User information for famished

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famished
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famished
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May 21, 2003
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704 (Apprentice)
User ID
17145
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704 Comments. 36 pages. Viewing page 36.
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222.
 
Re: Film vs. Games
Sep 28, 2003, 05:29
Re: Film vs. Games Sep 28, 2003, 05:29
Sep 28, 2003, 05:29
 
"If anything, the problems that occur during the creation of a motion picture stretch far beyond the bugs encountered when making a game."

I beg to differ. With a movie you are creating 1.5 hours of content (on average) seen from one angle. With a game you are creating 10 to 15 hours, or more, of content and depending on the game you are making, this content may be seen from many different angles. If an actor doesn't show up for work, you get another or you wait until they do (which wouldn't be too long after I can assure you). If an AI doesn't show up, you have to find the reason why it didn't.

Does the viewer ever get "stuck" so that they will not be able to complete watching the movie? No. If a movie has not been through too much testing and the movie fails half way through, will the viewer be thrown out of the cinema before the movie ends? No. With software both of these things can easily happen, with a bad physics routine, map design or just some obscure bug that crashes the game. What about compatibility (films you work on DVD and VHS versions)? Games have an infinitely larger list of things to take into consideration.

It can take a game in the testing phase as long as it does to shoot an entire film (not including pre-production and post of course). Games are just as hard if not more so to get out on time as the software industry shifts faster than any other.

48.
 
Bummer
Sep 24, 2003, 13:52
48.
Bummer Sep 24, 2003, 13:52
Sep 24, 2003, 13:52
 
I meant "qeued". Been playing too much pool lately.

47.
 
Launch vid
Sep 24, 2003, 13:50
47.
Launch vid Sep 24, 2003, 13:50
Sep 24, 2003, 13:50
 
http://www.visualwebcaster.com/AMD/092303/event.html?id=16889

Click on Americas Army link in the list first and wait for the Far Cry showing. The link directly to Cevat Yerli is not cued correctly so you miss some stuff at the beginning. This engine has been ported already and they show a map with an insane scale, not possible on 32 bit machines. There are some cool physics demo's as well. One which has some power lines fall over with the cables still attached dragging over another power pole. Also a stack of about 10 or 15 vehicles stacked on top of each other then fall to the ground. I remember someone saying that the physics in Doom 3 could have you stack 100 boxes and it would all react normally, but other engines this demo would "bring them to their knees". Looks like that stack of vehicles is a lot more detailed than 100 boxes Interesting stuff.

65.
 
Re: Resident Evil Movie & Doom 3
May 21, 2003, 08:27
65.
Re: Resident Evil Movie & Doom 3 May 21, 2003, 08:27
May 21, 2003, 08:27
 
"Personally I'd love to see a Warhammer 40K mod of it, wonder if it supports terrain...(BIG terrain)"

Not sure, but in the worst case you can always count on something like the CryEngine, currently running "Far Cry". 2k squared terrain, indoor and outdoor etc. I would love to finally see someone do a decent WH40K game for once. Apparently Kuju has the licence now.

704 Comments. 36 pages. Viewing page 36.
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