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Comments:

<0> yep
<0> that was UU.net
<1> heh, that's a great story. You need to tell that at your next GDC seminar
<2> I hate smedly
<0> we also shared it with 989.
<2> do you know smedly?
<0> umm I don't do GDC.. or seminars.
<0> yes.
<2> can you smack him for me
<1> Ultyma, you have some SOE experience?
<2> I have some SOE experience working for me
<2> lol
<2> well, not for me
<0> smed thought of me as his personal hacker.
<0> *shrug*
<2> were trying to recruit dev's from the fallout of SWG



<2> because the NGE ruined swg
<2> i played since beta 1
<2> and i feel cheated
<0> heh
<2> they should have left it the way it was, and released a new game
<2> maybe cut the servers down to 10
<2> they lost like 90% of their subscribers due to the change
<2> and Id say without a shadow of a doubt, if they brought up a cl***ic server, all 90% would resub
<1> Narris, were you one of the large monitor monkeys stairing at the server load balance graphs during graveyard shift?
<0> i created it for them to look at.
<2> Smedly doesnt even know what swg is
<0> along with all the other stuff they used to make EQ run better
<2> his interview with pc gamer was funny
<0> the tools, remote admin, CS features , etc etc
<0> it was my job to make EQ seem viable and stable :D
<2> :P
<1> Narris, was it just port traffic or was the system tied into some in-game profiling to measure actual server load?
<0> depends, you never really had a issue packet wise.
<0> but don't think of EQ like that
<0> think of EQ like a buncha desktop computers running under yer desk
<2> How do huge mmo servers like eq work
<0> and thats what I had to work with.
<2> like...
<2> each named server is x amount of clustered servers?
<2> or was eq welfare and only had 1
<0> correct.
<2> :D
<3> correct is probably that you may put the, in any order
<0> 1 world, 24 + zone boxes
<2> thats alot of boxen
<1> Narris, since you seem to know the tech, do you know if anyone ACTUALLY has terrain paging working? Seamless shard/server transfer without real-time impact to the player?
<0> anyone anywhere?
<2> Im trying to design a clustered zone server right now for my game
<0> or in SOE?
<1> yeah
<1> Anyone anywhere
<2> randel I use terrain paging :D
<0> thinking, and nobody I know of has done it they way it should be.
<1> That's what I thought
<0> they've got part of it working but they still break it down
<0> to a portal
<0> tho it could be done sure.
<0> but i'm still all about redesigning MMO's back end to provide better ingame features first..
<1> Yeah, I've been getting deeper into portalization. There seems to be a point where you can over portalize. The system spends to much time checking scope, and you bind the system.
<0> you can over portalize, but I think the final trick is the presentation
<0> for right now at least.
<0> making the transition a enviromental factor and the least impactive as possible
<0> but thats a design thing not a code thing
<1> I've been playing MoM for a few months now. Minions of Mirth. A nice MMORPG built by one guy, Josh Ritter, and his wife. Based on Garagegames Torque. Check it out when you get a chance. www.prairiegames.com
<2> http://img73.imageshack.us/my.php?image=screenshot8ly.jpg
<2> the game im working on
<0> yea torque engine will do okay...
<0> but its not about a engine for the things i'm talking about.
<4> Dude... how much have you done yourself?
<0> its hard to talk about while generalizing and make sense, while not giving away IP.
<4> The graphics engine should be the most fun part.
<2> me?
<3> *>Ultyma kthx noob
<1> KimmaA, it's that mentality that is destroying the game industry
<4> Yeah.
<0> agreed.



<4> randel: So you're pro generic crap games?
<2> Why should I spend 2 years writing a graphics engine
<2> when I can use a really good one
<2> and spend those 2 years writing features
<0> agreed on that too.
<0> but not all engines are suited for all uses.
<2> Instead of buying a new car should I build my own too?
<2> Narris: im using the Truevision3D engine
<2> the closed 6.5 beta
<4> You have to be realistic...
<0> when you are talking about a fully funded project...
<4> A game is something you enjoy making, so you should enjoy making its engine too.
<2> I enjoy making it
<0> where you have a set goal... 3rd party stuff is a heavy weighted thing.
<4> ***uming it's freeware, that is.
<0> I've seen it kill games and companies just by 1 wrong choice.
<1> When I was a young pup engineer in the game industry, we concentrated on game data structures, path finding, AI state machines, probabilty tables, conditional systems for complicated story adventures. Now-a-days all the engineers, especially in the channel, care about only one singel aspect of game dev...graphics.
<0> just because one coder said, hey this will do what we want, and in turn they end up rewriting the 80%
<0> because thats the marketing hype these days.
<0> along with physics.
<4> You mistunderstood me...
<4> I mean that you should do everything yourself and not use pre-written solutions.
<4> Including graphics engine.
<0> yet the additional single minded focus on those aspects has in turn given players less to interact with in their gameworlds
<1> Narris, not just these days. It's been going on way too long. For the past 10 to 15 years all the engineers write/read/breath shaders and trees. Graphics, graphics, graphics. There's only a couple dozen talented game network engineers in the whole industry.
<2> if you want to get down to it, everything is prewritten
<0> because of the overhead and cost in time it takes to make those things work.
<0> Randel, well if you want to go into time scale
<0> then I'll put it to you that I blame ID software :P
<2> why write code in c++
<2> code your own language
<1> Narris, agreed
<2> if you want to be retarded like that
<0> which has always caused hackles amongs peers.
<1> ID cursed the industry for the past two decades.
<0> yep.
<1> Of course they did us a huge favor by pulling in a lot of non gamers
<0> its their attitude, that drove the industry in both good and bad ways
<0> where designers are just level editors ;)
<1> yeah
<0> that one was bad.
<0> where they opened up a genre and brought a new mentality...
<0> companies decided to follow the whole thing.
<0> and not only that but within our industry, the avg turn over is 2 years
<0> MMO's its sometimes a bit more...
<0> but with all the failing ones, still about the same eheh
<0> and there is no umm... bleed off.
<0> since the industry has been increasing even as more and more generic games come out.
<1> I designed and prototyped one of the first full motion movement - maze games (which is what we called them before FPS), and Sega turned it down. After Doom, bang, Accolade was on my doorstep with a check for me to finish and ship it.
<0> nod
<4> Maze games!
<0> now we have people like Epic who just follow the tide
<4> randel: I'm writing my first ray caster...
<0> and are 3 years behind demand
<0> on where they should be.
<1> KimmoA, great just what we need, another ray casting engine.
<4> Not an engine...
<4> Just for my project.
<0> now its mini games...
<0> within games.
<4> Who invented ray casting?
<0> cause you can still have all the perty graphics and shadows, physics etc...
<4> Surely there must've been something done before Catacomb 3D...
<1> More shaders, more ray casting, more light sources, more shadows, more tree algorithms, spectral effects, more volumetirc effects, more pixel effects, more mip mapping, more graphics dman it, we need more graphics!!!
<2> lol
<0> no now its we need a dedicated physics chip
<1> yeah baby!!!
<0> then we'll have ***hats touting thermal dynamics and real fire/melting effects
<0> oooh look the candle can burn in real time :P
<1> With high speed micro code cache we can down load our own loops to!
<0> but i've had that prediction since 2003.
<4> http://www.kimmoa.se/GUTS/
<4> You should like that.
<1> KimmoA, hey, that look like fun!


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