oct 28, 2003, 13:23 |
JediLuke |
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Anyone who bases their enjoyment of a game simply on the length of time it takes to finish it, is a fool. Heh, while I don't really disgaree with the sentiment, it always cracks me up how people around here come up with these litmus tests for intelligence. e.g. "If you don't like game X, you are dumb," or "If you think those screenshots look good, you are a fool."
~Steve
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| News Comments > Being There |
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| 10. |
Re: Sweet. |
Oct 28, 2003, 04:02 |
JediLuke |
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Thanks for making me think of Wilco, Blue!
*pops in Yankee Hotel Foxtrot* Wait, I missed something, what made you think of Wilco?
~Steve
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| News Comments > Secret Service: Security Breach Ships |
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| 3. |
Re: Oh reeaaaalllly? |
Oct 27, 2003, 18:45 |
JediLuke |
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Give me a break... I don't know, did you read the engine features? His statement probably isn't too far from the truth. The art in that game certainly looks shitty, but check out the large AA screenshots of the engine demo. The technology does seem pretty cool.
~Steve
P.S. "The Amp II Game Design System is co-developed by Slam Software and 4D Rulers. We used its successor, Amp to develop our first person shooter Gore." <--- stupid
This comment was edited on Oct 27, 18:45. |
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| News Comments > etc. |
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| 6. |
Re: No subject |
Oct 27, 2003, 16:07 |
JediLuke |
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But the actual quote was:
He said he didn't know why the game, which was designed in California, included the Quebec reference. Huh? I guess I'll assume that the writer of the article is responsible for that phrasing, but it seems to imply that where the game was developed should somehow impact/limit the area(s) in which the game takes place. That's stupid.
~Steve
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| News Comments > New Call of Duty Demo |
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| 1. |
Hm |
Oct 27, 2003, 13:17 |
JediLuke |
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Seems like most people who were interested already played this one. If you haven't though, check it out, it's cool. My copy of CoD should arrive pretty soon...
~Steve
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| News Comments > On DOOM 3 Framerates |
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| 95. |
Re: WHY FRAMES > TIC = GOOD EXPLAINED |
Oct 24, 2003, 16:08 |
JediLuke |
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Since 3d scenes are rendered, and not mapped (like 2d) why would it be outrageous to think that the same data couldn't be re-rendered from a different perspective? (Mostly independent of the game engine). The thing is that would require the card to be coded with some kind of engine of its own for representing the data on the screen. There are multiple ways to display 3D data on a 2D surface (the monitor) and to interpret 2D input (mouse) in a 3D world. Different 3D engines use different approaches. Without the game engine telling the card what to do, the card doesn't "know" how to respond to input by rendering a new scene. In other games the game would tell the card to interpolate frames between updates, but in Doom 3, it seems that this will not occur. Without receiving an impulse from the game engine, the scene will not be re-rendered.
If the game locks up, you may continue seeing an image on the screen because the monitor is still being refreshed, but you won't see an updated scene. The rendering is separated from any kind of game logic, which encompasses updating the positions of objects (including the camera), making AI and physics calculations, creating real-time shadows, etc.
Xtro: Yes, that is correct. The thing is that Carmack is saying that in D3 the framerate will be capped at the game's tic rate, meaning the framerate won't go over 60 FPS and thus outrun the game engine updates.
~Steve This comment was edited on Oct 24, 16:12. |
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| News Comments > On DOOM 3 Framerates |
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| 92. |
Re: WHY FRAMES > TIC = GOOD EXPLAINED |
Oct 24, 2003, 13:28 |
JediLuke |
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The FlightSim vs FPS example misses the point. The game engine of each interperts the mouse movement differently and each can send a new view vector to render the scene. The 'mouse movement' had nothing to do with the POINT of trying to differentiate the tics from the framerate. No it doesn't miss the point. If the game engine isn't running it isn't sending anything to the videocard. In Doom 3, the game engine will not be sending scenes to render to the card any more than 60 times in a second. As has been said, the videocard doesn't interpret input, it just displays the data the game code gives it. What if moving the mouse sideways is supposed to strafe and not look around? That has nothing to do with the card, the game engine receives the input, processes it, updates the gameworld (60 times/sec in Doom 3) and then sends the new scene to the card to render.
~Steve
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930 Comments. 47 pages. Viewing page 16.
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